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	<title>LevelFortyTwo.com</title>
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	<link>http://www.levelfortytwo.com</link>
	<description>Gaming on our level.</description>
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	<language>en</language>
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	<copyright>Copyright &#169; Level Forty Two 2010 </copyright>
	<managingEditor>podcast@levelfortytwo.com (LevelFortyTwo.com)</managingEditor>
	<webMaster>podcast@levelfortytwo.com (LevelFortyTwo.com)</webMaster>
	<category>posts</category>
	<ttl>1440</ttl>
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		<title>LevelFortyTwo.com</title>
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	<itunes:subtitle></itunes:subtitle>
	<itunes:summary>Each week Michael Brown and the other editors at LevelFortyTwo.com; Nick Tringali, Joel Cornell &#38; Erika Szabo come together to talk about the latest content on the LevelFortyTwo.com and what\'s going on in the industry. Segments include: What\'s New On Lv42, Indie Compendium, Reviewer\'s Rant/Rave, Free Form and more! The podcast also features many guests including developers and other industry writers.</itunes:summary>
	<itunes:keywords>video gaming, video game podcasts, level forty two, video game developers, levelfortytwo.com, video game, lv42, indie games</itunes:keywords>
	<itunes:category text="Games &#38; Hobbies">
		<itunes:category text="Video Games" />
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	<itunes:category text="Games &#38; Hobbies">
		<itunes:category text="Video Games" />
	</itunes:category>
	<itunes:category text="Games &#38; Hobbies">
		<itunes:category text="Video Games" />
	</itunes:category>
	<itunes:author>LevelFortyTwo.com</itunes:author>
	<itunes:owner>
		<itunes:name>LevelFortyTwo.com</itunes:name>
		<itunes:email>podcast@levelfortytwo.com</itunes:email>
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	<itunes:block>no</itunes:block>
	<itunes:explicit>no</itunes:explicit>
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		<item>
		<title>Letter from the Editor &#8211; Passing on the Torch</title>
		<link>http://www.levelfortytwo.com/2010/08/letter-from-the-editor-passing-on-the-torch/</link>
		<comments>http://www.levelfortytwo.com/2010/08/letter-from-the-editor-passing-on-the-torch/#comments</comments>
		<pubDate>Fri, 06 Aug 2010 00:44:34 +0000</pubDate>
		<dc:creator>Michael Brown</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Features]]></category>
		<category><![CDATA[letter from the edior]]></category>
		<category><![CDATA[lv42]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=5034</guid>
		<description><![CDATA[Hello readers, As I&#8217;m sure you might noticed things have been slowing down at Lv42, although it might be for different reasons than you think. Since launching the site back in November of 2009, all of us have been working hard to be delivering content 5 days a week. It should come as no shock [...]]]></description>
			<content:encoded><![CDATA[<p><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times, Verdana, sans-serif; font-size: medium; line-height: 20px; "><img align="middle" alt="" height="66" src="http://www.levelfortytwo.com/wp-content/uploads/Picture%201.png" style="cursor: default; " width="600" /></span></p>
<div style="font-family: Arial, Verdana, sans-serif; font-size: 12px; color: rgb(34, 34, 34); background-color: rgb(255, 255, 255); ">
<p class="MsoNormal">Hello readers,</p>
<p class="MsoNormal">As I&rsquo;m sure you might noticed things have been slowing down at Lv42, although it might be for different reasons than you think. Since launching the site back in November of 2009, all of us have been working hard to be delivering content 5 days a week. It should come as no shock that through all of this hard work many of our writers have gotten noticed and now find themselves busy writing for other sources. So, what we recently decided was to trim back on content and focus on delivering 3 top notch articles every Monday, Wednesday and Friday.</p>
<p class="MsoNormal">The podcast has also been on a mild hiatus for a couple weeks, but you&rsquo;ll be pleased to know that we are doing our best to get things back to normal. Expect a new episode this upcoming Monday with a very special guest!</p>
<p class="MsoNormal">Finally, the biggest reason I am writing this is to thank everyone for their continued support and to inform you that I will no longer be working at Lv42. This last year has been amazing, and in turn led to many opportunites. In the coming weeks I&rsquo;ll be moving to San Francisco to pursue a Journalism program at San Francisco State University. Of course I&rsquo;ll end up being busy so to keep Lv42 in the best standing possible I&rsquo;m passing the torch on to Joel Cornell, Erika Szabo and Nick Tringali &ndash; the other editors currently at the site.</p>
<p class="MsoNormal">Thanks again for your continued support. The site wouldn&rsquo;t exist without support from our readers!</p>
<p class="MsoNormal"><img alt="" height="45" src="http://www.levelfortytwo.com/wp-content/uploads/Michael Brown - Signature (small)(1).jpg" style="cursor: default; " width="186" /></p>
<p class="MsoNormal">Michael Brown&nbsp;</p>
<p>&nbsp;</p>
</div>
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		<title>Air Forte</title>
		<link>http://www.levelfortytwo.com/2010/07/air-forte-review/</link>
		<comments>http://www.levelfortytwo.com/2010/07/air-forte-review/#comments</comments>
		<pubDate>Thu, 29 Jul 2010 14:40:10 +0000</pubDate>
		<dc:creator>Matthew O&#39;Mara</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Air Forte]]></category>
		<category><![CDATA[Benny Hammond]]></category>
		<category><![CDATA[Blendo Games]]></category>
		<category><![CDATA[Brendon Chung]]></category>
		<category><![CDATA[Frogs]]></category>
		<category><![CDATA[puppies]]></category>
		<category><![CDATA[Star Wars]]></category>
		<category><![CDATA[The Volcanics]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=5023</guid>
		<description><![CDATA[Any videogame with a cleverly integrated Star Wars reference automatically gets my seal of approval.]]></description>
			<content:encoded><![CDATA[<div>Any videogame with a cleverly integrated Star Wars reference automatically gets my seal of approval. <em>Air Forte</em>, Brendon Chung of Blendo Game latest project isn&rsquo;t just some kind of slapstick Robot Chicken affair. The game has some clever writing for its somewhat short length. It&rsquo;ll make you laugh, make you cry and perhaps just a little frustrated through its hilarious kind of edutainment.</div>
<div>&nbsp;</div>
<div style="text-align: center"><a href="http://www.levelfortytwo.com/wp-content/uploads/2010/07/Air-Forte.jpg"><img alt="" class="aligncenter size-large wp-image-5025" height="272" src="http://www.levelfortytwo.com/wp-content/uploads/2010/07/Air-Forte-1024x819.jpg" style="width: 361px;height: 243px" width="340" /></a></div>
<div>&nbsp;</div>
<div><em>Air Forte</em>&rsquo;s presentation is really well put together. The main page is simple, functional, entertaining. The game&rsquo;s Johnny River&rsquo;s styled soundtrack, composed by Benny Hammond of the Volcanics, complements the game well. There are some good tunes in <em>Air Forte</em> and they&rsquo;ll have you looking for MP3s in no time flat. Graphically, it&rsquo;s tame in comparison to Flotilla&rsquo;s three dimensional presentation. You play as a small jet that flies around on a two dimensional plane. More on this in the next paragraph.</div>
<div>&nbsp;</div>
<div>Welcome to the next paragraph. Air Forte challenges you to find multiples, vocabulary and countries. Each level presents the player with a small statement like, &ldquo;Multiples of 2.&rdquo; It&rsquo;s pretty self-explanatory. You fly around using either the mouse or the keyboard&mdash;depending on the number of players&mdash;collection the correct tabs. When you&rsquo;ve collected every one it&rsquo;s onto the next stage. It&rsquo;s never a challenge to collect the pieces, nor are the controls ever cumbersome. The challenges are the tough part.</div>
<div>&nbsp;</div>
<div>I had no idea that &ldquo;jump&rdquo; was a noun and a verb. There were a few times during the story mode that I was genuinely surprised at my lack of knowledge. Some of the mistakes I made are too embarrassing to repeat on the record, however, <em>Air Forte</em> helped me brush up on my geographical and vocabulary skills. It helped me empathize with Jazz Hands&rsquo; predicament.</div>
<div>&nbsp;</div>
<div style="text-align: center"><a href="http://www.levelfortytwo.com/wp-content/uploads/2010/07/Air-Forte-4.jpg"><img alt="" class="aligncenter size-large wp-image-5026" height="272" src="http://www.levelfortytwo.com/wp-content/uploads/2010/07/Air-Forte-4-1024x819.jpg" style="width: 366px;height: 253px" width="340" /></a></div>
<div>&nbsp;</div>
<div>Challenge mode mixes the vocabulary and mathematic elements in to one level. Infinite mode counts down from ten seconds and each correct answer gives the player two for each correct answer. There&rsquo;s also a practice mode that allows you choose your categories and the number of floating boxes that appear. It&rsquo;s a good way to brush up on your vocabulary, multiplication and geographical skills. Like Jazz Hands, I messed up on almost all of these categories on the first time around. Being an illiterate octopus must be hard, but at least he has eight hands and can have a four player round of <em>Air Forte</em> by himself.</div>
<div>&nbsp;</div>
<div><em>Air Forte</em>&rsquo;s cast is an eclectic group of talking animals. There&rsquo;s a group of puppy-eyed puppies, the king frog, two guitar playing mice, the protagonist&mdash;who you name&mdash;the infamous yet misunderstood villain Jazz Hands and, yes, a Rastafarian Cat. The game&rsquo;s story is split up into seven or eight comic book like section. Each stage reveals a little more of the unfolding&mdash;paper pun&mdash;plot. I won&rsquo;t spoil the story for you, but it has a happy ending and a hilarious epilogue.</div>
<div>&nbsp;</div>
<div>I only had two or three problems with <em>Air Forte</em>. Length. The game&rsquo;s story will take you about a half-an-hour to get through. It&rsquo;s a fairly short game. The online components&mdash;leader boards and high scores&mdash;will keep you occupied for a little while longer if you play competitively. Replayability. The epilogue is a funny and nostalgic piece of writing. I expected, however, after a second play through to see some different endings for the characters. Once you play through <em>Air Forte</em>&rsquo;s story mode there really isn&rsquo;t a reason to play through it again. Challenge mode and Infinite mode offer high score, leader board standings, however, the story mode does not. Gameplay. There&rsquo;s really only one kind of game in <em>Air Forte</em>. You collect multiples, vocabulary and countries. Some variety could have made the multiplayer aspects of Air Forte a little stronger.</div>
<div>&nbsp;</div>
<div style="text-align: center"><a href="http://www.levelfortytwo.com/wp-content/uploads/2010/07/RastaCat.jpg"><img alt="" class="size-full wp-image-5027" height="319" src="http://www.levelfortytwo.com/wp-content/uploads/2010/07/RastaCat.jpg" style="width: 166px;height: 261px" width="210" /></a></div>
<div>&nbsp;</div>
<div><em>Air Forte</em> really feels more like a bench test, a proof of concept if you will. The design, sound and play are solid, yet the short length prevents players from having a full experience. It&rsquo;s certainly a funny, Blendo style experience. I can only hope that some updates are coming to expand on this unique experience.</div>
<div>&nbsp;</div>
<div><em>Air Forte</em> is a nicely constructed game. The story can feels a little undeveloped at times, but will you get a few good snickers out of it? Yes you will. As a proof of concept and as a game, <em>Air Forte</em> is a true show of Brendon Chung&rsquo;s skills as a game developer and designer. <em>Air Forte</em> provides an enjoyable experience for illiterate octopi and Rastafarian cats everywhere.</div>
<div>&nbsp;</div>
<div>You can pick up a copy of Air Forte on Brendon Chung&rsquo;s site <a href="http://www.blendogames.com/"><font color="#0000ff">www.blendogames.com</font></a>.</div>
<div>&nbsp;</div>
<p class="MsoNormal"><span style="font-size: 16px"><span style="font-family: arial, helvetica, sans-serif"><span class="Apple-style-span"><span style="text-decoration: underline"><strong>Likes:</strong></span></span></span></span></p>
<ul>
<li>Great design</li>
<li>Hilarious story with interesting characters</li>
<li>Competitive online leader boards</li>
</ul>
<p><span style="font-size: 16px"><span style="font-family: arial, helvetica, sans-serif"><span class="Apple-style-span"><span style="text-decoration: underline"><strong>Dislikes:</strong></span></span></span></span></p>
<ul>
<li>A little more content needed</li>
<li>Replay ability isn&#39;t really there</li>
<li>Short length, short story</li>
</ul>
<p style="text-align: center;padding-bottom: 10px;margin: 0px;padding-left: 0px;padding-right: 0px;padding-top: 0px"><span class="Apple-style-span"><span style="font-size: large"><span style="font-size: 18px;text-decoration: underline"><strong><span><span style="text-decoration: underline">Review Score</span></span></strong></span></span></span></p>
<p style="text-align: center;padding-bottom: 10px;margin: 0px;padding-left: 0px;padding-right: 0px;padding-top: 0px"><span class="Apple-style-span"><span><span style="font-size: 72px"><img alt="4" class="alignnone size-full wp-image-845" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/4.png" style="padding-bottom: 0px;margin: 0px 0px 10px;padding-left: 0px;padding-right: 0px;cursor: default;padding-top: 0px" width="40" />&nbsp;<span style="font-size: 48px"><span style="font-size: 72px">/</span></span>&nbsp;</span><img alt="5" class="alignnone size-full wp-image-444" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" style="padding-bottom: 0px;margin: 0px 0px 10px;padding-left: 0px;padding-right: 0px;cursor: default;padding-top: 0px" width="39" /></span></span></p>
]]></content:encoded>
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		<item>
		<title>Fractured Persona &#8211; killer7 #5</title>
		<link>http://www.levelfortytwo.com/2010/07/fractured-persona-killer7-5/</link>
		<comments>http://www.levelfortytwo.com/2010/07/fractured-persona-killer7-5/#comments</comments>
		<pubDate>Wed, 28 Jul 2010 18:32:50 +0000</pubDate>
		<dc:creator>Ian Walker</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Features]]></category>
		<category><![CDATA[ayame blackburn]]></category>
		<category><![CDATA[Capcom]]></category>
		<category><![CDATA[con smith]]></category>
		<category><![CDATA[curtis blackburn]]></category>
		<category><![CDATA[dan smith]]></category>
		<category><![CDATA[garcian smith]]></category>
		<category><![CDATA[goichi suda]]></category>
		<category><![CDATA[grasshopper manufacture]]></category>
		<category><![CDATA[harman smith]]></category>
		<category><![CDATA[ishizaka land]]></category>
		<category><![CDATA[ISZK-LAND]]></category>
		<category><![CDATA[Killer 7]]></category>
		<category><![CDATA[killer7]]></category>
		<category><![CDATA[mask de smith]]></category>
		<category><![CDATA[suda51]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=5005</guid>
		<description><![CDATA[With Cloudman behind us, we&#8217;re pushing on through to another double-length chapter! This chapter, entitled Encounter, is split into two very distinct parts so, much like Sunset, I&#8217;ll be writing a separate article for each half. How fun! How many answers will this chapter hold? And how many new questions will come from the explanations? [...]]]></description>
			<content:encoded><![CDATA[<p>With <a href="http://www.levelfortytwo.com/2010/07/fractured-persona-killer7-4/">Cloudman</a> behind us, we&#8217;re pushing on through to another double-length chapter! This chapter, entitled Encounter, is split into two very distinct parts so, much like Sunset, I&#8217;ll be writing a separate article for each half. How fun! How many answers will this chapter hold? And how many new questions will come from the explanations? The only way to find out is to read along!</p>
<p>I hope to make these articles interesting for both newcomers to the game and those who have played through multiple times. But, I have one quick warning: in order to make this as detailed and informative as possible, there will be a large amount of spoilers. So, if you aren’t worried about learning the fates of the characters or having the ending ruined for you, keep reading. If you still plan to play this game for yourself and want to experience the plot twists firsthand, stop!</p>
<hr />
<p style="text-align: center;"><span style="font-size: 16px;">Target #03 – Encounter (Part 1)<br />
<span style="font-size: 11px;"><em>&#8220;The guy in the main event is unlike any other!&#8221;</em></span><br />
</span></p>
<p>The first things we see as this chapter begins are rows of bullets. A few are carefully selected from the group and loaded into a handgun&#8217;s magazine. Classical music swells as the camera pans out a bit, exposing the interior of a classy limousine. The man loading the handgun slowly aims and opens fire on a scantily clad woman sitting across from him. We see the door of the limousine fly open and the man begins to make his way up the steps of a very large office building. His progress is shown through a first-person perspective. He eventually makes his way to spacious lobby, taking a good look around before opening fire on all those present. The last is a young woman who stares up at the man in horror. The screen cuts to red quickly before showing the man leave the building. He appears to be a bit older than middle age, with white hair on his head and face. As he approaches the camera, a small grin can be seen on his face.  A freeze frame captures his left eye for just a moment before fading out.</p>
<p>The scene shifts to Garcian in his trailerhouse. Like every other morning, he listens to a telemarketing message left by the Republic Party asking for his vote in an upcoming election. Like every other morning, Garcian ignores it and makes his way to Harman&#8217;s room. The man behind the locked door is still screaming his head off, but Garcian still doesn&#8217;t seem to care. When Garcian enters Harman&#8217;s room, he sees Samantha abusing Harman again. This time she is forcing him to eat and eventually gets so fed up that she slams the contents of the bowl onto his face. This is a far cry from the awakened Harman we are used to seeing. Garcian wakes him up using the televsion. They speak of a man named Curtis Blackburn, who Harman refers to as a “surge.” Garcian recognizes the name and mentions that he killed Dan Smith years ago. Harman says his arrival on the world scene is an act of fate and that he&#8217;ll soon make his move. Garcian offers to take care of Curtis personally, but Harman says Dan is more than Curtis can handle.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-5011" title="1" src="http://www.levelfortytwo.com/wp-content/uploads/2010/07/12.png" alt="" width="615" height="359" /></p>
<p>Garcian leaves the trailerhouse and meets up with Christopher on the overpass. Christopher says Curtis has been keeping his head down for fifteen years by working for the government. There&#8217;s a rumor going around that he&#8217;s involved with organ trafficking, which is then used in production of the Heaven Smile. Christopher hands Garcian a flyer for a nearby amusement park. It seems Curtis is going after children&#8217;s organs at the fairgrounds. Christopher urges Garcian to hurry and take Curtis out. “The blood of innocent children,” Garcian says, “is unnecessary.”</p>
<p>The Killer 7 head to the amusement park called Ishizaka Land, or ISZK-Land for short. The security camera at the front gate changes Garcian into Con Smith, the youngest member of the Killer 7. Iwazaru is also waiting for the group at the gate. He reiterates Christopher&#8217;s words, urging them to hurry and kill Curtis before he can harm more children. While Iwazaru is as cryptic as ever, Travis eventually appears to shed some more light on the park. He says it&#8217;s been abandoned recently and has become a great place to hide out if you&#8217;re in trouble. But it&#8217;s always been a pretty bad place that&#8217;s linked to an orphan trading syndicate.</p>
<p>Just like Travis said, Ishizaka Land is abandoned&#8230;except for the Heaven Smile, of course. The Killer 7 make their way to the String Quartet area of the park and search the four large auditoriums for clues on Curtis&#8217; whereabouts. Cinema 4 contains a treasure chest. Inside is a new outfit for Mask de Smith that makes him the Main Event, powering his weapons up and making difficult barriers easier to bypass. Travis is waiting for the group in Cinema 3 and sheds a bit more light on Dan and Curtis&#8217; relationship. There&#8217;s a lot of history between the two, and Dan supposedly goes crazy at the mere mention of Curtis&#8217; name. Travis says his bloodlust is so powerful that not even Harman or Garcian would be able to hold Dan back. Garcian recovered Dan&#8217;s body after he was killed, but Travis can&#8217;t recall where that was. He questions how much the others in the group know about the situation.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-5012" title="2" src="http://www.levelfortytwo.com/wp-content/uploads/2010/07/22.png" alt="" width="615" height="359" /></p>
<p>As the Killer 7 approach Cinema 3&#8242;s stage, the ghosts of Kurahashi and Akiba appear before them. If you don&#8217;t remember, these two were the Japanese politicians killed by Matsuken at the beginning of Sunset. Their bodies refused to die, but they were soon killed again by the Killer 7. They don&#8217;t seem to notice the Killer 7 standing before them, and appear to be having a conversation. Akiba asks Kurahashi if he likes war. Kurahashi replies by saying Akiba should already know his answer, because he doesn&#8217;t consider it war. Akiba mentions that the missiles from the beginning of the story hit their target in Japan, killing over 80 million people in an instant. The whole country was destroyed and the whole world stood by in silence. Kurahashi laments Akiba&#8217;s idealism, saying that this is the age of power. Akiba disagrees and says the rest of the world watched on and did nothing because they were afraid of what could happen to them. “The maggots,” he says, “live on.” Future events should be interesting to watch, they say, because their will continues to live on even after their deaths.</p>
<p>Travis is waiting for the Killer 7 in Cinema 2 as well. His recent conversations with the Killer 7 seem to be only directed at Garcian, no matter who is in control at the time. He mentions that Garcian doesn&#8217;t show much interest in the rest of the group, questioning if they even exist at all outside of being small parts of multiple personalities. He segues directly from the cryptic questioning into more information on Dan and Curtis&#8217; history together. Curtis was Dan&#8217;s mentor in the Seattle Self-Defense Force and taught him all he knows about killing. Dan was suspected of betraying the Force and then killed in a back alley. Garcian recovered his body soon after. Pedro, another man who had connections to the Self-Defense Force, was behind the whole thing.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-5013" title="3" src="http://www.levelfortytwo.com/wp-content/uploads/2010/07/32.png" alt="" width="615" height="359" /></p>
<p>Cinema 1 houses another treasure chest, but this one opens to reveal Susie&#8217;s head lying inside. She jokingly says she loves the amusement park, only to relay a traumatic event that happened to her there. She hates crowds, especially the rude dads, fat moms, and crazy kids who scuff up her shoes. All these factors caused her to throw up in the park, and she was soon crowded by onlookers who wouldn&#8217;t give her space to leave. Susie reveals that she wouldn&#8217;t hesitate to kill them all. The park, she says, is the birthplace of murder after all.</p>
<p>Iwazaru and Travis show up once again outside of the Freaky Fun House. Iwazaru says the park is a thing of the past, hence the fact it&#8217;s abandoned. Travis says the fun house has been turned into some sort of odd masquerade, and the only way to get in is by wearing a mask. Luckily, Mask is always wearing his luchador mask, so the Killer 7 get inside easily. The Freaky Fun House is just that&#8230;incredibly freaky. As they near the exit, the Killer 7 come in contact with a Fallen Angel. The Angel doesn&#8217;t say anything, but gives Dan the all-powerful Demon Gun.</p>
<p>The next part of the park the Killer 7 have to journey through is called the Killer Mansion. As the Killer 7 explores the inside of the mansion, Travis shows up with more information on Curtis. Rumors are going around that Curtis has a few odd hobbies to keep him busy. He trades organs on the black market but, hilariously enough, that&#8217;s his public face. In private, he lives with a group of orphans. Girl orphans, in fact. And it all happens to be sanctioned by the government in order to keep him happy. Pedro, from the Seattle Self-Defense Force, acts as the middleman and controls the organ trade routes. The ties formed in the Self-Defense Force remain strong, it seems. Even Travis is surprised by the nerve of the whole situation and the people involved.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-5015" title="5" src="http://www.levelfortytwo.com/wp-content/uploads/2010/07/51.png" alt="" width="615" height="359" /></p>
<p>A quick appearance by Kess Bloodysunday leaves the Killer 7 with a few odd, cryptic thoughts. There are monsters behind every beautiful facade. The truth, he says, is a monster. Travis appears again to bring things back to reality. It seems Pedro was siphoning money to a foreign syndicate and skimmed a bit off the top to put in his own pocket. The Seattle Self-Defense Force signed a pact of brotherhood in blood, so traitors were and still are punished by death. Pedro framed Dan with the embezzlement by hiring him to launder the dirty money. Curtis took this opportunity to take Dan out. Kess appears again with some more odd ideas for the Killer 7: they need to expose those that hide in the dark. Expose them and pick them off&#8230;one by one.</p>
<p>The Killer 7 finally make it out of the amusement park and into the parking lot. Curtis is nowhere to be found. Instead, a young woman by the name of Ayame Blackburn challenges the Killer 7 to battle. She dresses in a cliched school uniform and a large mask that makes her look like a very exaggerated anime character. Even her opening speech is reminiscent of old Japanese superhero shows and cartoons. She introduces herself as the Chairman of the Education Guidance Council, who seeks to destroy all the “vermin” who inhabit the country.</p>
<p>After losing to the Killer 7, Ayame saunters off like it&#8217;s no big deal. A large bus pulls into the parking lot to pick her up, and the noise of children can be heard from within as the doors open up. The bus is emblazoned with the Ishizaka Land logo, and seemingly carries the children off to the slaughter.</p>
<p style="text-align: center;"><span style="font-size: 16px;">Encounter (Part 1) – Complete</span></p>
<hr />Encounter is an incredibly interesting chapter, to say the least. While the first part may not have much in the way of side stories or connect much to the overall arc, it pieces together parts of the Killer 7&#8242;s shady past&#8230;especially in the case of Dan Smith. The second part connects the chapter to the main storyline in a more direct way.</p>
<p>A few more of our conflicts pop up in this chapter. Good vs. Evil, or rather Heaven vs. Hell, is touched upon slightly by the appearance of our Fallen Angel. While much of the Killer 7&#8242;s symbolism has to do with demonic or Hellish forces, Kun Lan and the apparent antagonists of the game all have very Heavenly sounding names. In Biblical terms a fallen angel, as most of you know, is an angel that left Heaven with Lucifer after their failed war against the creator: God. In <em>killer7</em>, the Fallen Angel provides the Killer 7 with some much needed firepower in the form of a Demon Gun. Dan Smith is also referred to as the Hellion many times in this chapter. A Hellion in this case is an out of control, rowdy individual who shares characteristics with lesser demons.</p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-5014" title="4" src="http://www.levelfortytwo.com/wp-content/uploads/2010/07/42.png" alt="" width="615" height="193" /></p>
<p>The second of our conflicts expanded upon slightly in this chapter is East vs. West. The two dead Japanese politicians, Kurahashi and Akiba, continue to push plans forward for Japan&#8217;s expansion. Japan, as you&#8217;ll remember, was recently flattened by nuclear weapons after the United States refused to help defend them. Were these missiles launched by the United States? If not the US, then who?</p>
<p>Another part of the East vs. West conflict is shown by the appearance of Ayame Blackburn. While her relative Curtis is in no way Japanese, she seems to idolize Japanese traditions and cliches. Her whole character and appearance is a play on oldschool Japanese television programs, as well as recent anime series. She stands in the way of the Killer 7&#8242;s progress, but is hastily defeated. Why is she trying to emulate the Japanese in such a hackneyed way?</p>
<p>So, will Dan and Curtis finally have their monumental showdown? Will Dan achieve his revenge, or become just another tick in the list of Curtis&#8217; kills? How was Garcian able to revive Dan in the first place, and how much do the personalities know about each other? These questions probably won&#8217;t be answered any time soon, but feel free to tune in next week for the exciting conclusion of Encounter!</p>
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		<title>Dragon Quest IX: Sentinels of the Starry Skies</title>
		<link>http://www.levelfortytwo.com/2010/07/dragon-quest-ix-sentinels-of-the-starry-skies/</link>
		<comments>http://www.levelfortytwo.com/2010/07/dragon-quest-ix-sentinels-of-the-starry-skies/#comments</comments>
		<pubDate>Tue, 27 Jul 2010 16:30:45 +0000</pubDate>
		<dc:creator>Cody Johnstone</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Nintendo DS]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[dq9 review]]></category>
		<category><![CDATA[dragon quest]]></category>
		<category><![CDATA[dragon quest 9]]></category>
		<category><![CDATA[square enix]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=4994</guid>
		<description><![CDATA[On its surface, Dragon Quest IX: Sentinels of the Starry Skies looks like just about a dozen other Japanese role-playing games on the Nintendo DS. You have cute anime characters fighting slimes and dragons in turn-based combat using basic commands like Attack, Items and Spells. But look deeper and you will find a deep, charming [...]]]></description>
			<content:encoded><![CDATA[<p class="MsoNormal" style="margin: 0cm 0cm 10pt"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000">On its surface, <em>Dragon Quest IX: Sentinels of the Starry Skies</em> looks like just about a dozen other Japanese role-playing games on the Nintendo DS. You have cute anime characters fighting slimes and dragons in turn-based combat using basic commands like Attack, Items and Spells. But look deeper and you will find a deep, charming and addictive RPG that pushes the boundaries of the hardware and may just be one of the best games released this year so far. </font></span></span></p>
<p class="MsoNormal" style="margin: 0cm 0cm 10pt"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000"><img alt="" height="428" src="http://www.levelfortytwo.com/wp-content/uploads/dq910(1).jpg" width="700" /></font></span></span></p>
<p class="MsoNormal" style="margin: 0cm 0cm 10pt"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000">The game sets you in the role of a silent protagonist, as every <em>Dragon Quest</em> has. The difference here is that for the first time you are given free rein to customize what your hero looks like. Choosing your gender in <em>Dragon Quest III</em> and <em>IV</em> was one thing, but choosing your face, hair style, body proportions, and so forth is something totally new for the series and makes it more in line with what you may expect from a western RPG from the likes of Bioware. </font></span></span></p>
<p class="MsoNormal" style="margin: 0cm 0cm 10pt;text-align: center"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000"><img alt="" height="450" src="http://www.levelfortytwo.com/wp-content/uploads/ss-080.jpg" width="300" /></font></span></span></p>
<p class="MsoNormal" style="margin: 0cm 0cm 10pt"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000">In its story telling <em>Dragon Quest IX</em> has more in common with <em>Dragon Quest III</em> than its eighth chapter. Just like the NES classic you play as set of four blank slates. Rather than meeting new heroes to join your cause as you go about your adventure the player simply recruits three comrades at a major Inn near the start of the game. Just like your hero the player can custom-build their party-members to suit how they want, including a choice of six vocations (<em>Dragon Quest IX&#39;</em>s version of character classes) like warrior, thief or mage. As you play the game you earn the opportunity to unlock new vocations as well.</font></span></span></p>
<p class="MsoNormal" style="margin: 0cm 0cm 10pt"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000">But would you believe me when I said the story is still interesting and regardless? Yes, you don&rsquo;t get to really learn more about your characters and who they are (everyone but your hero mysteriously vanish during story scenes) but the story itself is wonderfully well written and even has a good number of mysteries that will keep you going. The trade-off is that the hero is accompanied by an irritating companion character named Stella. A bleach-blond, over-tan, obnoxious side-kick, she offers some light-hearted banter and the odd laugh, but overall tends to annoy rather than endear. Like <em>Ocarina of Time</em>&#39;s Navi, she will not ruin the overall story for you, but she has few likable qualities about her. </font></span></span></p>
<p class="MsoNormal" style="margin: 0cm 0cm 10pt"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000">Unlike a good many other RPGs, <em>Dragon Quest IX</em> is told through a series of short stories. Whenever you arrive at a new township it is likely that it will trigger a new story featuring the cast of that particular town. One may have you saving a seemingly doomed town from a deadly disease while another will have you tacking down a missing resident. While each of these short stories are mostly self-contained, they all also fit into a grander scheme that will move you from one vignette to the next. It works well in a portable game to have bite-sized chunks of story and also makes it so that the player will want to hurry along to the next township to see what the next story will bring. </font></span></span></p>
<p class="MsoNormal" style="margin: 0cm 0cm 10pt;text-align: center"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000"><img alt="" height="228" src="http://www.levelfortytwo.com/wp-content/uploads/ss-053.jpg" width="300" /></font></span></span></p>
<p class="MsoNormal" style="margin: 0cm 0cm 10pt"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000"><em>Dragon Quest IX</em> has a striking visual style that does well in emulating the cell-shaded graphics of its Playstation 2 predecessor. Everything is bright and colourful and full of personality. The games graphical strengths lie in the fact that the game works within the limitations of the hardware. Rather than filling towns with 3D rendered townsfolk it uses 2D sprites for all but important story-related characters. It gets the job done and makes it so more characters can be present on screen at once. </font></span></span></p>
<p class="MsoNormal" style="margin: 0cm 0cm 10pt"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000">The soundtrack is good, highlighting the upbeat nature of the game with a good amount of classic <em>Dragon Quest</em> music and sound effects for long-time fans. My only complaint is that while the music that is there is great, I wish there was a little more of it. Almost every town and dungeon has the same song so it does tend to get a little repetitive. </font></span></span></p>
<p class="MsoNormal" style="margin: 0cm 0cm 10pt"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000">The gameplay is solid and addictive, sticking to the core <em>Dragon Quest</em> gameplay, but improving enough and adding enough new elements to keep the game feeling fresh. At its core <em>Dragon Quest IX</em> is a traditional turn-based RPG. But there are a few modern tweaks that keep the game feeling up to date and addictive. The skill tree system from <em>Dragon Quest VIII</em> has been expanded so now each vocation has a unique skill tree, rather than having them be character specific. What gives the game such deep customization is that all skills mastered in one vocation will carry over into any other. Want to have a battle mage? Just master the warrior&rsquo;s sword skills and you can arm your mage with a sword. </font></span></span></p>
<p class="MsoNormal" style="margin: 0cm 0cm 10pt"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000">Even the equipment has been updated, with each piece of armour and weapon you equip the appearance of your avatar will reflect the new gear, making it just that much more rewarding when you can finally equip that new axe or helmet. </font></span></span></p>
<p class="MsoNormal" style="margin: 0cm 0cm 10pt;text-align: center"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000"><img alt="" height="450" src="http://www.levelfortytwo.com/wp-content/uploads/ss-083.jpg" width="300" /></font></span></span></p>
<p class="MsoNormal" style="margin: 0cm 0cm 10pt"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000">Exploration has been improved a lot simply by virtue of the fact that <em>Dragon Quest</em> has finally done away with random battles. Players can now actively avoid combat or hunt specific monsters thanks to the fact that monsters will now randomly spawn on the field or in dungeons. </font></span></span></p>
<p class="MsoNormal" style="margin: 0cm 0cm 10pt"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000">But one cannot ignore the number-one selling feature of <em>Dragon Quest IX</em>, the new multiplayer and wireless functionality. The game has two main modes of interaction with other players, passive and active. </font></span></span></p>
<p class="MsoNormal" style="margin: 0cm 0cm 10pt"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000">The passive interaction is handled though the game&rsquo;s tag mode. Basically you go into a passive wireless mode and put your DS into sleep mode. While your DS is asleep it sends out a wireless signal. If another player in tag mode happens to pass you by while you are both in tag mode the DS will automatically exchange data with them and both of you will each send a copy of a treasure map to each other. These treasure maps will lead to randomly generated dungeons containing randomly generated loot and monsters. By collecting these random maps the length of the game can literally be extended indefinitely. </font></span></span></p>
<p class="MsoNormal" style="margin: 0cm 0cm 10pt"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000">The active interaction is a 2-4 player cooperative multiplayer option in which you take your main hero into friends game (or vice versa) and complete quests together. An innovative option that is a first for the series. </font></span></span></p>
<p class="MsoNormal" style="margin: 0cm 0cm 10pt"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000">To further extend the gameplay of <em>Dragon Quest IX</em> there are also weekly downloadable quests and content for no additional charge and an online shop that allows you to use in-game gold to purchase rare items. Square-Enix already has a full year of these weekly quests planned.</font></span></span></p>
<p class="MsoNormal" style="margin: 0cm 0cm 10pt"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000">As a whole, <em>Dragon Quest IX</em> is one fantastically absorbing, addictive and overall fun role-playing experience. Witty writing, outstanding visuals, a charming soundtrack, deep customization options and smart wireless functionality mesh to make one of the very best games on the Nintendo DS. Period. </font></span></span></p>
<p class="MsoNormal" style="margin: 0cm 0cm 10pt;text-align: center"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000"><img alt="" height="450" src="http://www.levelfortytwo.com/wp-content/uploads/ss-069.jpg" width="300" /></font></span></span></p>
<div><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000"><span lang="EN-CA"><strong><span lang="EN-CA">Likes:</span></strong></span></font></span></span></div>
<ul>
<li>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000"><font color="#000000"><span class="Apple-style-span">Addictive character customization</span></font></font></span></span></div>
</li>
<li>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000"><font color="#000000"><span class="Apple-style-span">Charming story and characters</span></font></font></span></span></div>
</li>
<li>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000"><span class="Apple-style-span">Clever use of wireless conectivity</span></font></span></span></div>
</li>
</ul>
<div><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;"><span lang="EN-CA"><strong><span lang="EN-CA">Dislikes:</span></strong></span></span></span></div>
<ul>
<li>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000"><span class="Apple-style-span">Repetitive music</span></font></span></span></div>
</li>
<li>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000"><span class="Apple-style-span">No character development for party-members</span></font></span></span></div>
</li>
<li>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000"><span class="Apple-style-span">Stella </span></font></span></span></div>
</li>
</ul>
<p style="text-align: center; "><span style="font-size:24px;"><span style="font-family:arial,helvetica,sans-serif;"><span lang="EN-CA"><span style="font-weight: bold; line-height: 20px; "><span style="text-decoration: underline">Review Score</span></span></span></span></span></p>
<p style="text-align: center; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span lang="EN-CA"><img alt="5" class="alignnone size-full wp-image-444" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" style="padding-right: 0px;padding-left: 0px;padding-bottom: 0px;margin: 0px 0px 10px;cursor: default;padding-top: 0px" width="39" />&nbsp;<span style="font-size:72px;">/</span>&nbsp;<img alt="5" class="alignnone size-full wp-image-444" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" style="padding-right: 0px;padding-left: 0px;padding-bottom: 0px;margin: 0px 0px 10px;cursor: default;padding-top: 0px" width="39" /></span></span></span></p>
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		<title>Donkey Kong Country Returns</title>
		<link>http://www.levelfortytwo.com/2010/07/donkey-kong-country-returns-preview/</link>
		<comments>http://www.levelfortytwo.com/2010/07/donkey-kong-country-returns-preview/#comments</comments>
		<pubDate>Mon, 26 Jul 2010 16:46:40 +0000</pubDate>
		<dc:creator>Erika Szabo</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Previews]]></category>
		<category><![CDATA[Wii]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[Donkey Kong Country]]></category>
		<category><![CDATA[donkey kong country returns]]></category>
		<category><![CDATA[nintendo]]></category>
		<category><![CDATA[Nintendo Wii]]></category>
		<category><![CDATA[platformer]]></category>
		<category><![CDATA[preview]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=4848</guid>
		<description><![CDATA[Anyone familiar with the original Donkey Kong Country series remembers how much fun they were.&#160; The environments were vibrant, lush and full of secrets, the music was probably some of the best at the time and the gameplay was energizing, challenging yet fulfilling.&#160; Thankfully Donkey Kong Country Returns is a return to form. Instead of [...]]]></description>
			<content:encoded><![CDATA[<p>Anyone familiar with the original <em>Donkey Kong Country</em> series remembers how much fun they were.&nbsp; The environments were vibrant, lush and full of secrets, the music was probably some of the best at the time and the gameplay was energizing, challenging yet fulfilling.&nbsp; Thankfully <em>Donkey Kong Country Returns</em> is a return to form. Instead of reimagining Rare&#39;s classic SNES series like the Nintendo 64&#39;s <em>Donkey Kong 64</em>, <em>DKC Returns</em> is more like a continuation of the good old days and one that many people are undoubtedly waiting for.&nbsp;</p>
<p style="text-align: center;"><img alt="" height="346" src="http://www.levelfortytwo.com/wp-content/uploads/Donkey Kong Country Returns - 6.bmp" width="600" /></p>
<p><em>DKC Returns</em> does employ modern platforming design and technology, like 3D environments with playable foreground and background areas, but it does so without drastically changing the look or feel of the original series.&nbsp; With the original having incorporated what is commonly known as 2.5D graphics, this upgrade to 3D does little but further excite the notion of a new <em>DKC</em> title.&nbsp; <em>DKC Returns</em> is a total throwback to the originals, in every shape and form, and will certainly cater to both new and old gamers alike.&nbsp;</p>
<p>Like its predecessors, <em>DKC Returns</em> is a platformer focused on collection, whether it be bananas, letters or various other items along the way.&nbsp; If you&#39;re bent on collecting every single item in a level, get ready for a typically slower run-through, but the payoff is oh so rewarding.&nbsp;</p>
<p><span class="wikid-block-description" field="61-31732.description" widget_classes="">In single-player, the player takes the role of Donkey Kong but still has access to Diddy Kong&#39;s special moves &#8211;&nbsp;</span> his jet pack, which can give him a jump boost, and Peanut Pop Gun, which fires a bouncing peanut projectile.<span class="wikid-block-description" field="61-31732.description" widget_classes=""> Two-player co-op is also an option, with one player playing as Donkey Kong and the other of course playing as Diddy.&nbsp; This adds a nice touch to the game and allows for a fun experience if you don&#39;t feel like playing alone or have people over.&nbsp; <br />
	</span><br />
	<span class="wikid-block-description" field="61-31732.description" widget_classes="">Motion controls are also a new feature.&nbsp; Drumming the Wii Remote and Nunchuk makes your character do a &quot;ground slap&quot;, allowing access to new areas and items. In addition, a shake of the Wiimote while running will trigger Donkey Kong&#39;s signature roll attack.&nbsp; Both motion-controls are extremely fluid and there was little to no lag in response time.&nbsp; While a new addition to an old favourite, the use of motion-controls works well and efficiently.&nbsp;</span></p>
<p><img alt="" height="346" src="http://www.levelfortytwo.com/wp-content/uploads/Donkey Kong Country Returns - 10.bmp" width="600" /></p>
<p>While I only got to explore a small portion of the game it looks as promising as ever.&nbsp; Nintendo is certainly doing a great job at catering to the nostalgic fans with its upcoming Wii titles as well as the 3DS and its lineup.&nbsp; However, <em>DKC Returns</em> is not just a cheap thrill, it&#39;s actually a well thought out and well executed return to one of the greatest series on the SNES.</p>
<p>Stay tuned for more details about <em>DKC Returns</em> when it&#39;s released this holiday season!</p>
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		<title>Fractured Persona &#8211; killer7 #4</title>
		<link>http://www.levelfortytwo.com/2010/07/fractured-persona-killer7-4/</link>
		<comments>http://www.levelfortytwo.com/2010/07/fractured-persona-killer7-4/#comments</comments>
		<pubDate>Tue, 20 Jul 2010 14:06:44 +0000</pubDate>
		<dc:creator>Ian Walker</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Features]]></category>
		<category><![CDATA[Site Blogs]]></category>
		<category><![CDATA[andrei ulmeyda]]></category>
		<category><![CDATA[cloudman]]></category>
		<category><![CDATA[first life incorporated]]></category>
		<category><![CDATA[garcian smith]]></category>
		<category><![CDATA[goichi suda]]></category>
		<category><![CDATA[grasshopper manufacture]]></category>
		<category><![CDATA[harman smith]]></category>
		<category><![CDATA[Killer 7]]></category>
		<category><![CDATA[killer7]]></category>
		<category><![CDATA[suda51]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=4976</guid>
		<description><![CDATA[We skipped a week, but now it&#39;s back in all its glory! Our killer7 analysis continues with the next chapter, Cloudman. This chapter is much shorter than Sunset, and also takes a step off the main plotline to explore another very important character in the killer7 universe. But shorter isn&#39;t always a bad thing! The [...]]]></description>
			<content:encoded><![CDATA[<p>We skipped a week, but now it&#39;s back in all its glory! Our <em>killer7</em> analysis continues with the next chapter, Cloudman. This chapter is much shorter than Sunset, and also takes a step off the main plotline to explore another very important character in the <em>killer7</em> universe. But shorter isn&#39;t always a bad thing! The animation style for the cutscenes changes dramatically in this chapter, making it one of my favorites in terms of style. It also introduces one of my favorite characters&#8230;and then subsequently kills him off.</p>
<p>I hope to make these articles interesting for both newcomers to the game and those who have played through multiple times. But, I have one quick warning: in order to make this as detailed and informative as possible, there will be a large amount of spoilers. So, if you aren&rsquo;t worried about learning the fates of the characters or having the ending ruined for you, keep reading. If you still plan to play this game for yourself and want to experience the plot twists firsthand, stop!</p>
<hr />
<p style="text-align: center;"><span style="font-size: 16px;">Target #02 &ndash; Cloudman</span><br />
	<em><span style="font-size: 11px;">&ldquo;We&#39;re talkin&#39; guys who beat off four times a day!&rdquo;</span></em></p>
<p>This chapter opens with a live television broadcast. A man named Andrei Ulmeyda introduces himself as &ldquo;a man with a plan.&rdquo; He says people will come to him with salvation. Motioning to a stadium behind him, Ulmeyda says he has a feeling that something very bad is going to happen at the concert taking place inside. Because of those inside, the stadium has become a sort of epicenter for the overflowing energy. Ulmeyda begins to lose it and the stadium explodes behind him, leaving nothing but rubble and smoke. The camera pans closer to Ulmeyda&#39;s face as he challenges Garcian and the Killer 7 to find him and his new faith. His whole meaning in life is to be found by the Killer 7.</p>
<p>Garcian turns off the television and heads to Harman&#39;s room in the back of the trailerhouse. The man behind the locked door continues to scream. Garcian walks in on Samantha and Harman having sex, but she stops when she notices Garcian. Samantha tells Garcian not to worry about Harman because he likes playing rough. Harman awakens to talk to Garcian, and they discuss the commotion Ulmeyda is making in the south. Neither believes he is of high enough caliber to be a revolutionary. Harman stays behind on this mission as Garcian sets off to accept Ulmeyda&#39;s challenge. Before leaving, Garcian meets with Christopher on the overpass. Christopher saw the television broadcast and wonders if Ulmeyda is some sort of stalker. Garcian shrugs it off and says he&#39;s heading to Texas, because Ulmeyda was wearing a shirt labeled Texas Bronco.</p>
<p style="text-align: center;"><img alt="" class="alignnone size-full wp-image-4977" height="336" src="http://www.levelfortytwo.com/wp-content/uploads/2010/07/11.png" title="1" width="615" /></p>
<p>On his way into InterCity, Garcian has a short conversation with a farmer on the outskirts of town. The farmer mentions that they don&#39;t get many &ldquo;black folk&rdquo; coming through this area, which always struck me as odd because Ulmeyda is African-American. He asks what the purpose of Garcian&#39;s&nbsp; visit is, guessing that he&#39;s probably there to see Ulmeyda. The farmer mentions that he sees Ulmeyda everyday in the form of posters and billboards scattered about the desert. They creep him out, but he warns Garcian to keep thoughts like that to himself if he values his life. The town is mean, and they&#39;ll do anything they can to protect Ulmeyda.</p>
<p>Before entering the city, Iwazaru and Travis both make separate appearances to weigh in on the situation. Iwazaru can&#39;t stand Ulmeyda or the members of his cult because of the afros they wear their hair in. Travis, on the other hand, just thinks Ulmeyda is crazy. He looks nothing like the &ldquo;company president&rdquo; position he&#39;s supposed to be portraying. And while Ulmeyda calls InterCity the &ldquo;ideal&rdquo; place to live, it&#39;s hardly perfect. The desert&#39;s raging heat sees to that.</p>
<p>A nearby security camera switches Garcian to Coyote, and the Killer 7 begin to investigate the town. The spirit of a deceased Ulmeyda cult member stops them on the way to the gas station, questioning their beliefs in God. Travis reveals a few more details on Ulmeyda&#39;s company. There&#39;s a rumor going around that Ulmeyda&#39;s company purchases magazines from all over the world. They call themselves the world&#39;s largest domestic trading company. Travis sees this facade for what it is, and scoffs at the idea that it&#39;s a &ldquo;comprehensive company.&rdquo;</p>
<p>The Killer 7 continue on to the gas station. A semi-truck is blocking the way, but it&#39;s easily moved by Mask and his incredible strength. Susie is revealed to be hiding in a gas pump once the truck is moved. She gives the Killer 7 the Stamina Ring item as well as expounding on some of the things she likes and dislikes. She reveals that she&#39;s mutilated tons of men over the course of her life, so much so that they can&#39;t even go out in public. With another odd piece of her story divulged, she tells the Killer 7 to leave her be and goes back into hiding.</p>
<p>As they continue making their way through the town, the Killer 7 find another carrier pigeon from Johnny Gagnon. While InterCity may be hailed by Ulmeyda as a perfect place to live, Johnny has dug up some interesting details that may prove otherwise. People living here often go missing. Some skip out of the city late at night, but most just plain disappear. Whole families will sometimes go missing at once. It&#39;s almost like they&#39;re all trapped in a horror story. But, those left behind in town have adapted, sometimes with surprising alacrity. Ulmeyda&#39;s company, First Life, is incredibly popular in the world market but also very competitive. Employees quit all the time due to the high stress they&#39;re subjected to. It was established three years ago, but only half of the original employees remain. The rest are recruits from all over the world, as well as recent graduates. The disappearances also contribute to the high employee turnover. The note also mentions investigations Johnny has begun on someone only referred to as &ldquo;her,&rdquo; but he needs more evidence before talking about it any more.</p>
<p>The city&#39;s obsession with Ulmeyda becomes readibly apparent as the Killer 7 continue their investigation. The entire city is filled with propaganda bearing Ulmeyda&#39;s image. He&#39;s even had special figurines of himself in different occupational outfits produced. Whoever collects all these figurines gets a chance to meet Ulmeyda face to face. The Cult Member&#39;s spirit makes frequent appearances, but much of his speech is garbled nonsense phrases. He believes miracles lie somewhere between the truth and fiction. The Cult Member also tells the Killer 7 not to believe anyone, not even God. Travis is the&nbsp; only person they should trust. These interesting thoughts are soon followed by one that&#39;s more ambiguous: &ldquo;God and pigeons are one.&rdquo;</p>
<p style="text-align: center;"><img alt="" class="alignnone size-full wp-image-4978" height="336" src="http://www.levelfortytwo.com/wp-content/uploads/2010/07/21.png" title="2" width="615" /></p>
<p>The group finds all but one of the figurines waiting for them in the diner&#39;s toy machine. The last one, a special edition given away in an auction by Ulmeyda himself, is found in a house in the residential district. A man&#39;s bloody silhouette appears on one wall near the figurine. After finding the figurine, the Cult Member&#39;s spirit makes one more important appearance. He tells the Killer 7 that he killed the man who won the special figurine, but could never find the prize. &ldquo;The world is full of mysteries,&rdquo; he finishes, pondering if maybe the man&#39;s soul hid the figurine from him.</p>
<p>Julia Kisugi, the assassin who was killed in the first part of the Sunset chapter, also makes an appearance. She details the life of an assassin, and laments that she was never living the way she wanted to. Being a hired killer gives you a small amount of freedom for the large amount they eventually take away from you. Her life was never her own. The Killer 7 freed her from that life the moment they killed her.</p>
<p>On their way to confronting Ulmeyda, the Killer 7 come into contact with two more residents of InterCity in the pharmacy and post office. A woman behind the counter at the drug store mistakes the Killer 7 for reporters. She appreciates the fact that Ulmeyda has helped the city flourish the way it has, but the &ldquo;creeps with the weird smile&rdquo; bother her. The city is big on tradition, so it&#39;s hard for them to accept newcomers. The post office acts as a gateway to a mountain path. The path leads up to First Life headquarters and Ulmeyda. An employee of the post office stops the Killer 7 as they pass through. He says he knows Ulmeyda and calls him a good man, but makes it clear to the assassins that he isn&#39;t part of the cult. It turns out that Ulmeyda actually worked at the post office before becoming head of First Life, but didn&#39;t really stand out. The post office worker says Ulmeyda was just lucky. As he remembers Ulmeyda&#39;s emergence, the worker works himself up to anger. He says Ulmeyda is a fake and that he only got that position by selling the town away&#8230;selling their souls away.</p>
<p>The Killer 7 make their way out of the post office and up the mountain path. Travis is waiting for them with more information on First Life. The company&#39;s profile is &ldquo;the world&#39;s largest catalog retailer group.&rdquo; They expand on this by also describing themselves as a &ldquo;specialized revolutionary global distribution organization.&rdquo; Travis says all these words don&#39;t add up to much, and that they don&#39;t really mean anything in the grand scheme of things. He appears further up the mountain to tell them more about the company&#39;s policies. The pamphlet they put out contains one hundred facts, comprised of ninety three lies and seven truths. And even the truths don&#39;t provide any answers. Just like every other corporation, First Life is built on lies.</p>
<p>Ulmeyda himself has hints of genius despite his lowly origins. He distracts the populace with smoke and mirrors while swooping down to clutch their hearts and minds with his claws. First Life has grown dramatically into a winning trading company that can purchase goods from all over the world. It is a truly gigantic organization. Unfortunately, Ulmeyda recognizes the genius brewing below his surface. The passage to First Life is only opened by answering a series of questions about the propaganda billboards that line the path up the mountain. They show Ulmeyda in a variety of situations, but all imply that First Life is on the verge of a global economic takeover.</p>
<p>Upon entering the first part of the First Life building, the Killer 7 encounter a road block. The security guard denies them access until a voice on the intercom relays an emergency message from Ulmeyda himself. The message says to let Mr. Smith into the building. The security guard complies, but also confides in the Killer 7 before they leave. He says the First Life corporation is very secretive, and most of the employees don&#39;t have any idea what goes on in there.</p>
<p style="text-align: center;"><img alt="" class="alignnone size-full wp-image-4980" height="336" src="http://www.levelfortytwo.com/wp-content/uploads/2010/07/41.png" title="4" width="615" /></p>
<p>The Killer 7 finally reach the main building of the First Life corporation. But, upon stepping through the door, it&#39;s revealed to only be a huge disguise. The building itself was only a huge cardboard cutout, and it falls over to reveal an endless expanse of flat land desert with only a small trailer idling nearby. Inside the trailer&#39;s control room sits Ulmeyda, wearing what seems to be a simple astronaut&#39;s suit. He welcomes the Killer 7 into the room. His propaganda begins immediately as he describes InterCity as a paradise, a completely autonomous region that is the model of peace. First Life Inc., on the other hand, doesn&#39;t exist. They only produce and run commercials. People really do only judge books by their covers, so all they had to do was make people think they were an extremely successful company and it became so.</p>
<p>When the clock strikes 5:00 PM, Ulmeyda signals that the work day is over and says that they may be just in time to meet &ldquo;today&#39;s lucky guy.&rdquo; A line of cult members exits the trailer slowly, but Ulmeyda tells the Killer 7 not to be alarmed; these are good citizens, not Heaven Smile. The last cult member to exit is a teenage boy named Clemence. Ulmeyda snatches him immediately to congratulate him, and Clemence can&#39;t believe he had the good fortune of being chosen. Ulmeyda calms him down, saying that his job has only just begun. A rocket-propelled automobile pulls up, and Ulmeyda says that this is Clemence&#39;s new job. He tells the boy to take it for a spin, but yells an ominous warning after him as he speeds off: &ldquo;Don&#39;t drive yourself to death!&rdquo;</p>
<p>Multiple screens expand from the trailer, all showing Clemence&#39;s face in the car as he reaches top speed. While he seems to be enjoying himself immensely, the speed at which he is traveling is enough to kill him. Ulmeyda says there&#39;s only two endings to this story for Clemence: either he dies happy speeding across the desert, or he makes it to the finish line. If Clemence finishes, he wins. As the boy continues his deadly race through the flat land, Ulmeyda changes the subject to himself. He infected himself with a plethora of deadly viruses. This spurred him on in research of these diseases, and time after time he created vaccines and other medication to combat them. But, the one disease he is afraid of is Heaven Smile. He asks the Killer 7 to kill him if he ever becomes infected because they&#39;re the only ones that seem to know how.</p>
<p>The United States military descends on Ulmeyda&#39;s position, capturing him and infecting his body with the Heaven Smile virus. A man named General Lynch from the United States Emergency Counter-Measure Defense Department thanks the assassins for their cooperation in capturing Ulmeyda. InterCity is much more important than it seemed to be, because it serves as a vital instrument for determining the country&#39;s safety standards. Before they have the chance to destroy Ulmeyda, his new powers awaken. He can&#39;t control his sadistic urges to kill those around him, and he transforms into a new form. His blood rains down on the military personnel and kills them almost instantly. The Killer 7 chase him down through a series of connected ambulances and destroy him. His laughter echoes across the desert as his body disappears, and his blood once again rains from the sky.</p>
<p>Clemence finishes his race across the desert and, having survived, is poised to take Ulmeyda&#39;s position in InterCity. Ulmeyda&#39;s blood doesn&#39;t harm him, and paints the white rocket car a crimson color. Clemence recognizes the taste of Ulmeyda&#39;s blood. Ulmeyda&#39;s spirit appears to Clemence and grants him the power he once had. He says Clemence must stand strong and take the big risks to succeed in life. Clemence promises Ulmeyda that their way of life will continue and hails Ulmeyda as InterCity&#39;s messiah.</p>
<p style="text-align: center;"><span style="font-size: 16px;">Cloudman &ndash;&nbsp; Complete<br />
	</span></p>
<hr />
<p>This side story in the killer7 universe is slightly more complex than the last few chapters. The plot of the game begins to take an odd turn starting with Cloudman, and continues this trend on towards the conclusion. Andrei Ulmeyda is probably my favorite character in the game, and his influence spreads a bit from this chapter, even though he met with a rather tragic end.</p>
<p>Cloudman brings a bit of the supernatural elements from the first chapter back into play. Ulmeyda is seen by his followers as a God, and they follow his words as if he really was one. He sits high atop the mountain overlooking InterCity and passes down his directions to his followers. The city itself has flourished under Ulmeyda&#39;s rule, but it seems rather odd that the United States government would let him have such a high level of control inside of the country. Later on in the chapter, you find out that the military was using it as a microcosm of defense throughout the entire nation. Were they experimenting with the Heaven Smile virus? Or were they just letting Ulmeyda control a small portion of Texas to appease his self-important personality? Ulmeyda&#39;s company First Life was on the verge of breaking out on the global economic scene, so maybe they provided him a bit too much leeway in the department.</p>
<p style="text-align: center;"><img alt="" class="alignnone size-full wp-image-4981" height="336" src="http://www.levelfortytwo.com/wp-content/uploads/2010/07/5.png" title="5" width="615" /></p>
<p>Another question that was raised that remains unanswered in this chapter is the state of Ulmeyda&#39;s rise to power. Once just a lowly, unskilled worker at the local post office, he became the head of the world&#39;s most successful trading organization. What changed? His coworker spoke of Ulmeyda as someone who stayed in the background because he wasn&#39;t very good at his job. Where did the sudden genius come from to run a corporation? He somehow managed to learn a great deal in a very short span of time. Add to that his change in personality from shy office worker to charismatic cult leader and you&#39;re left with a huge hole in the time line that needs to be plugged.</p>
<p>The last interesting theme in this chapter is the role of corporations and advertisement in today&#39;s world. Advertisement is a huge business in our time, with companies paying millions and almost billions of dollars to run short ads during popular television programs. Ulmeyda&#39;s company was fake. It did nothing but run commercials. But because people were so easily swayed by promises of utopia and financial success, they invested heavily in Ulmeyda&#39;s &ldquo;vision.&rdquo; It&#39;s almost as if an outside force was giving Ulmeyda the tools to work with in order to craft his own success. Who or what could this mysterious force be? The questions and their subsequent answers only become harder and harder to understand as <em>killer7</em> rushes on. Be sure to check back next week for some surprising revelations!</p>
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		<title>Talk Is Cheap &#8211; 7/19/10</title>
		<link>http://www.levelfortytwo.com/2010/07/talk-is-cheap-7-19-10/</link>
		<comments>http://www.levelfortytwo.com/2010/07/talk-is-cheap-7-19-10/#comments</comments>
		<pubDate>Mon, 19 Jul 2010 17:20:27 +0000</pubDate>
		<dc:creator>LevelFortyTwo Staff</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Podcast]]></category>
		<category><![CDATA[asterios polyp]]></category>
		<category><![CDATA[bobby kotick]]></category>
		<category><![CDATA[namie amuro]]></category>
		<category><![CDATA[The Sandman]]></category>
		<category><![CDATA[tim schafer]]></category>
		<category><![CDATA[transmetropolitan]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=4950</guid>
		<description><![CDATA[With his return from London, England, Michael and Nick have plenty of catching up to do. During the episode they talk about Tim Schafer&#8217;s recent comments about Activision CEO, Bobby Kotick. The duo also discuss Lady Gaga&#8217;s concert, The Sandman, Asterios Polyp and Transmetropolitan. To wrap things up Michael mentions two of Japanese pop singer, Namie Amuro&#8217;s songs, Wild and Do [...]]]></description>
			<content:encoded><![CDATA[<div style="font-family: Arial,Verdana,sans-serif; font-size: 12px; color: #222222; background-color: #ffffff;">
<p>With his return from London, England, Michael and Nick have plenty of catching up to do. During the episode they talk about Tim Schafer&#8217;s <a href="http://www.1up.com/do/newsStory?cId=3180383"><strong>recent comments</strong></a> about Activision CEO, Bobby Kotick. The duo also discuss Lady Gaga&#8217;s concert, <em>The Sandman</em>, <em>Asterios Polyp </em>and <em>Transmetropolitan</em>. To wrap things up Michael mentions two of Japanese pop singer, Namie Amuro&#8217;s songs, <a href="http://www.youtube.com/watch?v=dzyyHNEvnso"><strong>Wild</strong></a> and <a href="http://www.youtube.com/watch?v=_4pLZqYkw3I"><strong>Do Me More</strong></a>.</p>
<p><span style="color: #000000;"><span style="font-size: medium;"><span style="font-family: Times;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;"><span style="color: #000000;"><span style="color: #000000; line-height: 20px;">Send us your thoughts to podcast@levelfortytwo.com.  <span style="color: #222222;">You can direct download the episode </span></span></span></span></span></span></span></span></span><span style="color: #000000;"><span style="font-size: medium;"><span style="font-family: Times;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;"><span style="color: #000000;"><span style="color: #000000; line-height: 20px;"><span style="color: #222222;"><strong><a href="http://www.levelfortytwo.com/podcast/Talk%20Is%20Cheap%207_19_10.mp3">here</a></strong>, or subscribe to the podcast in iTunes <a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=340805099"><strong>here</strong></a>.</span></span></span></span></span></span></span></span></span></p>

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		<title>The Global Appeal of Dragon Quest IX</title>
		<link>http://www.levelfortytwo.com/2010/07/the-global-appeal-of-dragon-quest-ix/</link>
		<comments>http://www.levelfortytwo.com/2010/07/the-global-appeal-of-dragon-quest-ix/#comments</comments>
		<pubDate>Thu, 15 Jul 2010 15:10:18 +0000</pubDate>
		<dc:creator>Cody Johnstone</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Features]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=4933</guid>
		<description><![CDATA[Dragon Quest&#160;is a big deal in Japan. Maybe that is an understatement; maybe the right word would be phenomenon. But it is more than that. After all, this is a franchise that has a habit of consistently selling over 3 million units with each new game released in the series. Yeah, in Japan&#160;Dragon Questis a [...]]]></description>
			<content:encoded><![CDATA[<p class="MsoNormal" style="margin: 0cm 0cm 10pt;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: arial, helvetica, sans-serif; "><em>Dragon Quest</em>&nbsp;is a big deal in Japan.</span></p>
<div style="font-family: Arial, Verdana, sans-serif; font-size: 12px; color: rgb(34, 34, 34); background-color: rgb(255, 255, 255); ">
<p class="MsoNormal" style="margin-top: 0cm; margin-right: 0cm; margin-bottom: 10pt; margin-left: 0cm; "><font class="Apple-style-span" color="#000000" face="Calibri"><span class="Apple-style-span" style="font-size: small;"><span style="font-size: 12px; "><span style="font-family: arial, helvetica, sans-serif; "><span style="color: rgb(0, 0, 0); ">Maybe that is an understatement; maybe the right word would be phenomenon. But it is more than that. After all, this is a franchise that has a habit of consistently selling over 3 million units with each new game released in the series. Yeah, in Japan&nbsp;<em>Dragon Quest</em>is a big deal.</span></span></span></span></font></p>
<p class="MsoNormal" style="margin-top: 0cm; margin-right: 0cm; margin-bottom: 10pt; margin-left: 0cm; text-align: center; "><font class="Apple-style-span" color="#000000" face="Calibri"><span class="Apple-style-span" style="font-size: small;"><span style="font-size: 12px; "><span style="font-family: arial, helvetica, sans-serif; "><span style="color: rgb(0, 0, 0); "><img alt="" height="410" src="http://www.levelfortytwo.com/wp-content/uploads/dq9-illust01[1](4).jpg" style="cursor: default; " width="650" /></span></span></span></span></font></p>
<p class="MsoNormal" style="margin-top: 0cm; margin-right: 0cm; margin-bottom: 10pt; margin-left: 0cm; "><font class="Apple-style-span" color="#000000" face="Calibri"><span class="Apple-style-span" style="font-size: small;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: arial, helvetica, sans-serif; ">But for the past 21 years Square-Enix has been trying to figure out how to make that a repeat success in the west. The 2005 release of&nbsp;<em>Dragon Quest VIII: Journey of the Cursed King&nbsp;</em>on the Playstation 2 thus far has been the most successful game in the series history in North America, shipping over 400,000 units.</span></span></font></p>
<p class="MsoNormal" style="margin-top: 0cm; margin-right: 0cm; margin-bottom: 10pt; margin-left: 0cm; "><font class="Apple-style-span" color="#000000" face="Calibri"><span class="Apple-style-span" style="font-size: small;"><span style="font-size: 12px; "><span style="font-family: arial, helvetica, sans-serif; "><span style="color: rgb(0, 0, 0); ">However,&nbsp;<em>Dragon Quest IX: Sentinels of the Starry Skies</em>&nbsp;for the Nintendo DS may actually have what it takes to outdo even its console predecessor. The unexpected support of Nintendo and a number of interesting design choices may very well help<em>Dragon Quest</em>&nbsp;finally appeal to a much broader North American audience.</span></span></span></span></font></p>
<p class="MsoNormal" style="margin-top: 0cm; margin-right: 0cm; margin-bottom: 10pt; margin-left: 0cm; text-align: center; "><font class="Apple-style-span" color="#000000" face="Calibri"><span class="Apple-style-span" style="font-size: small;"><span style="font-size: 12px; "><span style="font-family: arial, helvetica, sans-serif; "><span style="color: rgb(0, 0, 0); "><img alt="" height="408" src="http://www.levelfortytwo.com/wp-content/uploads/ss-052(1).jpg" style="cursor: default; " width="272" /></span></span></span></span></font></p>
<p class="MsoNormal" style="margin-top: 0cm; margin-right: 0cm; margin-bottom: 10pt; margin-left: 0cm; "><font class="Apple-style-span" color="#000000" face="Calibri"><span class="Apple-style-span" style="font-size: small;"><span style="font-size: 12px; "><span style="font-family: arial, helvetica, sans-serif; "><span style="color: rgb(0, 0, 0); ">Yes, Nintendo does have Seth Green pimping Square-Enix&rsquo;s latest portable RPG in a totally awesome ad campaign that has very little to do with dragons or questing, but Nintendo&rsquo;s support of the game may go a long way. It has become obvious that Nintendo is happy to see&nbsp;<em>Dragon Quest</em>&nbsp;return to a Nintendo platform and wants it to stay there. Nintendo has covered marketing the game, publishing it and even offered help in the localization process. Of course,&nbsp;<em>Dragon Quest</em>&nbsp;is still Square-Enix&rsquo;s baby but Nintendo has proven with past games, like&nbsp;<em>Brain Age</em>&nbsp;and&nbsp;<em>Professor Layton,</em>&nbsp;that they know how to market Japanese games to a western audience. Having the Nintendo marketing muscle on their side may go a long way for&nbsp;<em>Dragon Quest IX</em>.</span></span></span></span></font></p>
<p class="MsoNormal" style="margin-top: 0cm; margin-right: 0cm; margin-bottom: 10pt; margin-left: 0cm; text-align: center; "><font class="Apple-style-span" color="#000000" face="Calibri"><span class="Apple-style-span" style="font-size: small;"><span style="font-size: 12px; "><span style="font-family: arial, helvetica, sans-serif; "><span style="color: rgb(0, 0, 0); "><img alt="" height="423" src="http://www.levelfortytwo.com/wp-content/uploads/Seth(1).jpg" style="cursor: default; " width="650" /></span></span></span></span></font></p>
<p class="MsoNormal" style="margin-top: 0cm; margin-right: 0cm; margin-bottom: 10pt; margin-left: 0cm; "><font class="Apple-style-span" color="#000000" face="Calibri"><span class="Apple-style-span" style="font-size: small;"><span style="font-size: 12px; "><span style="font-family: arial, helvetica, sans-serif; "><span style="color: rgb(0, 0, 0); ">But even with a relative success of&nbsp;<em>Dragon Quest VIII</em>&nbsp;and the marketing power of Nintendo on their side Square-Enix still needs to overcome the common stigma the series has in North America.&nbsp;<em>Dragon Quest</em>&nbsp;in general is seen as a generic, overly traditional JRPG and every game in the series is pretty much the same.</span></span></span></span></font></p>
<p class="MsoNormal" style="margin-top: 0cm; margin-right: 0cm; margin-bottom: 10pt; margin-left: 0cm; "><font class="Apple-style-span" color="#000000" face="Calibri"><span class="Apple-style-span" style="font-size: small;"><span style="font-size: 12px; "><span style="font-family: arial, helvetica, sans-serif; "><span style="color: rgb(0, 0, 0); ">The thing about&nbsp;<em>Dragon Quest IX</em>&nbsp;is that it has changed a lot of fundamentals without changing the core experience.&nbsp;<em>Dragon Quest IX</em>&nbsp;just may surprise a lot of gamers when they discover just how much it has in common with a typical western RPG, like&nbsp;<em>Oblivion</em>or&nbsp;<em>Dragon Age: Origins</em>. Granted&nbsp;<em>Dragon Quest</em>&nbsp;has a decidedly lighter atmosphere to it, but when you consider it is the first game in the series to allow players to create their own hero and give you a more open world to explore it is not too far of a stretch. While indulging on the odd optional quest for the locals, or just wandering off into the world map area, you may see that a stuffy old Japanese game like&nbsp;<em>Dragon Quest</em>&nbsp;really is not too far removed from what you may get from a Bioware title.</span></span></span></span></font></p>
<p class="MsoNormal" style="margin-top: 0cm; margin-right: 0cm; margin-bottom: 10pt; margin-left: 0cm; text-align: center; "><font class="Apple-style-span" color="#000000" face="Calibri"><span class="Apple-style-span" style="font-size: small;"><span style="font-size: 12px; "><span style="font-family: arial, helvetica, sans-serif; "><span style="color: rgb(0, 0, 0); "><img alt="" height="408" src="http://www.levelfortytwo.com/wp-content/uploads/ss-070(1).jpg" style="cursor: default; " width="272" /></span></span></span></span></font></p>
<p class="MsoNormal" style="margin-top: 0cm; margin-right: 0cm; margin-bottom: 10pt; margin-left: 0cm; "><font class="Apple-style-span" color="#000000" face="Calibri"><span class="Apple-style-span" style="font-size: small;"><span style="font-size: 12px; "><span style="font-family: arial, helvetica, sans-serif; "><span style="color: rgb(0, 0, 0); ">And the wireless play is another major factor that could very well revolutionize the school yard much in the way&nbsp;<em>Pokemon</em>&nbsp;did in 1998. It is still early to say for sure, but the games inclusion of cooperative play and its tag mode that for the passive exchange of treasure maps leading to randomized dungeons for literally endless gameplay experiences could easily make&nbsp;<em>Dragon Quest IX</em>&nbsp;the hot new gift this holiday season.</span></span></span></span></font></p>
<p class="MsoNormal" style="margin-top: 0cm; margin-right: 0cm; margin-bottom: 10pt; margin-left: 0cm; "><font class="Apple-style-span" color="#000000" face="Calibri"><span class="Apple-style-span" style="font-size: small;"><span style="font-size: 12px; "><span style="font-family: arial, helvetica, sans-serif; "><span style="color: rgb(0, 0, 0); "><em>Dragon Quest</em>&rsquo;s ninth instalment may be the series most globally significant. It features elements of RPGs that appeal to a wide range of players from all global regions. A repeat of the runaway success it has enjoyed in Japan is unlikely but it could very well be the game that could finally penetrate the coveted western market that Square-Enix has always had trouble appealing to with&nbsp;<em>Dragon Quest</em>.</span></span></span></span></font></p>
</div>
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		<title>Talk Is Cheap &#8211; 7/14/10</title>
		<link>http://www.levelfortytwo.com/2010/07/talk-is-cheap-7-14-10/</link>
		<comments>http://www.levelfortytwo.com/2010/07/talk-is-cheap-7-14-10/#comments</comments>
		<pubDate>Wed, 14 Jul 2010 15:59:40 +0000</pubDate>
		<dc:creator>LevelFortyTwo Staff</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Podcast]]></category>
		<category><![CDATA[Blendo Games]]></category>
		<category><![CDATA[Blizzard]]></category>
		<category><![CDATA[Coma]]></category>
		<category><![CDATA[Dark Tower]]></category>
		<category><![CDATA[Dementium II]]></category>
		<category><![CDATA[Doctor Who]]></category>
		<category><![CDATA[Kirby Epic Yarn]]></category>
		<category><![CDATA[Looming]]></category>
		<category><![CDATA[RealID]]></category>
		<category><![CDATA[Sin & Punishment: Star Successor]]></category>
		<category><![CDATA[Spy Fiction]]></category>
		<category><![CDATA[Talk Is Cheap]]></category>
		<category><![CDATA[The Return of Bruce Wayne]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=4922</guid>
		<description><![CDATA[Excitement! Thrills! Two guys sort of chatting about video games! The dynamic(ish) duo of Nick and Joel talk about Kirby&#8217;s Epic Yarn, Sin &#38; Punishment: Star Successor, Blendo Games and Spy Fiction.The guys realize the limitations of the DS via Dementium II; ponder this week&#8217;s Indie Compendium: Looming and Coma; discuss Blizzard&#8217;s first real bad [...]]]></description>
			<content:encoded><![CDATA[<p>Excitement! Thrills! Two guys sort of chatting about video games! The dynamic(ish) duo of Nick and Joel talk about <strong><a href="http://www.levelfortytwo.com/2010/07/kirbys-epic-yarn-preview/"><em>Kirby&#8217;s Epic Yarn</em></a></strong>, <strong><a href="http://www.levelfortytwo.com/2010/07/sin-and-punishment-star-successor/"><em>Sin &amp; Punishment: Star Successor</em></a></strong>, <strong><a href="http://www.levelfortytwo.com/2010/07/what-did-the-rastafarian-cat-say-to-the-glowing-toucan/"><em>Blendo Games</em></a></strong> and <strong><a href="http://www.levelfortytwo.com/2010/07/spy-fiction/"><em>Spy Fiction</em></a></strong>.The guys realize the limitations of the DS via <strong><a href="http://www.levelfortytwo.com/2010/07/dementium-ii-review/"><em>Dementium II</em></a></strong>; ponder this week&#8217;s Indie Compendium: <strong><a href="http://www.newgrounds.com/portal/view/541333"><em>Looming</em></a></strong> and <strong><a href="http://www.newgrounds.com/portal/view/541124"><em>Coma</em></a></strong>; discuss Blizzard&#8217;s first real bad move: RealID; and Free Form it up with <em>Doctor Who</em>, <em>Dark Tower</em> comics, <em>The Return of Bruce Wayne</em> and (something else here, but I forget!!).</p>
<p>Also, Michael&#8217;s interview with Nintendo Canada Representative Matt Ryan has been moved from last week&#8217;s podcast to this weeks.  Be sure to listen to it after our closing music!  We&#8217;d also like to apologize for this week&#8217;s sound quality.  We&#8217;ll fix this up in our next episodes!</p>
<p><span style="color: #000000;"><span style="font-size: medium;"><span style="font-family: Times;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;"><span style="color: #000000;"><span style="color: #000000; line-height: 20px;">Send us your thoughts to podcast@levelfortytwo.com.  <span style="color: #222222;">You can direct download the episode <strong><a href="http://www.levelfortytwo.com/podcast/Talk%20Is%20Cheap%207_12_10.mp3">here</a></strong></span></span></span></span></span></span></span></span></span><strong></strong><span style="color: #000000;"><span style="font-size: medium;"><span style="font-family: Times;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;"><span style="color: #000000;"><span style="color: #000000; line-height: 20px;"><span style="color: #222222;">, or subscribe to the podcast in iTunes <a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=340805099"><strong>here</strong></a>.</span></span></span></span></span></span></span></span></span></p>

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		<title>Dementium II</title>
		<link>http://www.levelfortytwo.com/2010/07/dementium-ii-review/</link>
		<comments>http://www.levelfortytwo.com/2010/07/dementium-ii-review/#comments</comments>
		<pubDate>Mon, 12 Jul 2010 13:54:53 +0000</pubDate>
		<dc:creator>Joel Cornell</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Nintendo DS]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[2]]></category>
		<category><![CDATA[dementium]]></category>
		<category><![CDATA[Dementium II]]></category>
		<category><![CDATA[horror on ds]]></category>
		<category><![CDATA[II]]></category>
		<category><![CDATA[nintendo]]></category>
		<category><![CDATA[review]]></category>
		<category><![CDATA[south peak]]></category>
		<category><![CDATA[survival horror]]></category>
		<category><![CDATA[William Redmoor]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=4855</guid>
		<description><![CDATA[It&#39;s a shame that games like this must be so hampered by their platform. Dementium II has a contemplative, unnerving narrative with an unoriginal yet effective look that truly belongs on a console. It&#39;s difficult to create or embrace a proper horror atmosphere on a 3 inch screen with a MIDI-esque soundtrack, and it certainly [...]]]></description>
			<content:encoded><![CDATA[<div><span style="font-size: 12px;"><span style="font-family: Arial; color: rgb(0, 0, 0); background-color: transparent; font-weight: normal; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">It&#39;s a shame that games like this must be so hampered by their platform. <em>Dementium II </em>has a contemplative, unnerving narrative with an unoriginal yet effective look that truly belongs on a console. It&#39;s difficult to create or embrace a proper horror atmosphere on a 3 inch screen with a MIDI-esque soundtrack, and it certainly doesn&#39;t do the combat any favors. The end result is unfortunate but promising.</span></span></div>
<div style="margin: 0px; background-color: transparent; color: rgb(0, 0, 0); font-family: 'Times New Roman'; font-size: medium;">&nbsp;</div>
<div style="margin: 0px; background-color: transparent; color: rgb(0, 0, 0); font-family: 'Times New Roman'; font-size: medium; text-align: center;"><img alt="" height="457" src="http://www.levelfortytwo.com/wp-content/uploads/Dementium II Box Art(1).jpg" width="500" /></div>
<div><span style="font-size: 12px;"><br />
	<span style="font-family: Arial; color: rgb(0, 0, 0); background-color: transparent; font-weight: normal; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">The whole plot of <em>Dementium II</em> is quite intriguing, but lacks substance. You are William Redmoor (I think) and you&#39;re in an insane asylum (or is it?) for killing your wife (or did you?). Now, the eponymous Doctor did something to your (brain surgery&#8230; maybe) and accidentally (&#8230;) unleashed evil creatures from your mind. It wants you to entertain the notion of a big twist ending somewhere inside, but it can&#39;t really decide on one reality or the other. The characters are terribly one dimensional and the enemies feel more like obstacles than the demons trapped in your psyche, but since when did simple spoil a good horror flick? </span></span></div>
<div style="margin: 0px; background-color: transparent; color: rgb(0, 0, 0); font-family: 'Times New Roman'; font-size: medium;">&nbsp;</div>
<div style="margin: 0px; background-color: transparent; color: rgb(0, 0, 0); font-family: 'Times New Roman'; font-size: medium; text-align: center;"><img alt="" height="385" src="http://www.levelfortytwo.com/wp-content/uploads/DementiumII_01(1).bmp" width="256" /></div>
<div><span style="font-size: 12px;"><br />
	<span style="font-family: Arial; color: rgb(0, 0, 0); background-color: transparent; font-weight: normal; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">What I can gather from reading over the first game (subtitled </span><span style="font-family: Arial; color: rgb(0, 0, 0); background-color: transparent; font-weight: normal; font-style: italic; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">The Ward</span><span style="font-family: Arial; color: rgb(0, 0, 0); background-color: transparent; font-weight: normal; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">) really doesn&rsquo;t help to explain anything at all, about itself or its sequel, both of which seem redundant. I found myself trying to delve further into the story and pondering its finer moments (there were indeed a few) as an afterthought, but the atmosphere that the game strives for is still barely out of reach. The unfortunate part comes when I imagine how well this eerie story could be told if it were fleshed out with cut scenes that do more than introduce you to your newest baddie. Give William Redmoor a proper retelling and two joysticks and he&rsquo;ll be the next <em>Alan Wake</em>.</span></span></div>
<div style="margin: 0px; background-color: transparent; color: rgb(0, 0, 0); font-family: 'Times New Roman'; font-size: medium; text-align: center;">
	<img alt="" height="385" src="http://www.levelfortytwo.com/wp-content/uploads/DementiumII_10(1).bmp" width="256" /></div>
<div><span style="font-size: 13pt; font-family: Arial; color: rgb(0, 0, 0); background-color: transparent; font-weight: normal; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">&nbsp;</span><br />
	<span style="font-size: 12px;"><span style="font-family: Arial; color: rgb(0, 0, 0); background-color: transparent; font-weight: normal; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">The first person shooting is handled incredibly well, feeling effective, agile and immersive. Your weapons and enemies are diverse, but none of it really connects. The boss fights are epic and challenging, but grow boring after the first 1/4 of the fight as you uncover the enemies weak spot and proceed to hit it at the right moment ten times over. It&#39;s usually easier to just avoid combat altogether to save your ammo, health and progress than to engage in battles that usually feel pointless and methodical. </span></span></div>
<div style="margin: 0px; background-color: transparent; color: rgb(0, 0, 0); font-family: 'Times New Roman'; font-size: medium; text-align: center;">
	<img alt="" height="384" src="http://www.levelfortytwo.com/wp-content/uploads/image0093(1).bmp" width="256" /></div>
<div><span style="font-size: 12px;"><br />
	<span style="font-family: Arial; color: rgb(0, 0, 0); background-color: transparent; font-weight: normal; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Outside of combat, there are puzzles that range from challenging cyphers and lock mechanisms, to locked doors requiring a password hiding in the one room you forgot to search a mile back. The lighting effects do wonders for the all-important horror ambiance, particularly the flashlight mechanic, but all the action is deflated by predictable AI and feckless presentation.</span></span></div>
<div style="margin: 0px; background-color: transparent; color: rgb(0, 0, 0); font-family: 'Times New Roman'; font-size: medium; text-align: center;">
	<img alt="" height="385" src="http://www.levelfortytwo.com/wp-content/uploads/Dementium040.bmp" width="256" /></div>
<div><span style="font-size: 12px;"><br />
	<span style="font-family: Arial; color: rgb(0, 0, 0); background-color: transparent; font-weight: normal; font-style: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">I can&rsquo;t not say it: <em>Dementium II</em> is pretty good for a DS game. What I can say is that I am excited about the rumor of a console remake that I&rsquo;m starting here, because it&rsquo;d be damn great if it came true.</span></span></div>
<div><span style="font-size: 12px;"><br />
	</span></div>
<div style="margin: 0px; background-color: transparent; color: rgb(0, 0, 0); font-family: 'Times New Roman'; font-size: medium;">
<div><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif; color: rgb(0, 0, 0);"><span style="font-family: times;"><span style="font-family: arial,helvetica,sans-serif;"><span lang="EN-CA"><strong><span lang="EN-CA">Likes:</span></strong></span></span></span></span></span></div>
<ul style="color: rgb(34, 34, 34); font-family: Arial,Verdana,sans-serif; font-size: 12px;">
<li>
<div><span style="font-size: 12px;"><font class="Apple-style-span" color="#000000" face="Arial"><span class="Apple-style-span" style="white-space: pre-wrap;">Get around the flat characters and the narrative can be quite enthralling</span></font></span></div>
</li>
<li>
<div><span style="font-size: 12px;"><font class="Apple-style-span" color="#000000" face="Arial"><span class="Apple-style-span" style="white-space: pre-wrap;">Long enough to keep you busy, but short enough to keep your interest</span></font></span></div>
</li>
<li>
<div><span style="font-size: 12px;"><font class="Apple-style-span" color="#000000" face="Arial"><span class="Apple-style-span" style="white-space: pre-wrap;">Controls get the job done</span></font></span></div>
</li>
</ul>
<div><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif; color: rgb(0, 0, 0);"><span style="font-family: times;"><span style="font-family: arial,helvetica,sans-serif;"><span lang="EN-CA"><strong><span lang="EN-CA">Dislikes:</span></strong></span></span></span></span></span></div>
<ul style="color: rgb(34, 34, 34); font-family: Arial,Verdana,sans-serif; font-size: 12px;">
<li>
<div><span style="font-size: 12px;"><font class="Apple-style-span" color="#000000" face="Arial"><span class="Apple-style-span" style="white-space: pre-wrap;">Exemplifies how platform can hinder an otherwise quality game</span></font></span></div>
</li>
<li>
<div><span style="font-size: 12px;"><font class="Apple-style-span" color="#000000" face="Arial"><span class="Apple-style-span" style="white-space: pre-wrap;">Too many small annoyances overshadow the whole experience</span></font></span></div>
</li>
<li>
<div><span style="font-size: 12px;"><font class="Apple-style-span" color="#000000" face="Arial"><span class="Apple-style-span" style="white-space: pre-wrap;">Deserves the full treatment on a console</span></font></span></div>
</li>
</ul>
<p style="text-align: center; padding: 0px 0px 10px; margin: 0px; color: rgb(34, 34, 34); font-family: Arial,Verdana,sans-serif; font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif; color: rgb(0, 0, 0);"><span style="font-family: times; font-size: medium;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span lang="EN-CA"><span><span><span><span><span style="line-height: 20px; font-family: arial,tahoma,verdana; font-size: 20px; font-weight: bold;"><span style="text-decoration: underline;">Review Score</span></span></span></span></span></span></span></span></span></span></span></p>
<p style="text-align: center; padding: 0px 0px 10px; margin: 0px; color: rgb(34, 34, 34); font-family: Arial,Verdana,sans-serif; font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif; color: rgb(0, 0, 0);"><span style="font-family: times; font-size: medium;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span lang="EN-CA"><span><span><span><span><span style="font-size: 72px;"><img alt="" src="http://imgur.com/pFJrc.png" style="cursor: default;" />&nbsp;<span style="font-size: 48px;"><span style="font-size: 72px;">/</span></span>&nbsp;</span><img alt="5" class="alignnone size-full wp-image-444" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" style="cursor: default; padding: 0px; margin: 0px 0px 10px;" width="39" /></span></span></span></span></span></span></span></span></span></p>
<hr style="color: rgb(34, 34, 34); font-family: Arial,Verdana,sans-serif; font-size: 12px;" /><span class="Apple-style-span" style="color: rgb(34, 34, 34); font-family: Arial,Verdana,sans-serif; font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif; color: rgb(0, 0, 0);"><span style="font-family: times; font-size: medium;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span lang="EN-CA"><span><span><span><span><span style="line-height: 20px; font-style: italic; font-family: arialmt,tahoma,verdana; font-size: 11px;">The review scale at LevelFortyTwo is between 1 and 5.&nbsp;A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.</span></span></span></span></span></span></span></span></span></span></span></div>
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		<title>Sin and Punishment: Star Successor</title>
		<link>http://www.levelfortytwo.com/2010/07/sin-and-punishment-star-successor/</link>
		<comments>http://www.levelfortytwo.com/2010/07/sin-and-punishment-star-successor/#comments</comments>
		<pubDate>Fri, 09 Jul 2010 15:58:16 +0000</pubDate>
		<dc:creator>Matthew O&#39;Mara</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Wii]]></category>
		<category><![CDATA[isa]]></category>
		<category><![CDATA[Kachi]]></category>
		<category><![CDATA[Masato Maegawa]]></category>
		<category><![CDATA[Nintendo 64]]></category>
		<category><![CDATA[Saki]]></category>
		<category><![CDATA[Sin and Punishment]]></category>
		<category><![CDATA[Sin and Punishment: Star Successor]]></category>
		<category><![CDATA[treasure]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=4857</guid>
		<description><![CDATA[Sin and Punishment: Star Successor ushers in Masato Maegawa’s first foray onto the Wii.]]></description>
			<content:encoded><![CDATA[<div>The Nintendo 64 was a glorious console. One of the best ever made, and it has some of the best games of all time. <em>Star Fox 64</em>, <em>Zelda 64</em> and <em>Mario 64</em>; they are all timeless classics,&nbsp;but there was another game that drew a lot of attention. Masato Maegawa&rsquo;s <em>Sin and Punishment: Star Successor</em> is the sequel to <em>Sin and Punishment: Hoshi no Keishōsha</em> (Sin and Punishment: Successor of the Earth) released in 2000 for the Nintendo 64, Treasure&rsquo;s second shoot &#039;em up&nbsp;on the console. And ten years later,&nbsp;<em>Sin and Punishment: Star Successor</em> ushers in Masato <span style="color: black">Maegawa&rsquo;s first foray onto the Wii, and his fourth on Nintendo home consoles since <em>Ikaruga</em> in 2004 and <em>Bangai-O</em> in 1999. </span>I&rsquo;d expect no less than an awesome shoot &lsquo;em up experience from the creators of <em>Ikaruga</em>, <em>Radiant Silvergun</em> and <em>Gunstar Heroes</em>. And the game delivers. The package, however, may leave you wondering about the shipping cost.</div>
<div>&nbsp;</div>
<div style="text-align: center"><a href="http://www.levelfortytwo.com/wp-content/uploads/2010/07/Sin-5.jpg"><img alt="" class="aligncenter size-full wp-image-4863" height="228" src="http://www.levelfortytwo.com/wp-content/uploads/2010/07/Sin-5.jpg" style="width: 408px;height: 228px" width="408" /></a></div>
<div>&nbsp;</div>
<div>The story goes like this: The universe is divided into dimensions, inner space and outer space. Inner space is populated by humans and the Creators, a shady group of beings who can&mdash;in an instant&mdash;wipe humanity off of the face of a planet. These creators use humans to populate&nbsp;habitable planets to be a frontline defence against invading forces from outer space.</div>
<div>&nbsp;</div>
<div>Earth-4, a human colony, was recently devastated by the Creators, and the outer space forces sent a recon unit to the planet. Isa Jo, a relatively rookie operative working for the Creators&mdash;and the inner forces&mdash;was sent to investigate and to destroy the recon unit. Something happened along the way, the recon unit lost its memory, it assumed the form of a girl named Kachi and Isa&rsquo;s mission caved. An enigmatic story, for sure. Is it well developed, no.</div>
<div>&nbsp;</div>
<div>The game manual asks, &ldquo;Who is the most worthy of being called human? The alien life-form with an insatiable curiosity about humans, the young fighter struggling to define his own humanity [or] the fighters who wish to end the oppression of humans on Earth-5.&rdquo; Kachi has a dark secret revealed at the end of the game. For those who have played the first game of the series it might not come as too much of a surprise. And for those who haven&rsquo;t, you might just ask, &ldquo;Okay, why does that matter?&rdquo; Isa is the son of&mdash;and this really isn&#039;t a spoiler&mdash;Saki, from <em>Sin and Punishment</em>, and he has inherited some of his father&rsquo;s not quite so human traits. A number of the bosses in the game call him a &ldquo;monster&rdquo; but I&rsquo;ll leave&nbsp;it to you to find out&nbsp;how far that description takes his character.</div>
<div>&nbsp;</div>
<div>You can play as either Isa or Kachi in the single-player mode. Isa has melee attacks, a single-target lock-on mode and a charge shot that destroys most enemies. Kachi has a lock-on mode that can destroy several enemies at once and the same assortment of attacks as Isa. The Wii controls hold up their end of the gameplay. The game is compatible with any controller you can use with the Wii, including the Gamecube and classic controllers. Most players on the leaderboards seem to use the Wii Zapper attachment to get the highest scores. Who you select to play as has little to no affect on the story or the game&rsquo;s progression. It&rsquo;s simply a matter of preference and whether you like riding jet bikes or ostriches.</div>
<div>&nbsp;</div>
<div><em>Sin and Punishment</em> is a damn fine looking game. Bosses are huge and&nbsp;enemies are both colourful and plentiful. The game runs at a constant clip with little to no slowdown.&nbsp;Overall the game&#039;s presentation is well done and highly varied. You&#039;ll go from being in an underground facility coursing with lava to an under-the-sea tunnel travelling across Japan to an enemy&#039;s dreamscape. It&#039;s a varied experience, and though the Wii&#039;s hardware is limited when compared to the PS3 or Xbox 360, <em>Sin and Punishment</em> looks pretty nice and is fairly detailed.</div>
<div>&nbsp;</div>
<div style="text-align: center"><a href="http://www.levelfortytwo.com/wp-content/uploads/2010/07/Sin-2.jpg"><img alt="" class="aligncenter size-large wp-image-4864" height="338" src="http://www.levelfortytwo.com/wp-content/uploads/2010/07/Sin-2-1024x675.jpg" style="width: 408px;height: 228px" width="512" /></a></div>
<div>&nbsp;</div>
<div>You can&rsquo;t play <em>Sin and Punishment</em> with someone through friend codes, but at the end of each level you are given a choice to add your high scores to both local and online leader boards. And because I&rsquo;m so good at shoot &lsquo;em ups, and I got an advance copy, I placed 16<sup>th</sup> on easy difficulty on the first level. That was a few days ago, and my score has since been obliterated by about 30 people. Yeah, there are a lot of people playing and most of them are probably way better at these games than I am.</div>
<div>&nbsp;</div>
<div>This brings us then to the game&rsquo;s faults.</div>
<div>&nbsp;</div>
<div>I don&rsquo;t really care about Isa or Kachi. Is that a bad thing? They&rsquo;re okay characters, but neither engaged me in such a way that made me care about their struggle. I mentioned above that <em>Sin and Punishment</em> delivers an awesome shoot &lsquo;em up experience, but that&rsquo;s about all it does. It is a bad sign when you have to refer to the manual to find information about the story, and&nbsp;to get the full experience of this game it feels like you have to play the first game. As a stand-alone experience, <em>Sin and Punishment: Star Successor</em> will befuddle most and confuse the uninitiated, which included me.</div>
<div>&nbsp;</div>
<div>A&nbsp;few reviews that I&#039;ve read remarked that plot in most of Treasure&rsquo;s games are indecipherable or secondary to the main experience and they ask,&nbsp;why bother thinking about&nbsp;them? That&#039;s an unfair stance. The story is weak, really weak, but it&#039;s still there for the player. For instance, you can make a connection between Isa and Kachi through their pasts. Isa wants to forget his and Kachi doesn&rsquo;t have one, so they have a personal connection, which helps them transcend the unnatural nature of their friendship. But this development seen in their characters is far too brief to really effect the player. We aren&#039;t thinking too deeply when a bullet storm is coming our way is my point. There&nbsp;was ample opportunities throughout the game where direct exposition could have given you all the details. It&rsquo;s really a matter of having a background with the original <em>Sin and Punishment</em>. Having that makes this narrative experience worthwhile. There is a story here and it&rsquo;s worth exploring, I just found it difficult to&nbsp;enjoy it&nbsp;with Isa and Kachi in the way.</div>
<div>&nbsp;</div>
<div>Why do they look like crazed muppet-children? It&rsquo;s a small qualm to make, but Isa and Kachi look like children. Children with hover boards and jetpacks. Well, I guess they are kids and one is an aliens, but still. Wouldn&rsquo;t a story about adult-minded individuals help engage the older demographic of players? They don&rsquo;t even really develop through the course of the story.</div>
<div>&nbsp;</div>
<div>There&rsquo;s this amazing sequence at the end of the game to which I reacted, &ldquo;Oh my God.&rdquo; But the characters weren&#039;t as impressed. They just slowly float back down to Earth like nothing really happened. You went into space, destroyed a whole armada of ships and saved the planet. What&rsquo;s more you found out about your past and connected with an alien in a way that few others of your kind will ever experience. Isa touches down, stretches and things go back to normal. Like he does this everyday. It would have made for a better story telling experience if Isa or Kachi were more human. But like the manual asked, that detail is in question.</div>
<div>&nbsp;</div>
<div style="text-align: center"><a href="http://www.levelfortytwo.com/wp-content/uploads/2010/07/Sin-1.jpg"><img alt="" class="aligncenter size-large wp-image-4866" height="269" src="http://www.levelfortytwo.com/wp-content/uploads/2010/07/Sin-1-1024x675.jpg" style="width: 428px;height: 240px" width="408" /></a></div>
<div>&nbsp;</div>
<div>There are good stories to be found in shoot &lsquo;em ups, for sure. Is <em>Sin and Punishment</em> one of them?&nbsp; Maybe, if played from an experienced point of view. For the uninitiated, like me, I found the story more or less tacked on to create continuity between a series I haven&rsquo;t any nostalgia for. It&rsquo;s always a bad sign when reviewers tell players to ignore the bad and focus on the good. I&rsquo;ve done that a few times, but it has always been the opposite for me. A good story can hold a game together. An experience&nbsp;held together by gameplay is more&nbsp;of a toy than a videogame. The story isn&rsquo;t bad&mdash;like <em>Star Fox Assault</em> bad&mdash;it&rsquo;s just undeveloped. And for a sequel,&nbsp; which&nbsp;is meant to expand upon all facets of the first experience, that&rsquo;s a step in the wrong direction.</div>
<div>&nbsp;</div>
<div>Play <em>Sin and Punishment: Star Successor</em> for the competitive leader boards, stunning visuals and hectic gameplay. Play it for the nostalgia, Treasure&rsquo;s legacy and for the difficulty. If you&rsquo;re looking for a riveting story filled with excitement, or a story that will expand on the original <em>Sin and Punishment</em>, look elsewhere. I mentioned above that there are some references to the first game and that there are some definite connections to be made. I can only hope that <em>Sin and Punishment 3</em> will develop Isa and Kachi&rsquo;s characters and bring some story to this amazing shoot &lsquo;em up.</div>
<div>&nbsp;</div>
<div>
<p class="MsoNormal" style="margin: 0cm 0cm 0pt"><span style="font-family: arial, helvetica, sans-serif;color: #000000"><span style="font-family: times;font-size: medium"><span style="font-size: 16px"><span style="font-family: arial, helvetica, sans-serif"><span lang="EN-CA"><span><span><span><strong><span lang="EN-CA">Likes:</span></strong></span></span></span></span></span></span></span></span></p>
<ul>
<li>Stunning visuals, great boss fights</li>
<li>Wii controls work, no flailing around</li>
<li>Competitive online leaderboards</li>
<li>Nice environments</li>
</ul>
<p class="MsoNormal" style="margin: 0cm 0cm 0pt"><span style="font-family: arial, helvetica, sans-serif;color: #000000"><span style="font-family: times;font-size: medium"><span style="font-size: 16px"><span style="font-family: arial, helvetica, sans-serif"><span lang="EN-CA"><span><span><strong><span lang="EN-CA">Dislikes:</span></strong></span></span></span></span></span></span></span></p>
<ul>
<li>Isa and Kachi are about as human as the game&#039;s case</li>
<li>The story is a shallow pass at what could be an epic tale</li>
<li>No character development</li>
<li>Difficulty at times can be brutal, but it&#039;s a shoot &#039;em up</li>
</ul>
<p style="text-align: center;padding-bottom: 10px;margin: 0px;padding-left: 0px;padding-right: 0px;padding-top: 0px"><span style="font-family: arial, helvetica, sans-serif;color: #000000"><span style="font-family: times;font-size: medium"><span style="font-size: 12px"><span style="font-family: arial, helvetica, sans-serif"><span lang="EN-CA"><span><span><span><span><span style="line-height: 20px;font-family: arial, tahoma, verdana;font-size: 20px;font-weight: bold"><span style="text-decoration: underline">Review Score</span></span></span></span></span></span></span></span></span></span></span></p>
<p style="text-align: center;padding-bottom: 10px;margin: 0px;padding-left: 0px;padding-right: 0px;padding-top: 0px"><span style="font-family: arial, helvetica, sans-serif;color: #000000"><span style="font-family: times;font-size: medium"><span style="font-size: 12px"><span style="font-family: arial, helvetica, sans-serif"><span lang="EN-CA"><span><span><span><span><span style="font-size: 72px"><img alt="" src="http://imgur.com/pFJrc.png" style="cursor: default" /> <span style="font-size: 48px"><span style="font-size: 72px">/</span></span> </span><img alt="5" class="alignnone size-full wp-image-444" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" style="padding-bottom: 0px;margin: 0px 0px 10px;padding-left: 0px;padding-right: 0px;cursor: default;padding-top: 0px" width="39" /></span></span></span></span></span></span></span></span></span></p>
<hr /><span style="font-family: arial, helvetica, sans-serif;color: #000000"><span style="font-family: times;font-size: medium"><span style="font-size: 12px"><span style="font-family: arial, helvetica, sans-serif"><span lang="EN-CA"><span><span><span><span><span style="line-height: 20px;font-style: italic;font-family: arialmt, tahoma, verdana;font-size: 11px">The review scale at LevelFortyTwo is between 1 and 5.&nbsp;A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.</span></span></span></span></span></span></span></span></span></span></div>
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		<title>What did the Rastafarian cat say to the Glowing toucan?</title>
		<link>http://www.levelfortytwo.com/2010/07/what-did-the-rastafarian-cat-say-to-the-glowing-toucan/</link>
		<comments>http://www.levelfortytwo.com/2010/07/what-did-the-rastafarian-cat-say-to-the-glowing-toucan/#comments</comments>
		<pubDate>Wed, 07 Jul 2010 12:34:54 +0000</pubDate>
		<dc:creator>Matthew O&#39;Mara</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Features]]></category>
		<category><![CDATA[Blendo Games]]></category>
		<category><![CDATA[Brendon Chung]]></category>
		<category><![CDATA[Day of the Tentacle]]></category>
		<category><![CDATA[Flotilla]]></category>
		<category><![CDATA[Gravity Bone]]></category>
		<category><![CDATA[Grim Fandango]]></category>
		<category><![CDATA[indie games]]></category>
		<category><![CDATA[Lucas Arts]]></category>
		<category><![CDATA[Pandemic Studios]]></category>
		<category><![CDATA[Videogame development]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=4829</guid>
		<description><![CDATA[Matt recently had the chance to chat with Brendon Chung, video game developer and founder of Blendo Games.]]></description>
			<content:encoded><![CDATA[<div>&quot;Your bird cage has locks, what a coincidence so do I!&quot; That was a bad one. Even by my incredibly low standards. A little&nbsp;while ago, I had the chance to&nbsp;interview Brendon Chung, a videogame developer and&nbsp;the founder of Blendo Games.&nbsp;We sat down across continent to have a talk about his future endeavours, his games <em>Flotilla</em> and <em>Gravity Bone</em>, the nature of videogame development,&nbsp;<em>Day of the Tentacle</em>&nbsp;and the origins of Blendo Games.</div>
<div>&nbsp;</div>
<div style="text-align: center;"><a href="http://www.levelfortytwo.com/wp-content/uploads/2010/07/pinata_shot1.jpg"><img alt="" class="aligncenter size-large wp-image-4832" height="304" src="http://www.levelfortytwo.com/wp-content/uploads/2010/07/pinata_shot1-1024x576.jpg" style="width: 403px; height: 202px;" width="540" /></a></div>
<div>&nbsp;</div>
<div><strong>Level Forty Two:</strong> Tell me a little about Blendo Games.</div>
<div>&nbsp;</div>
<div><strong>Brendon Chung:</strong> Blendo Games is my little company I stared to get my games out there. I&rsquo;ve been doing some small hobby games for a lot of years, and I&rsquo;ve worked professionally. It&rsquo;s my little stab at the Indie game scene.</div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> You&rsquo;ve worked with Pandemic Studios, how was working on <em>Full Spectrum Warrior</em>?</div>
<div>&nbsp;</div>
<div><strong>BC:</strong> You get to work with other designers, artists, producers and programmers. It&rsquo;s different from making games as a one man team. You really get to learn all of these other disciplines. You have to learn everyday, so it&rsquo;s an&nbsp;educational environment.</div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> Do you enjoy the freedom of making Indie Games?</div>
<div>&nbsp;</div>
<div><strong>BC:</strong> It&rsquo;s kind of a double-edged sword. With a big team you get to make big games. When you&rsquo;re a one man team you get more creative freedom to do whatever stupid experiment you want, but you&rsquo;re limited in the respect that you don&rsquo;t have this giant resource pool of programmers and artists who make these giant games.</div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> What challenges have you faced as Indie developer?</div>
<div>&nbsp;</div>
<div><strong>BC:</strong> The biggest problem for me is just getting the game to work on a variety of systems and making sure it works on other platforms. I don&rsquo;t have a giant Q&amp;A department to test out my stuff, so I&rsquo;m sort of flying by the seat of my pants.</div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> Today I spent a bit of time playing <em>Pilot Light</em>, and I noticed that the text [font] seemed really familiar. It was the same text from <em>Day of the Tentacle</em>.</div>
<div>&nbsp;</div>
<div><strong>BC:</strong> That&rsquo;s right, yes. I&rsquo;m a huge fan of that game and I thought I&rsquo;d pay a little homage to it.</div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> Do games by Tim Schafer and developers like him really inspire you?</div>
<div>&nbsp;</div>
<div><strong>BC:</strong> Definitely, those are the games I grew up playing. I mostly grew up on the old Sierra adventure games and the old Lucas Arts, <em>Day of the Tentacle</em> and <em>Monkey Island</em> games. Those have been a huge inspiration for me.</div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> You&rsquo;ve also said that games like <em>Thief </em>and <em>X-Com</em> have influenced your game development. What was it about them that you liked? The graphics or the story? Or a combination of the two?</div>
<div>&nbsp;</div>
<div><strong>BC:</strong> Thief is the game that got me interested in learning more about game development. That was the first game I played where it put you into a role of an interesting character. Where you weren&rsquo;t some Rambo guy with&nbsp;20 guns strapped to your back and blowing up things. It was cool to play this role of&nbsp;a master thief who can case an action without anyone knowing he was there. Like hiding in an alcove when a guard walks past him. That got me interested in learning more about what games are really capable of doing beyond the pure action genre.</div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> Do you think that when you are designing a game you should have a certain amount of immersion through a character?</div>
<div>&nbsp;</div>
<div><strong>BC:</strong> I like it when games try to explore unexplored territory or try to push a genre into different directions, or discover new genres. I think games are a very young form of media.</div>
<div>&nbsp;</div>
<div style="text-align: center;"><a href="http://www.levelfortytwo.com/wp-content/uploads/2010/07/pinata_shot2.jpg"><img alt="" class="aligncenter size-large wp-image-4833" height="227" src="http://www.levelfortytwo.com/wp-content/uploads/2010/07/pinata_shot2-1024x576.jpg" style="width: 407px; height: 222px;" width="403" /></a></div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> Are there any recent games that have influenced your style of writing?</div>
<div>&nbsp;</div>
<div><strong>BC:</strong> For me, the most recent game that I&rsquo;ve been really impressed by was <em>Far Cry 2</em>, 2008. That game came out of nowhere and it really impressed me in that it so strongly resisted that urge to do cinematics and scripted sequences, and it let you, the player, create your own unique narrative.</div>
<div>&nbsp;</div>
<div>I had to put morphine into my buddy, and then I got stuck in a fire fight and the forest went up in flames, things like that.</div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> What character did you play as in that?</div>
<div>&nbsp;</div>
<div><strong>BC:</strong> I played as the&nbsp;Mauritanian guy, Quarbani Singh.</div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> I ended up playing as the Irish guy, Frank Bilders. I always wondered what it would have been like to have played as a different character and go back to experience what he [Frank] was like in the game.</div>
<div>&nbsp;</div>
<div><strong>BC:</strong> When I was playing and the Irish guy was my buddy. He was very cool, very surly.</div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> I found that the Jackal was one of the most engaging villain in all of videogames.</div>
<div>&nbsp;</div>
<div><strong>BC:</strong> I like that he was this weird, ambiguous guy who was not purely one dimensional.</div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> There was a definite influence from Heart of Darkness in him. Have there been any novels influenced your writing style when developing a videogame?</div>
<div>&nbsp;</div>
<div><strong>BC:</strong> I can&rsquo;t think of&mdash;immediately&mdash;any novels that have greatly influenced my stuff, but I do read a tremendous amount.</div>
<div>&nbsp;</div>
<div>
<div><strong>Lv42:</strong> Did the Hitch Hikers Guide to the Galaxy influence your development of <em>Flotilla</em>?</div>
<div>&nbsp;</div>
<div><strong>BC:</strong> Those are definitely books that I loved reading. The idea for Flotilla was to create this really interesting and strange universe that made you want to go back and learn more and more about it. And to see how the choices you make effect the universe and how the wacky characters react to you. &nbsp;</div>
</div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> Your games have this great sense of humour built into them, especially in <em>Flotilla</em> with the rastafarian cats and glowing toucans. Is humour a really big part of your development process? Do you want to make gamers laugh as they play?</div>
<div>&nbsp;</div>
<div><strong>BC:</strong> As a developer it&rsquo;s more fun to work on light hearted stuff. I think a lot of other studios have the grim and serious genre pretty cornered. It&rsquo;s nice to work on something that&rsquo;s a little bit lighter and I think, for the most part, that the humorous games from Lucas Arts that I grew up playing were all about these funny roles you wanted to explore.</div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> Why are there Rastafarian cats in <em>Flotilla</em>?</p>
<p>	<strong>BC:</strong> I just though it was hilarious. It started out with the music. I had this Rastafarian loop going on, and I thought I need to find an animal to attach to this. And what&rsquo;s better than a cat wearing a little Rastafarian beanie.</div>
<div>&nbsp;</div>
<div style="text-align: center;">&nbsp;<a href="http://www.levelfortytwo.com/wp-content/uploads/2010/07/pinata_shot3.jpg"><img alt="" class="aligncenter size-large wp-image-4834" height="227" src="http://www.levelfortytwo.com/wp-content/uploads/2010/07/pinata_shot3-1024x576.jpg" style="width: 407px; height: 221px;" width="403" /></a></div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> Which of those Lucas Arts game do you think has most influenced you?</div>
<div>&nbsp;</div>
<div><strong>BC:</strong> Probably <em>Day of the Tentacle</em>. That game was hilarious and it&rsquo;s so strange with the sending inventory items through that magic toilet bowl, which is just out of left field. I loved it.</div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> What is it about a game like <em>Day of the Tentacle</em> that inspires you as a designer?</div>
<div>&nbsp;</div>
<div><strong>BC:</strong> It&#39;s absolutely hilarious.&nbsp;Chubby death-metal roadie chatting with George Washington and Benjamin Franklin?&nbsp;Every game needs that.&nbsp;<em>DOTT</em> never stops surprising you and just keeps getting more ludicrous as it continues.&nbsp;I love it when a game goes &quot;all in&quot; with its weird little world and compels you to keep discovering more about it.</div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> What is it about characters like Bernard, Lavern and Hoagie that appeals to you?</div>
<div>&nbsp;</div>
<div><strong>BC:</strong> A nerd, a med student, and a chubby roadie are practically the polar opposites of buff dudes with 20 guns strapped to their backs.&nbsp;I love that.&nbsp;I have nothing against dudes with 20 guns strapped to their backs, but the <em>DOTT</em> crew stand out as being still so original after more than 15 plus&nbsp;years of games.</div>
<div>&nbsp;&nbsp;&nbsp;&nbsp;</div>
<div><strong>Lv42:</strong> The music in the game did change appropriately during the exploring sections and in the combat sections. In what way should music accompany a videogame&rsquo;s style?</div>
<div>&nbsp;</div>
<div><strong>BC:</strong> In what way should music accompany&hellip; what, I&rsquo;m sorry?</div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> I&rsquo;ll see if I can frame the question a little differently. Do you think videogames should be a synesthetic experience, that they should combine&hellip; that maybe they should, uh, a focus on all the player&rsquo;s or gamer&rsquo;s senses and put that into one? To both have a visual&hellip; I think this question has gone to hell.</div>
<div>&nbsp;</div>
<div><strong>BC:</strong> [Laughs]</div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> Okay, I think we&rsquo;ll come back to that one. I&rsquo;ve got to think that one out a little bit. I was reading in another interview that director Wong Kar-wai is one of your favourite directors.</div>
<div>&nbsp;</div>
<div><strong>BC:</strong> Yes.</div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> What about his style of film making has influenced your game making?</div>
<div>&nbsp;</div>
<div><strong>BC:</strong> Have you seen any of his movies before?</div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> Unfortunately, no. I&rsquo;ve seen his BMW short online. It was very cinematic, calm and slow.</div>
<div>&nbsp;</div>
<div><strong>BC:</strong> There&rsquo;s such a sharp contrast in his work to a lot of videogames because his films say so much with so little dialogue. You just kind of know what characters are thinking about, I like that introspective quality to it. I love that he can tell a story with just a look that a character gives. I don&rsquo;t think I&rsquo;m achieving that in my games, but it&rsquo;s something that I strive towards doing because it&rsquo;s so different from traditional videogames.</div>
<div>&nbsp;</div>
<div style="text-align: center;">&nbsp;<a href="http://www.levelfortytwo.com/wp-content/uploads/2010/07/gravitybone_olive1.png"><img alt="" class="aligncenter size-full wp-image-4835" height="350" src="http://www.levelfortytwo.com/wp-content/uploads/2010/07/gravitybone_olive1.png" style="width: 251px; height: 278px;" width="403" /></a></div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> Is that something you were trying to do with <em>Gravity Bone</em>? With its enigmatic story and characters with block heads.</div>
<div>&nbsp;</div>
<div><strong>BC:</strong> It was one of my goals with <em>Gravity Bone</em> to see how far I could get with telling the story without any real dialogue or giant spiels of text scrolling down the screen, and just having them talk in weird trombone wah, wah noises.</div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> Where did the inspiration for <em>Gravity Bone</em> come from?</div>
<div>&nbsp;</div>
<div><strong>BC:</strong> <em>Gravity Bone</em> came out of the adventure games I played growing up. I wanted to make a first-person shooter where you never shoot a gun. Where all you do is interact with the world and pick up inventory items to solve puzzles. It&rsquo;s a non-violent first-person shooter.</div>
<div>&nbsp;&nbsp;</div>
<div><strong>Lv42:</strong> You said that you developed <em>Gravity Bone</em> as an experiment and as a first-person shooter without shooting, is this your way of rebelling against traditional game design?</div>
<div>&nbsp;</div>
<div><strong>BC:</strong> I don&#39;t think we have a &quot;traditional&quot; game design yet. Games as a form of media is too young to have set conventions.&nbsp;I see game development as being a bit like the Wild West right now.&nbsp;It&#39;s a big lawless furball, and there&#39;s a lot of unexplored territory.&nbsp;We&#39;re seeing new genres being created every year, it&#39;s a crazy time to be making games.</div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> Why did you design that character with such large block heads?</div>
<div>&nbsp;</div>
<div><strong>BC:</strong> [Laughs]</div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> Was it some kind of a metaphor or was it just a stylistic choice?</div>
<div>&nbsp;</div>
<div><strong>BC:</strong> [Laughs] No, there was no metaphor. The reason for the block heads is that is that because I&rsquo;m a pretty terrible artist with my 3D applications. I tried doing real 3D characters with nice detailed faces and I failed horribly every single time. So one afternoon, I got frustrated and made a guy with a giant cube head, and I thought it was hilarious. And that&rsquo;s basically the end of that story.</div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> It definitely works for the game&rsquo;s presentation.</div>
<div>&nbsp;</div>
<div><strong>BC:</strong> I was very surprised and relieved that it actually worked out.</div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> Do you have a way to describe your art style?</div>
<div>&nbsp;</div>
<div><strong>BC:</strong> Generally whenever I start a project I look at the resources that I have and&nbsp;whatever technology that I have available to me.&nbsp;I work within those limitations, and design around those limitations to make the best thing I am capable of doing. I&rsquo;m not capable of doing high polygon art with specular maps and normal maps, so I generally got for a lo-fi look.</div>
<div>&nbsp;&nbsp;</div>
<div><strong>Lv42:</strong> Do you think videogames should strive towards a higher realism or to create a stylized reality?</div>
<div>&nbsp;</div>
<div style="text-align: center;">&nbsp;<a href="http://www.levelfortytwo.com/wp-content/uploads/2010/07/gravitybone_olive2.png"><img alt="" class="aligncenter size-full wp-image-4836" height="380" src="http://www.levelfortytwo.com/wp-content/uploads/2010/07/gravitybone_olive2.png" width="247" /></a></div>
<div>&nbsp;</div>
<div><strong>BC:</strong> It depends on the game that you are making. I mentioned that I was a big fan of <em>Far Cry 2</em> and I think that they&rsquo;re going for this really gritty, realistic experience that&rsquo;s immersive so that works for them, but for a game like <em>Grim Fandango</em> they&rsquo;re going for a very Humphrey Bogart, film noire kind of look. The whole stylized art-deco approach worked for them.</div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> <em>Grim Fandango</em>&mdash;with Manny Calavera&mdash;has some of the most memorable characters of all time. Do you put a large part of your game development into creating memorable characters?</div>
<div>&nbsp;</div>
<div><strong>BC:</strong> I watch a lot of movies and I try to learn what I can from them. The approach I take is to not tell the player what this character is, but to take an oppourtunity to infuse their personality into what they say, their look, their dialogue, their body language as opposed to a textbox that tell you that your character is grizzled.</div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> Is this something you tried to do with <em>Flotilla</em>? Because the captain didn&rsquo;t have a concrete identity. You had to place yourself into his shoes.</div>
<div>&nbsp;</div>
<div><strong>BC:</strong> <em>Flotilla</em> is my little narrative experiment in trying not to do a linear narrative. I wanted the player to feel that they were the writers of the story and that they had control over the decisions they wanted to make. Whether to keep the hitch hikers in the ship or spit them out the airlock, and to see how the universe reacts to that position.</div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> A game like <em>Grand Theft Auto IV</em> gives you so much to do. You can go on dates, you can take care of your cousin and stuff like that. Do you think player are given too much freedom&nbsp;with narrative and&nbsp;not enough time is focused on character development?</div>
<div>&nbsp;</div>
<div><strong>BC:</strong> I never get that feeling. I enjoy the <em>GTA</em> series, I know that it definitely doesn&rsquo;t appeal to everyone, but I know that open-world games allow you to roleplay as your character. I love driving around the city following the traffic rules because I find that fun for some reason. Whereas whenever I watch someone else play stomping through the city at a million miles per hour, and that&rsquo;s great for them, but I love how they can play how they want to.</div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> Do you think videogames are a subjective experience?</div>
<div>&nbsp;</div>
<div><strong>BC:</strong> For some genres, sure. I think for the more linear games that are routed through a tunnel people find similar experiences, but some games that afford more freedoms, I definitely agree that every experience is subjective to that one player.</div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> In something like <em>Gravity Bone</em>, do you think that the experience is extremely dependant on your interpretation of the narrative?</div>
<div>&nbsp;</div>
<div><strong>BC:</strong> Yeah, and <em>Gravity Bone</em> is kept pretty vague and open to interpretation, however the player wants to interpret the story.</div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> Was there any specific message in <em>Gravity Bone</em>?</div>
<div>&nbsp;</div>
<div><strong>BC: </strong>No, I wouldn&rsquo;t say that. I did have something in mind, but I wanted to keep it open to how the player wanted to read it.</div>
<div>&nbsp;</div>
<div style="text-align: center;"><a href="http://www.levelfortytwo.com/wp-content/uploads/2010/07/gravitybone_waiter.png"><img alt="" class="aligncenter size-full wp-image-4837" height="269" src="http://www.levelfortytwo.com/wp-content/uploads/2010/07/gravitybone_waiter.png" width="247" /></a></div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> What games are you playing right now?</div>
<div>&nbsp;</div>
<div><strong>BC:</strong> Right now, I&rsquo;m in a gaming hiatus. I&rsquo;m working on my next title right now, so I haven&rsquo;t gotten the time to check out whatever new stuff is out there. I&rsquo;m still stuck on <em>Team Fortress 2</em>.</div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> Can you discuss any details about your future project?</p>
<p>	<strong>BC:</strong> It&rsquo;s a little too early to talk about it any details. I tend to do a lot of prototyping on my work, so generally what I have now will end up looking completely different from what I end up with.</div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> Do you prepare concept artwork before starting a project? If so, how many drafts will you go through before finalizing a character?</div>
<div>
<div>&nbsp;</div>
<div><strong>BC:</strong> I spend a lot of time doing research into whatever I&#39;m working on, and do a light pass on concept work.&nbsp;I find the most interesting things usually emerge during implementation.&nbsp;As you&#39;re constructing together a level or making a 3D model, you&#39;ll always discover some new angle or surprising twist that you didn&#39;t see before.</div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> What is the more expressive medium: 2 dimensional or 3 dimensional?</div>
<div><strong>&nbsp;</strong></div>
<div><strong>BC:</strong> I don&#39;t think one is more expressive than the other.&nbsp;It&#39;s apples and oranges.&nbsp;I think <em>Another World</em> is one of the most beautiful games made, right alongside <em>Ico</em>.&nbsp;I generally place little importance on what direction you go in; what matters is how well you execute and implement that given direction.</div>
</div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> One of the first game I played from Blendo was <em>Grotto King</em>, how has your development process changed since then?</div>
<div>&nbsp;</div>
<div><strong>BC:</strong> For one thing <em>Grotto King</em> was a free game that I made.&nbsp;A big difference was that <em>Flotilla</em> was a game that I was selling. I had to place a large amount of time on stability and making sure that the game runs on different systems, and making sure it&rsquo;s easy for players to update to new version and to report bugs whenever they find one. In terms of infrastructure and technology, it&rsquo;s been pretty different.</div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> Do you keep up with your community?</div>
<div>&nbsp;</div>
<div><strong>BC:</strong> I love the Valve approach.&nbsp;Instead of creating games you release to the world and forget about, they continually maintain and update their projects.</div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> Do you have any goals for Blendo Games?</div>
<div>&nbsp;</div>
<div><strong>BC:</strong> My goal right now is just to pay the rent. Further down the road, I&rsquo;d like to expand and to make bigger games.</div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> Do you have any advice for Indie developers out there?</div>
<div>&nbsp;</div>
<div><strong>BC:</strong> My approach has been to just make something, and to not really worry about whether it will appeal to people or not. You have to start executing an idea, implement it into a game and release it. And you&rsquo;ll certainly fail many, many times, as I have, but you&rsquo;ll get better over time.</div>
<div>&nbsp;</div>
<div style="text-align: center;">&nbsp;&nbsp;&nbsp;<a href="http://www.levelfortytwo.com/wp-content/uploads/2010/07/flotillascreen03.jpg"><img alt="" class="aligncenter size-large wp-image-4842" height="229" src="http://www.levelfortytwo.com/wp-content/uploads/2010/07/flotillascreen03-1024x576.jpg" width="407" /></a></div>
<div>&nbsp;</div>
<div><strong>Lv42:</strong> What game developers have inspired you?</div>
<div>&nbsp;</div>
<div><strong>BC:</strong> Looking Glass Studios and Bullfrog.<span>&nbsp;Their games just exude so much personality; they have a real human touch to them.</span></div>
<div>&nbsp;&nbsp;</div>
<div><strong>Lv42:</strong> Have you ever experienced a paradigm shift in your videogame development?</div>
<div>&nbsp;</div>
<div><strong>BC:</strong> If a &quot;paradigm shift&quot; means what I think it means, then yes!</div>
<div>&nbsp;</div>
<div>When I first began making small games as a hobby, I generally began my projects with stacks of concept art, documents, and all sorts of ridiculous plans.&nbsp;I came to realize this was stupid.&nbsp;The very moment you start implementing something, a large chunk of your plans become obsolete because you can now see something that works much better.&nbsp;Even worse, you also realize that another big chunk is impossible due to technical or design reasons.&nbsp;I have old notebooks full of dead, broken documents.</div>
<div>&nbsp;</div>
<div>So nowadays, I work in the opposite direction.&nbsp;I begin a project by first taking stock of what kind of resources I have available and what I&#39;m good at doing.&nbsp;From there, I construct my game around these things.&nbsp;This generally results in good scope control and ensures you work on something you&#39;re capable of actually completing.&nbsp;I still fail a lot (I now have a hard drive full of dead, broken prototype games); but I find a broken prototype is infinitely more valuable than a broken document.</div>
<div>&nbsp;</div>
<div>With every project completed, you build up that knowledge base, giving you more options to choose from for your next project.</div>
<div>&nbsp;</div>
<div style="text-align: center;">***</div>
<div style="text-align: center;">&nbsp;</div>
<div>Be sure to check out Brendon&#39;s site at: www.blendogames.com and to play his latest game Flotilla, which is available&nbsp;through Blendo Games, Xbox Live Indie Games&nbsp;and Steam.&nbsp;</div>
<div>&nbsp;</div>
<div>Screen shots and concept pieces courtesy of Brendon Chung.</div>
<div>&nbsp;</div>
<div>
<a href='http://www.levelfortytwo.com/2010/07/what-did-the-rastafarian-cat-say-to-the-glowing-toucan/pinata_shot1/' title='pinata_shot1'>pinata_shot1</a>
<a href='http://www.levelfortytwo.com/2010/07/what-did-the-rastafarian-cat-say-to-the-glowing-toucan/pinata_shot2/' title='pinata_shot2'>pinata_shot2</a>
<a href='http://www.levelfortytwo.com/2010/07/what-did-the-rastafarian-cat-say-to-the-glowing-toucan/pinata_shot3/' title='pinata_shot3'>pinata_shot3</a>
<a href='http://www.levelfortytwo.com/2010/07/what-did-the-rastafarian-cat-say-to-the-glowing-toucan/gravitybone_olive1/' title='gravitybone_olive1'>gravitybone_olive1</a>
<a href='http://www.levelfortytwo.com/2010/07/what-did-the-rastafarian-cat-say-to-the-glowing-toucan/gravitybone_olive2/' title='gravitybone_olive2'>gravitybone_olive2</a>
<a href='http://www.levelfortytwo.com/2010/07/what-did-the-rastafarian-cat-say-to-the-glowing-toucan/gravitybone_waiter/' title='gravitybone_waiter'>gravitybone_waiter</a>
<a href='http://www.levelfortytwo.com/2010/07/what-did-the-rastafarian-cat-say-to-the-glowing-toucan/flotillascreen03/' title='flotillascreen03'>flotillascreen03</a>
</div>
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		<title>Fractured Persona &#8211; killer7 #3</title>
		<link>http://www.levelfortytwo.com/2010/07/fractured-persona-killer7-3/</link>
		<comments>http://www.levelfortytwo.com/2010/07/fractured-persona-killer7-3/#comments</comments>
		<pubDate>Tue, 06 Jul 2010 18:50:13 +0000</pubDate>
		<dc:creator>Ian Walker</dc:creator>
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		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=4788</guid>
		<description><![CDATA[Thanks for coming back! This is the continuation of &#160;my killer7 analysis, as well as the second part of the chapter entitled Sunset. The first part ended with the assassination of Toru Fukushima, a prominent politician and bureaucrat behind the scenes in the Japanese government. The Yakumo, an important document that could shift political power [...]]]></description>
			<content:encoded><![CDATA[<p>Thanks for coming back! This is the continuation of &nbsp;my killer7 analysis, as well as the second part of the chapter entitled Sunset. The first part ended with the assassination of Toru Fukushima, a prominent politician and bureaucrat behind the scenes in the Japanese government. The Yakumo, an important document that could shift political power on a global scale, is still nowhere to be found. As the world rushes headlong towards the first conflict in eight years, who will survive?</p>
<p style="margin-bottom: 0in;">I hope to make these articles interesting for both newcomers to the game and those who have played through multiple times. But, I have one quick warning: in order to make this as detailed and informative as possible, there will be a large amount of spoilers. So, if you aren&rsquo;t worried about learning the fates of the characters or having the ending ruined for you, keep reading. If you still plan to play this game for yourself and want to experience the plot twists firsthand, stop!</p>
<hr />
<p style="margin-bottom: 0in; text-align: center;"><span style="font-size: 16px;">Target #01 &ndash; Sunset (Part 2) <span style="font-size: 11px;"><em><br />
	&quot;Laughter is the countdown of devastation.&quot;</em></span></span></p>
<p style="margin-bottom: 0in;">&nbsp;</p>
<p style="margin-bottom: 0in;">After the events that transpired at Restaurant Fukushima, Garcian returns to his trailer. While nothing of real importance happens here at this time, the man behind the locked door can still be heard screaming. The scene shifts to a coffeehouse in Washington, D.C. where Garcian is meeting with the informant mentioned last chapter, Hiro Kasai. He passes along the next mission from Christopher Mills. The target is actually another assassin by the name of Jean DePaul, the apprentice chef Mask de Smith met at Restaurant Fukushima. Kasai is certain that DePaul is a spy, as he&#39;s gained a name for himself as an elite operative by killing a few government officials. He points Garcian to the Kaku building, as it seems to be the hub for syndicates all over the world.</p>
<p style="margin-bottom: 0in;">Inside the Kaku building, three men can be seen having a meeting. They mention that it is too late for the fireworks to be launched to save Japan. The two older men, Hiroyasu Kurahashi and Shinya Akiba, have spent 65 years trying to restore their country but all their efforts were meaningless as the United States leaves them to die. They blame the third man at the conference table, Kenjiro Matsuoka, and say that his youth and inexperience led them to this fate. His outrage at their accusations only furthers their mistrust of his generation, and Kurahashi passes him a gun. They antagonize him, telling him to kill himself. They realize that he may want to kill them with the gun but say that they&#39;ve done it many times themselves in the past, killing their superiors in order to gain a better standing. They continue to belittle him until he can&#39;t take it anymore and he opens fire on two men.</p>
<p style="margin-bottom: 0in;">But, before he can pull the trigger on himself, Kun Lan intervenes. Matsuoka is surprised at his sudden appearance and has no idea who he is. Across the table, the two dead men lean forward, their brains exposed but their bodies still functioning somehow. They lament the fact that elders are no longer treated with respect but as nuisances, and Kun Lan agrees. He uses his God Hand on Matsuoka&#39;s mind, and his surprise soon turns to acceptance. Kurahashi believes that Matsuoka is finally seeing things clearly. Kun Lan tells the three men that they will always be together and, as the camera spins to focus on Matsuoka leaving the conference, it reveals an empty room.</p>
<p style="margin-bottom: 0in; text-align: center;"><img alt="" class="alignnone size-full wp-image-4792" height="334" src="http://www.levelfortytwo.com/wp-content/uploads/2010/07/2.png" title="2" width="615" /></p>
<p style="margin-bottom: 0in;">The Killer 7 soon arrive at the Kaku building, and enter through a secret entrance on the first floor. Travis is, like always, waiting for them on the inside. He informs them that the Kaku building is Information Terminal Central, where the world&#39;s background players have come to decide Japan&#39;s fate. Unfortunately, not a single country spoke up in Japan&#39;s favor, each wanting to gain a slice of the valuable territory Japan controls. As things are working out now, Japan is entirely on their own.</p>
<p style="margin-bottom: 0in;">A few interesting things are noticed as the Killer 7 make their way through the various floors of the Kaku building. While it&#39;s supposed to be a secret meeting place for government officials, many of the rooms have been converted into small gambling parlors. Dice, poker, and horse racing all inhabit the rooms of the Kaku building, as well as a variety of ways to fix these games in one&#39;s favor. Iwazaru even goes as far as calling the building a gambler&#39;s paradise. Whether he means the actual games or gambling on the world stage is yet to be determined, but it offers a thought-provoking parallel when compared to how the world is controlled and risky actions are taken.</p>
<p style="margin-bottom: 0in;">Travis reveals that these talks amount to a sort of proxy war for Fukushima. All talks are done through third-rate bureaucrats, so those seeking to assassinate them aren&#39;t the best either. The talks are nothing more than a charade, as the United States has given up on negotiations. Fukushima was the backbone of Japan&#39;s UN Party and much more important than anyone could have guessed. Without him, the UN Party is nothing but a toothless organization with no way to enforce their power.</p>
<p style="margin-bottom: 0in;">Travis later warns the Killer 7 about heading to the basement. Jean DePaul, who turns out to be an agent of the International Ethics Committee, has already infiltrated the building. Through him, the Committee hopes to disrupt the secret final talks between the United States and Japan. By interrupting this secret meeting, the Committee hopes delay the destruction of Japan. It&#39;s imperative that the Killer 7 stop DePaul in time and let the events play out correctly.</p>
<p style="margin-bottom: 0in; text-align: center;"><img alt="" class="alignnone size-full wp-image-4791" height="334" src="http://www.levelfortytwo.com/wp-content/uploads/2010/07/1.png" title="1" width="615" /></p>
<p style="margin-bottom: 0in;">Later, Mask de Smith comes into contact with DePaul, and they share a short conversation about wrestling. The battle is nothing much to note as Mask deals with DePaul quite easily. The Killer 7 continue on to the basement while the secret meeting continues as planned in the mah-jongg room. Four delegates sit around a small table, playing a game of mah-jongg. There are two representatives from the United States and two from Japan. The scene that plays out is an interesting one, as the delegates berate each other over the game and over their international affairs. To the Americans, the Japanese are nothing but monkeys who will soon be destroyed by their foolishness. To the Japanse, the Americans are bloodthirsty dogs who can&#39;t get enough conflict and destruction.</p>
<p style="margin-bottom: 0in;">The game continues, the Americans certain that Japan has no chances left. They assure them that their knight in shining armor will fail. It&#39;s unclear who they are referring to here, but it&#39;s almost definitely either Kun Lan or Matsuoka, who plays a very important part in the story line later in the game. The game quickly turns sour as the last piece is played. The Americans realize the Japanese have been cheating the whole time and everyone draws their guns. The Japanese delegates realize it&#39;s all over and after a short standoff, they all fire on each other.</p>
<p style="margin-bottom: 0in;">The Killer 7 arrive in the basement after the shootout to find all the delegates dead. The room is a mess with blood staining the walls and furniture strewn about. Calmly sitting in the corner is Travis, who expands some of the details. Obviously, the talks broke down between the United States and Japan, so the skies will soon rain down on Japan. While this was all according to plan, something doesn&#39;t seem right. It would be much easier for the United States to just destroy the UN Party and be done with it, but they seem intent on stopping the whole country. Someone behind the scenes seems to be pulling the strings, and it may be some remnant of Fukushima&#39;s power within the political party. Kenjiro Matsuoka, the man from the opening scene, is the Director of the Central Management Office. It&#39;s now up to Matsuoka to pick up from where Fukushima left off and lead Japan.</p>
<p style="margin-bottom: 0in;">The Killer 7 leave the basement and backtrack to where DePaul was killed. His body is gone but his spirit remains, and speaks to them much like Travis. According to him, Matsuoko has the Yakumo, and seeks to prove Japan can rise from the ashes. He will soon be a force to be reckoned with, and there&#39;s no way the war will end while he is still alive. He must be dealt with if peace is to be preserved across the globe.</p>
<p style="margin-bottom: 0in; text-align: center;"><img alt="" class="alignnone size-full wp-image-4793" height="334" src="http://www.levelfortytwo.com/wp-content/uploads/2010/07/3.png" title="3" width="615" /></p>
<p style="margin-bottom: 0in;">As they continue on towards the conference room, the Killer 7 come into contact with a frequent visitor of theirs called Kess Bloodysunday. Kess is a small, bloodied boy who shows up just before important battles with strong Heaven Smile or other bosses to offer his advice on how to defeat them. He seems to live inside of his own dreams and nightmares, where he encounters these strong creatures and finds out their weaknesses. An interesting idea he puts out during this encounter is a way to achieve world peace. Kess states that he will one day become the President of the United States and hopes to eradicate all the scum in the world. He thinks this is the only way to really spread peace throughout the world.</p>
<p style="margin-bottom: 0in;">Iwazaru expresses some concerns over the actions of the United States. He thinks they are out of control and need to be reined in a bit. He poses a couple of questions to the Killer 7, wondering if a nation can have a collective will and how people can only be seen as units and not as living beings. The United States indiscretion with killing is getting out of hand, and the Killer 7 need to be careful with who they place their support behind. Travis offers a break from Iwazaru&#39;s philosophical ramblings, and lets the assassins know that this building is actually the headquarters for Japan&#39;s UN Party. The two old men that Mitsuoka tried to kill are still alive somehow. They are incarnations of the greed in the world, and are still as sly and corrupt as ever. Japan is as good as dead after the events that transpired here today.</p>
<p style="margin-bottom: 0in;">The Killer 7 enter the board room where the old men were killed. The two Japanese politicians lament over the fact the United States is so large, saying that their voices and the voices of the people will never be heard. They&#39;re too old to be taken seriously anymore, and the people are only counted as units in the grand scheme of things. But, as long as they are alive Japan won&#39;t go down, at least not without a fight. An incredibly odd battle ensues, mainly involving flying brains. But the Killer 7 eventually stop the two old men and they finally die.</p>
<p style="margin-bottom: 0in; text-align: center;"><img alt="" class="alignnone size-full wp-image-4794" height="334" src="http://www.levelfortytwo.com/wp-content/uploads/2010/07/4.png" title="4" width="615" /></p>
<p style="margin-bottom: 0in;">After completing the mission, Garcian meets up with Christopher Mills at the usual overpass. Chris says it&#39;s almost impossible to do anything with the eyes of the entire world trained on you, but Garcian disagrees. He says that even though world peace has been achieved, wiping a country or two off the map is an extremely easy task. He speaks of a promise made thirty years ago that started a countdown as missiles appear on the horizon behind them. They shoot across the sky to the opposite horizon, Chris and Garcian watching them with grim looks on their faces. As they speed off to hell, Chris is upset that they no longer fear the sight, that they&#39;ve become used to events like this. Garcian agrees, but says that they&#39;re still human through it all.</p>
<p style="margin-bottom: 0in;">The chapter ends with the sound of explosions.</p>
<p style="margin-bottom: 0in;">&nbsp;</p>
<p style="margin-bottom: 0in; text-align: center;"><span style="font-size: 16px;">Sunset &ndash; Complete</span></p>
<hr />
<p>Being the second part of the second chapter, Sunset does a great job of wrapping up a few plot strings, but also leaves everything open ended for the most part. In this chapter we learned of a few new players behind the scenes, namely Kenjiro Matsuoka. A power vacuum was created after Fukushima&#39;s assassination, and the responsibility fell upon Matsuoka, as the holder of the Yakumo, to continue his legacy and lead Japan through this current crisis.</p>
<p style="margin-bottom: 0in;">Much like the first part of this chapter, the storylines dealt with more real world things like political moves and espionage rather than cosmic forces and deities. We learned that Japan wasn&#39;t totally innocent in their dealings with the United States, and their two major political groups were constantly vying for control in the important peace talks. Unfortunately, the United States were already decided on what they wanted to do in the situation, making all the meetings at the Kaku building irrelevant.</p>
<p style="margin-bottom: 0in;">This chapter also brought up a few interesting issues dealing with nations and their citizens. While most countries have open elections, the actions taken by those in power are not decided on a majority vote. They do what they want with the approval of others in power, caring less about the average citizen and what they say about what their government should be doing. Many times during war, citizens are nothing but units to be counted as casualties, taking the personal toll and emotions out of the equation so that the atrocious acts governments commit can be done with less guilt.</p>
<p style="margin-bottom: 0in;">The other side is shown in an odd encounter with Kess. He wants to be President for the sole fact he&#39;ll be able to destroy the scum of the world. With these actions he hopes to create a type of peace across the globe&#8230;but is that really peace? If you simply kill the opposition instead of taking their motives into account, are you really making the world a safer place? Or are you only taking choices out of the hands of the citizens?</p>
<p style="margin-bottom: 0in;">So, where were the missiles heading at the end of the chapter? &nbsp;Are they being launched as a last futile attempt to save Japan, or are they only going to add to the destruction of the small island nation? If these questions are burning in your mind, come back next week for the answers! Sure, they may be cryptic as hell&#8230;but the journey is the important part. Until then, sayonara!</p>
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		<title>Kirby&#8217;s Epic Yarn</title>
		<link>http://www.levelfortytwo.com/2010/07/kirbys-epic-yarn-preview/</link>
		<comments>http://www.levelfortytwo.com/2010/07/kirbys-epic-yarn-preview/#comments</comments>
		<pubDate>Mon, 05 Jul 2010 19:36:52 +0000</pubDate>
		<dc:creator>Erika Szabo</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Previews]]></category>
		<category><![CDATA[Wii]]></category>
		<category><![CDATA[co-op]]></category>
		<category><![CDATA[Kirby]]></category>
		<category><![CDATA[kirby's epic yarn]]></category>
		<category><![CDATA[nintendo]]></category>
		<category><![CDATA[side-scrolling platformer]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=4773</guid>
		<description><![CDATA[Over the year&#39;s, Kirby has cemented himself as being an iconic, albeit under-appreciated character in the Nintendo universe.&#160; While games in the Kirby series were solid in their own right they weren&#39;t necessarily innovative and were generally minimalist interpretations of other side-scrolling platformers like the Mario or Donkey Kong series.&#160; Although Kirby Canvas Curse did [...]]]></description>
			<content:encoded><![CDATA[<p>Over the year&#39;s, Kirby has cemented himself as being an iconic, albeit under-appreciated character in the Nintendo universe.&nbsp; While games in the Kirby series were solid in their own right they weren&#39;t necessarily innovative and were generally minimalist interpretations of other side-scrolling platformers like the <em>Mario</em> or <em>Donkey Kong</em> series.&nbsp; Although <em>Kirby Canvas Curse</em> did make use of the Nintendo DS&#39;s stylus, this was as far as the series would go to being truly innovative; however with <em>Kirby&#39;s Epic Yarn</em> having recently debuted at this year&#39;s E3, people can&#39;t help but talk about (or oggle over) this refreshing change in the <em>Kirby</em> series.&nbsp;</p>
<p style="text-align: center;"><a href="http://www.levelfortytwo.com/wp-content/uploads/2010/07/Kirbys-Epic-Yarn-4.bmp"><img alt="" height="343" src="http://www.levelfortytwo.com/wp-content/uploads/Kirby's Epic Yarn - 4.bmp" width="600" /><br />
	</a></p>
<p><em>Kirby&#39;s Epic Yarn</em> is presented in a world made entirely of textiles, even the character himself.&nbsp; In the latest Kirby game, the pink puff has been stripped of his iconic swallowing ability, instead relying on yarn to unwind enemies, swing from platform to platform or grab zippers and flaps in order to unlock items and progress through the level.&nbsp; This change in environment interaction and gameplay serves as a creative slant to a generally mediocre, side-scrolling platformer&nbsp; and lets players explore every nook and cranny of their surrounding environment in order to find various secrets.&nbsp;&nbsp; This concept feels new and refreshing and certainly adds some flair to the game as a whole.&nbsp;</p>
<p style="text-align: center;"><img alt="" height="343" src="http://www.levelfortytwo.com/wp-content/uploads/Kirby's Epic Yarn - 2.bmp" width="600" /></p>
<p>If that weren&#39;t enough, <em>Kirby&#39;s Epic Yarn</em> also incorporates a co-op system in the light of <em>New Super Mario Bros. Wii</em>.&nbsp; While not nearly as competitive <em>Epic Yarn</em> still allows players to duke it out, even if in a more subtle fashion. Players still get in each other&#39;s way, however, which can prove to be annoying when intentions are misconstrued.&nbsp; At the same time, characters will need to work together in order to progress.&nbsp; At one point in the game, both characters morphed into a giant machine where one character punched with an enormous, gloved fist and the other shot missiles from the top.&nbsp; At the end of the day, the co-op isn&#39;t nearly as good as in <em>Kirby&#39;s Dream Land 3</em>, but it&#39;s still a nice addition to an already enjoyable game.</p>
<p><em>Kirby&#39;s Epic Yarn</em> has been noted as being one of E3 2010&#39;s biggest surprises and for good reason.&nbsp; With the game being released on the Nintendo Wii this fall, it&#39;s definitely not worth missing.&nbsp;</p>
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		<title>Talk Is Cheap &#8211; 7/5/10</title>
		<link>http://www.levelfortytwo.com/2010/07/talk-is-cheap-7-5-10/</link>
		<comments>http://www.levelfortytwo.com/2010/07/talk-is-cheap-7-5-10/#comments</comments>
		<pubDate>Mon, 05 Jul 2010 18:10:12 +0000</pubDate>
		<dc:creator>LevelFortyTwo Staff</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Podcast]]></category>
		<category><![CDATA[3D technology]]></category>
		<category><![CDATA[3D trends]]></category>
		<category><![CDATA[Dementium II]]></category>
		<category><![CDATA[epic mickey]]></category>
		<category><![CDATA[golden sun dark dawn]]></category>
		<category><![CDATA[Killer 7]]></category>
		<category><![CDATA[Limbo]]></category>
		<category><![CDATA[Matt Ryan]]></category>
		<category><![CDATA[nintendo]]></category>
		<category><![CDATA[Nintendo DS]]></category>
		<category><![CDATA[Nintendo Wii]]></category>
		<category><![CDATA[professor layton and the unwound future]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=4767</guid>
		<description><![CDATA[Join Erika, Joel and Ian this week for some&#160;Epic Mickey,&#160;Professor Layton and the Unwound Future,&#160;Golden Sun: Dark Dawn and a bit more&#160;Killer 7. Joel has some preliminary thoughts on the DS horror game&#160;Dementium II, and no one can stand to wait for&#160;Limbo in this week&#39;s Indie Compendium. We discuss and plainly agree on these new [...]]]></description>
			<content:encoded><![CDATA[<p>Join Erika, Joel and Ian this week for some&nbsp;<strong><a href="http://www.levelfortytwo.com/2010/07/epic-mickey-preview/"><em>Epic Mickey</em></a></strong>,&nbsp;<strong><a href="http://www.levelfortytwo.com/2010/07/professor-layton-and-the-unwound-future-preview/"><em>Professor Layton </em><em>and the Unwound Future</em></a></strong><em>,&nbsp;<strong><a href="http://www.levelfortytwo.com/2010/06/golden-sun-dark-dawn-preview/">Golden Sun: Dark Dawn</a></strong></em><strong><a href="http://www.levelfortytwo.com/2010/06/golden-sun-dark-dawn-preview/"> </a></strong>and a bit more&nbsp;<strong><a href="http://www.levelfortytwo.com/2010/06/fractured-persona-killer7-2/"><em>Killer 7</em></a></strong>. Joel has some preliminary thoughts on the DS horror game&nbsp;<strong><a href="http://www.dementium.com/"><em>Dementium II</em></a></strong>, and no one can stand to wait for&nbsp;<strong><a href="http://www.limbogame.org/"><em>Limbo</em></a></strong> in this week&#39;s Indie Compendium. We discuss and plainly agree on these new fangled 3D trends, and finish with some&nbsp;<em>Neon Genesis Evangelion</em>, Erika&#39;s new 360, the return of&nbsp;<em>Futurama</em> and some female affirmation on &quot;girls in gaming&quot;.</p>
<div style="font-family: Arial, Verdana, sans-serif; font-size: 12px; color: #222222; background-color: #ffffff;">
<p>Also, don&#39;t forget to check out Michael&#39;s interview with Nintendo Canada Representative Matt Ryan as they talk about upcoming releases on the Nintendo Wii and Nintendo DS!</p>
<p><span style="color: #000000;"><span style="font-size: medium;"><span style="font-family: Times;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;"><span style="color: #000000;"><span style="color: #000000; line-height: 20px;">Send us your thoughts to podcast@levelfortytwo.com.&nbsp;&nbsp;<span style="color: #222222;">You can direct download the episode&nbsp;<a href="http://www.levelfortytwo.com/podcast/Talk%20Is%20Cheap%207_5_10.mp3"><strong>here</strong></a></span></span></span></span></span></span></span></span></span><span style="color: #000000;"><span style="font-size: medium;"><span style="font-family: Times;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;"><span style="color: #000000;"><span style="color: #000000; line-height: 20px;"><span style="color: #222222;">, or subscribe to the podcast in iTunes&nbsp;<a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=340805099"><strong>here</strong></a>.</span></span></span></span></span></span></span></span></span></p>

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		<title>Professor Layton and the Unwound Future</title>
		<link>http://www.levelfortytwo.com/2010/07/professor-layton-and-the-unwound-future-preview/</link>
		<comments>http://www.levelfortytwo.com/2010/07/professor-layton-and-the-unwound-future-preview/#comments</comments>
		<pubDate>Fri, 02 Jul 2010 12:07:51 +0000</pubDate>
		<dc:creator>Michael Brown</dc:creator>
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		<category><![CDATA[Professor Layton and the Curious Village]]></category>
		<category><![CDATA[Professor Layton and the Diabolical Box]]></category>
		<category><![CDATA[professor layton and the unwound future]]></category>
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		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=4722</guid>
		<description><![CDATA[Hold on to your top hats and prepare to be stumped! Professor Hershel Layton and his apprentice Luke return this summer for the third installment in the acclaimed puzzle series. Titled,&#160;Professor Layton and the Unwound Future, the latest game is actually the final entry in the first trilogy of Professor Layton games (keep in mind [...]]]></description>
			<content:encoded><![CDATA[<p>Hold on to your top hats and prepare to be stumped! Professor Hershel Layton and his apprentice Luke return this summer for the third installment in the acclaimed puzzle series. Titled,&nbsp;<em>Professor Layton and the Unwound Future</em><span style="font-style: normal;">, the latest game is actually the final entry in the first trilogy of </span><em>Professor Layton</em><span style="font-style: normal;"> games (keep in mind there will be more).</span></p>
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<p class="MsoNormal" style="text-align: center;"><img align="middle" alt="" height="270" src="http://game.watch.impress.co.jp/docs/20081002/dsss67.jpg" style="cursor: default;" width="480" /></p>
<p class="MsoNormal"><em>The Unwound Future</em><span style="font-style: normal;"> begins with the Professor and Luke receiving a letter from Luke&hellip;10 years in the future. It appears that London is in trouble and Luke is calling upon the help of the trusty Professor. The game features more than 165 puzzles to keep even the most cunning players on their toes. The game also boasts significantly more hand-drawn cutscenes (still in the </span><em>Triplets of Belleville</em><span style="font-style: normal;"> style), as well as plenty of voice acting to add a little more spice to this story-driven series.</span></p>
<p class="MsoNormal">One of the things I liked during my demo was the return of classic characters from previous games such as Inspector Chelmey and Statchen, to name a few. And for those players who found some puzzles to be excrutiatingly difficult in past games,&nbsp;<em>The Unwound Future</em><span style="font-style: normal;"> features a new &ldquo;superhint&rdquo; option that pretty much gives you the answer.</span></p>
<p class="MsoNormal" style="text-align: center;"><img align="middle" alt="" height="270" src="http://www.dshyper.com/images/2008_12/pix_081208_layton_b01.jpg" style="cursor: default;" width="480" /></p>
<p class="MsoNormal">There doesn&rsquo;t seem to be any drastic changes in&nbsp;<em>The Unwound Future</em><span style="font-style: normal;">, so if you&rsquo;ve never been a fan of the series, this game probably won&rsquo;t change your mind. Unfortunately, I wasn&rsquo;t able to find out what the new minigames are in the latest installment (such as creating herbal teas in the last game). However if the series sticks to the improvements made in </span><em>Professor Layton and the Diabolical Box</em><span style="font-style: normal;">, then Layton fans alike are in for a very special treat when </span><em>Professor Layton and the Unwound Future </em><span style="font-style: normal;">launches on September 20, 2010.</span></p>
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		<title>Spy Fiction</title>
		<link>http://www.levelfortytwo.com/2010/07/spy-fiction/</link>
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		<pubDate>Fri, 02 Jul 2010 12:03:06 +0000</pubDate>
		<dc:creator>Matthew O&#39;Mara</dc:creator>
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		<description><![CDATA[Back in the hole.]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;"><img alt="Level Forty Two" class="aligncenter size-full wp-image-3047" height="85" src="http://www.levelfortytwo.com/wp-content/uploads/2010/02/Level-Forty-Two.png" width="600" /></div>
<div>&nbsp;</div>
<div>Access Games has become one my favourite video game developers, for a few reasons. <em>Deadly Premonition</em> is one, and <em>Spy Fiction</em> (2002) is the other. <em>Spy Fiction</em> is an eclectic collection of influences&nbsp;that was created during&nbsp;the spike in action-stealth games at the turn of the millenium. Released in 2002,&nbsp;the game&nbsp;received less than average scores all around. Most saw it as nothing too special or too revolutionary, and reviewers saw it as a knockoff of the other spy series at the time. The game definitely wears its inspiration on its sleeve taking elements from <em>Syphon Filter</em>, <em>Splinter Cell</em> and, most importantly, in terms of influencing the game, <em>Metal Gear Solid.</em> However, you can&rsquo;t forget the influence of spy films like James Bond, Mission: Impossible had on the game and on its director. <em>Spy Fiction</em> is after all a take on spy fiction, a literary style inspired by the exploits of intelligence agencies during the First World War. It&#39;s a game that, upon further inspection and a fair amount of research, has some interesting innovations and insight into how games are directed.</div>
<div>&nbsp;</div>
<div style="text-align: center;"><a href="http://www.levelfortytwo.com/wp-content/uploads/2010/07/Spy-Fiction-2.jpg"><img alt="" class="aligncenter size-large wp-image-4737" height="272" src="http://www.levelfortytwo.com/wp-content/uploads/2010/07/Spy-Fiction-2-1024x819.jpg" width="340" /></a></div>
<div>&nbsp;</div>
<div><em>Spy Fiction</em>&#39;s&nbsp;story goes like this. Billy Bishop and Sheila Crawford are <b>special agents</b> in the Phantom Strike Force, one of many in the Special Execution Agency. They&rsquo;ve been called on to investigate NanotechDyne Inc., a pharmaceutical company that specializes in creating deadly viruses. It is suspected that they are in league with Enigma, a shadowy terrorist organization, and they plan to unleash&nbsp;a new virus on the world to create terror and chaos. The investigation ensues and you learn that Dr. <b>Forrest Kaysen</b> has created something called Lahder, a noxious <b>purple gas </b>that&rsquo;s capable of killing thousands of people in mere seconds. You start the game in medias res as your team is about to storm the Enigma compound. Along with you is Nicklaus Nightwood, a senior member of Phantom, and almost immediately the plan starts to dissolve. Nicklaus is captured, Billy and Sheila are apprehended and Dietrich Troy, one of the game&rsquo;s antagonists, is threatening to unleash Lahder onto the world&rsquo;s population. Things aren&rsquo;t looking good for the team. So it&#39;s &quot;Back in the hole&quot; for Billy Bishop and Sheila Crawford as we go to the beginning to see how this all started.</div>
<div>&nbsp;</div>
<div>A deadly purple gas? Dr. Forrest Kaysen? Special Agents and a murderous plot? This is starting to sound really familiar. <em>Spy Fiction</em> was written and directed by Hidetake &ldquo;Swery&rdquo; Suehiro of Access Games. I&rsquo;ve mentioned Swery in previous articles, and I&#39;ve&nbsp;examined the thematic connections between his games and other forms of media. And there&rsquo;s another interesting connection to be made between the characters and themes presented in <em>Spy Fiction</em> to the ones in <em>Deadly Premonition</em>. <em>Spy Fiction</em>, as I wrote above, is a take on spy fiction. It&#39;s easy to look at another game like <em>Metal Gear Solid</em> and make comparisons to the stealth-action sequences, the alert systems and, oddly enough, how the characters present themselves on screen. It&#39;s far more difficult to make comparisons to the filmic techniques Swery incorporates and how&nbsp;he emulate those seen in James Bond films or in the Mission: Impossible television series. It&#39;s far easier and much more interesting to examine the game&#39;s story telling and how insane it gets when compared to Western spy fiction.</div>
<div>&nbsp;</div>
<div>Swery is an auteur, who has a specific style to his games and a specific lens on the themes presented within them. He also has a tendency to use influences from other forms of media. <em>Deadly Premonition</em> is interesting because it took Lynchian themes into account when creating the small town America survival horror/Twin Peaks experience it gave to the player. He successfully took a Western television phenomena, Twin Peaks, and created a virtual simulation of the experience, of course with an enigmatic Swery twist. It&#39;s interesting that he was able to adopt this style of story telling to suit the influece he is simulating. <em>Spy Fiction</em> is interesting because it espouses a post-911 anti-terrorism message while incorporating the human conflicts inherent to the spy fiction genre. The story isn&#39;t a typical affair either, nor is it typical when compared to Western spy fiction. Take a look at a James Bond film like GoldenEye. James goes from locale to locale tracking down Trevelyan while attempting to get some codes to GoldenEye, a satellite weapon. It&#39;s a huge story full of intrigue, murder, blood, gore, sex, satellite weaponry and Nintendo remakes. <em>Spy Fiction</em> has all of this insanity and the similar themes, but the threat comes in a much more microscopic form. Lahder is a virus being used by&nbsp;criminal organization.&nbsp;Swery<span lang="EN-CA" style="font-family: 'times new roman'; font-size: 12pt;"><font color="#000000">&mdash;</font></span>again<span lang="EN-CA" style="font-family: 'times new roman'; font-size: 12pt;"><font color="#000000">&mdash;</font></span>adopted a kind of film making and storytelling to suit&nbsp;the genre. The game&nbsp;also takes on the stealth-action genre by attempting &nbsp;to one up them in almost every way. Most of the gadgetry you get isn&#39;t all that great; however, this doesn&rsquo;t stop <em>Spy Fiction</em> from being one of the best stealth-action games of the decade.</div>
<div>&nbsp;</div>
<div style="text-align: center;"><a href="http://www.levelfortytwo.com/wp-content/uploads/2010/07/001.jpg"><img alt="" class="aligncenter size-full wp-image-4750" height="167" src="http://www.levelfortytwo.com/wp-content/uploads/2010/07/001.jpg" style="width: 453px; height: 167px;" width="453" /></a></div>
<div>&nbsp;</div>
<div>Can Snake hang from the ceiling using magnetic couplers or disguise himself using stealth technology? Can Sam Fisher fight his way through any conflict or throw a steel-edged playing card through someone&rsquo;s torso? Does Gabriel Logan have a crack team of operatives waiting and willing to help on his missions? Actually, most of them could pull those off if they had the tech and personnel, which most of them do. On the whole, <em>Spy Fiction</em> didn&rsquo;t pull off anything new or add a new layer of complexity to the genre. There are a few items that are pretty nifty. A 3D camera allows you to photograph a target and assume their identity. A small device also allows the player to simulate the voices of other characters to make their disguise even more convincing. There&#39;s a cloaking device that activates when you hug a wall. Also, an interesting detail about the agents&#39; weaponry is that they use Walther P99, the same as James Bond, first appearing in the novel Dr. No (1958). Along with the tech, Billy Bishop and Sheila Crawford have an entire team from the S.E.A. watching their every move. They provide you with dead drops for picking up supplies and disguises to help you move stealthily through the missions. They have quite a team, but Enigma is rife with all sorts of criminals.This is where similarities between <em>Spy Fiction</em> and <em>Deadly Premonition</em> begin.</div>
<div>&nbsp;</div>
<div style="text-align: center;"><a href="http://www.levelfortytwo.com/wp-content/uploads/2010/07/002.jpg"><img alt="" class="aligncenter size-full wp-image-4751" height="163" src="http://www.levelfortytwo.com/wp-content/uploads/2010/07/002.jpg" width="453" /></a></div>
<div>&nbsp;</div>
<div>Dr. Forrest Kaysen and General Douglas Lysander are exactly the same characters as Forrest Kaysen and The General from Deadly Premonition. They are identical, exactly the same, without difference; they just appear in a different setting. Another similarity comes in the form of the purple gas Lahder. Not to go all out with references or conjecture (or to spoil anything), Dr. Forrest Kaysen meets his demise rather quickly in <em>Spy Fiction</em>. During a demonstration of the new virus,&nbsp;Kaysen was pushed into the testing chamber to be used as a live subject. It didn&#39;t end well. Kaysen appears in&nbsp;<em>Deadly Premonition</em>&nbsp;as a sapling salesman who visits Greenvale, a town that when it rains is covered with a purple fog. The origin of the purple haze can be attributed to military experiments involving the town, but I can&#39;t got into further detail lest I ruin it for everyone. The purple fog is an important&nbsp;comparison, not&nbsp;just because they are similar in their nature, but for what they represent. Lahder in <em>Spy Fiction</em> is a deadly substance representing a shift in&nbsp;warfare.&nbsp;Whoever controls&nbsp;Lahder is able to create&nbsp;terror, chaos and global turmoil, and thus they are able to control the world through a form of terrorism.&nbsp;It&#39;s a dangerous substance, but it also clouds the mind because of it&#39;s power. A similar situation occurs in <em>Deadly Premonition</em> with the Raincoat Killer. The purple fog represent the clouded nature of the town&#39;s existence as well as York&#39;s past. The fog clouds&nbsp;York&#39;s perception of the crimes in Greenvale; however,&nbsp;not simply on a microscopic level but on a spiritual level as well.</div>
<div>&nbsp;</div>
<div>The purple fog represents chaos and the unknown, and it&#39;s up to our protagonists to diffuse it any way they can.</div>
<div>&nbsp;</div>
<div>The similarities between these two games isn&#39;t just on a surface level. Kaysen and Lysander represent vivid comparisons, but what does this really mean for the game? Why am I writing so much about this and boring you to death? This all goes back to an argument I made in a previous article about the videogame auteur, one which I won&#39;t make you relive. I will say this.&nbsp;If we wish to understand these comparisons we have to look at the team behind it. <em>Spy Fiction</em>&rsquo;s official site is still online and some of the details inside are really telling about the game&rsquo;s inspiration and the Swery&rsquo;s influences. Check it out here: <a href="http://www2.sega.com/gamesite/spyfiction/index.html">http://www2.sega.com/gamesite/spyfiction/index.html</a>. Swery writes, &ldquo;If someone asks males who their hero is, you will hear answers such as a Professional Sports player, a foilice officer, teacher, or a martial artist. But for me, it would be a spy.&rdquo; He goes on to write, &ldquo;So, it was very suitable for the first game that I direct to have the factors of Love and Hate, Loyalty and Ego, and trust and Betrayal. A spy is physically strong, falls in love with beautiful people, is loyal to justice, has cool gadgets, and above all else, a spy is mysterious.&rdquo;</div>
<div>&nbsp;</div>
<div>Swery spent four years in college majoring is film before he switched his interest to computer graphics and scenario writing. In his third year of college, he and a friend tried for a job at SNK. He got the job, his friend didn&rsquo;t. This led to his involvement in several titles that eventually led him to Deep Space and the lead production role in <em>Extermination</em> (2001) for the PS2. From here he moved onto Access Games where he worked on <em>Spy Fiction</em> and <em>Deadly Premonition</em>. From <em>Extermination</em> to <em>Spy Fiction</em> to <em>Deadly Premonition</em>, we have seen an astounding change in Swery&#39;s style of directing and style of writing. <em>Spy Fiction</em> is an interesting example of how novels and film can be adapted into the videogame medium.&nbsp;Swery takes elements from actual spy films and incorporates them into his game. Well, you say, <em>Metal Gear </em>was based off of <em>Escape from New York</em>, so why do you see Swery as revolutionary director? I&#39;ll tell you why. He&#39;s changing.</div>
<div>&nbsp;</div>
<div style="text-align: center;">&nbsp;<a href="http://www.levelfortytwo.com/wp-content/uploads/2010/07/swery.bmp"><img alt="" class="aligncenter size-full wp-image-4740" height="375" src="http://www.levelfortytwo.com/wp-content/uploads/2010/07/swery.bmp" style="width: 265px; height: 260px;" width="375" /></a></div>
<div style="text-align: center;">&nbsp;</div>
<div>As his portrait changes from project to project, so too does his style of direction, his script writing and his game mechanics. <em>Spy Fiction</em> is exciting because when its okayness is compared to <em>Deadly Premonition</em>&#39;s brilliance, you can see a general trend upwards.&nbsp;Swery&#39;s themes and images, along with his auteuristic nature have&nbsp;traveled paralel to his improvement as a videogame director.&nbsp;This means that his next project, whatever that may be, has the possibility of once again transcending his last project through his adoption of a new influences. He likes Commandos, he like Spies and he likes FBI Special Agents, who knows what could be next? All I know is that his videogame development goes far beyond just the use of similar imagery and characters.</div>
<div>&nbsp;</div>
<div>There&rsquo;s always a challenge when affecting a thorough analysis of a videogame based solely on narratological themes. Story can only get you so far, and yet great storytelling is far more important than control or gameplay mechanics. For instance, Deadly Premonition is a mediocre gameplay experience. Driving was hard, Greenvale was huge and&nbsp;combat was a challenge. But the story was so strong that it outshined any inadequacies with the game. It is impossible to simply ignore what a game does on the surface of the experience. How much enjoyment you receive from running and gunning, or, in this case, hiding in the shadows, determines how a game is received by the general public. For a game like <em>Spy Fiction</em>&nbsp;a base level of analysis isn&rsquo;t good enough. By avoiding the failings of a game&rsquo;s mechanics all you are left with is the story, the aesthetic and your overall experience. In <em>Spy Fiction</em>&#39;s case both the story and the style impressed me, and my overall experience with the game left me wanting more.&nbsp;What Spy Fiction represents is the start of an auteur. To my knowledge, Swery started using&nbsp;his nickname when he created&nbsp;Spy Fiction. This was the start of the purple fog, Forrest Kaysen and General Lysander, who have stayed with Swery&#39;s most recent project.</div>
<div>&nbsp;</div>
<div style="text-align: center;">&nbsp;<a href="http://www.levelfortytwo.com/wp-content/uploads/2010/07/Spy-Fiction-1.jpg"><img alt="" class="aligncenter size-full wp-image-4739" height="255" src="http://www.levelfortytwo.com/wp-content/uploads/2010/07/Spy-Fiction-1.jpg" width="340" /></a></div>
<div>&nbsp;</div>
<div>It&rsquo;s always been a dream of mine to one day write or direct a videogame. If I could choose&nbsp;a mentor&nbsp;or&nbsp;a videogame director to study it would be Swery. <em>Spy Fiction</em> is a grand display of inspiration. It combines spy fiction, filmic technique and an intentive story filled with intrigue, double-crossing and terror. It&#39;s not <em>Metal Gear</em>, <em>Splinter Cell</em> or <em>Syphon Filter;</em>&nbsp;it didn&#39;t revolutionize videogame storytelling or direction. However, it has an unyielding sense of self. Is it an homage to spy films or is it something more? <em>Spy Fiction</em> is an insightful experience and is unlike any other game out there&#8230; unless you count <em>Deadly Premonition</em>.</div>
]]></content:encoded>
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		<title>Epic Mickey</title>
		<link>http://www.levelfortytwo.com/2010/07/epic-mickey-preview/</link>
		<comments>http://www.levelfortytwo.com/2010/07/epic-mickey-preview/#comments</comments>
		<pubDate>Thu, 01 Jul 2010 15:38:17 +0000</pubDate>
		<dc:creator>Michael Brown</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Previews]]></category>
		<category><![CDATA[Wii]]></category>
		<category><![CDATA[deus ex]]></category>
		<category><![CDATA[Disney]]></category>
		<category><![CDATA[disney interactive]]></category>
		<category><![CDATA[epic mickey]]></category>
		<category><![CDATA[junction point studios]]></category>
		<category><![CDATA[warren spector]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=4652</guid>
		<description><![CDATA[Combining old school Disney with modern day charm, Epic Mickey is the latest game to come from Warren Spector, creator of Deus Ex. The game is Disney&#8217;s attempt to reshape Mickey&#8217;s character and allow players to see his more mischievous side. And from what I&#8217;ve seen so far, the developers at Junction Point Studios certainly [...]]]></description>
			<content:encoded><![CDATA[<p><!--StartFragment--></p>
<p class="MsoNormal">Combining old school Disney with modern day charm, <em>Epic Mickey</em><span style="font-style: normal;"> is the latest game to come from Warren Spector, creator of </span><em>Deus Ex</em><span style="font-style: normal;">. The game is Disney&rsquo;s attempt to reshape Mickey&rsquo;s character and allow players to see his more mischievous side. And from what I&rsquo;ve seen so far, the developers at Junction Point Studios certainly seem like they&rsquo;re well on their way with this inventive platformer.</span></p>
<p class="MsoNormal">The game begins with Mickey being transported to &ldquo;Wasteland&rdquo;, an alternate world ruled by Oswald the Lucky Rabbit, Walt Disney&rsquo;s first cartoon character. Wasteland holds many of Disney&rsquo;s forgotten or unsuccessful characters. Mickey is also given the ability to wield paint and paint thinner to recreate or destroy certain parts of each world.</p>
<p class="MsoNormal" style="text-align: center;"><a href="http://www.levelfortytwo.com/wp-content/uploads/2010/07/mickey.jpg"><img alt="" class="aligncenter size-full wp-image-4733" height="337" src="http://www.levelfortytwo.com/wp-content/uploads/2010/07/mickey-e1278014284637.jpg" title="Epic Mickey - Skull Island" width="600" /></a></p>
<p class="MsoNormal">A unique, but very simple concept, by using paint, Mickey recreates parts of the level that have disappeared (these objects are always shadowed) or by utilizing paint thinner, Mickey can eliminate different parts of the world to open up new paths or get rid of enemies.</p>
<p class="MsoNormal">Warren Spector has also said that he is very big on choice and consequence, and to that end the game allows multiple paths to get from point A to point B in every level. For instance, at all times there are branching paths that allow players to decide what they want to do, while never getting that feeling of &ldquo;What do I do next?&rdquo;.</p>
<p class="MsoNormal">As I played through the demo, the gameplay mechanics felt&nbsp; natural. There were obvious instances where I had to use paint or paint thinner, but there were also plenty of times where I had my choice in how I wanted to complete the task at hand. Also, what kind of Disney game would it be if there wasn&rsquo;t a familiar face or two along the way?</p>
<p class="MsoNormal" style="text-align: center;"><a href="http://www.levelfortytwo.com/wp-content/uploads/2010/07/mickey2.jpg"><img alt="" class="aligncenter size-full wp-image-4734" height="337" src="http://www.levelfortytwo.com/wp-content/uploads/2010/07/mickey2-e1278014358304.jpg" title="Epic Mickey - Steamboat Willie" width="600" /></a></p>
<p class="MsoNormal"><em>Epic Mickey</em><span style="font-style: normal;"> takes 80 years of Disney history that reaches beyond their movies and into attractions from their theme parks. In fact, almost everything in the game is based on something found in a Disney license. For example, a treehouse I saw in the demo was actually based on the one from <em>Swiss Family Robinson</em>. This treehouse was in Adventureland in the Disney theme parks, before being replaced by the&nbsp;</span><em>Tarzan </em>exhibit. This just goes to show how dedicated the team is to having replaced, retired or forgotten properties in Wasteland<span style="font-style: normal;">. When speaking to Adam Creighton, one of the game&rsquo;s producers, about whether or not we could expect Donald and Goofy in the game he replied, &ldquo;The pals do show up in form or another, just not in the way you would expect.&rdquo;</span></p>
<p class="MsoNormal">As if the thought of playing as a more mischievous Mickey wasn&rsquo;t enough, <em>Epic Mickey</em><span style="font-style: normal;"> also features gorgeous storyboard-like cutscenes similar to those found as a bonus feature on a Disney DVD. This motif works exceptionally well to tie together the game&rsquo;s overall aesthetic and only adds to the overall experience. While I might not own a Wii for personal use at this point, </span><em>Epic Mickey</em><span style="font-style: normal;"> will certainly have me reconsidering my choice when it launches this Holiday season.</span></p>
<p><!--EndFragment--></p>
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		<title>Golden Sun: Dark Dawn</title>
		<link>http://www.levelfortytwo.com/2010/06/golden-sun-dark-dawn-preview/</link>
		<comments>http://www.levelfortytwo.com/2010/06/golden-sun-dark-dawn-preview/#comments</comments>
		<pubDate>Wed, 30 Jun 2010 22:20:42 +0000</pubDate>
		<dc:creator>Michael Brown</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Nintendo DS]]></category>
		<category><![CDATA[Previews]]></category>
		<category><![CDATA[golden sun]]></category>
		<category><![CDATA[golden sun 3]]></category>
		<category><![CDATA[golden sun dark dawn]]></category>
		<category><![CDATA[golden sun ds]]></category>
		<category><![CDATA[golden sun preview]]></category>

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		<description><![CDATA[Seven years after the last installment,&#160;Golden Sun finally returns. With the original two entries on the GameBoy Advance, Golden Sun: Dark Dawn makes a leap onto a new platform that allows players a new way to play the game. Golden Sun and Golden Sun: The Last Age featured some of the best sprite work on [...]]]></description>
			<content:encoded><![CDATA[<div style="font-family: Arial, Verdana, sans-serif; font-size: 12px; color: #222222; background-color: #ffffff;">
<p class="MsoNormal">Seven years after the last installment,&nbsp;<em>Golden Sun</em><span style="font-style: normal;"> finally returns. With the original two entries on the GameBoy Advance, </span><em>Golden Sun: Dark Dawn</em><span style="font-style: normal;"> makes a leap onto a new platform that allows players a new way to play the game.</span></p>
<p class="MsoNormal" style="text-align: center;"><img align="middle" alt="" height="229" src="http://cdn1.gamepro.com/screens/159975/129758-10-screenshot.jpg" style="cursor: default;" width="300" /></p>
<p class="MsoNormal"><em>Golden Sun</em><span style="font-style: normal;"> and </span><em>Golden Sun: The Last Age</em><span style="font-style: normal;"> featured some of the best sprite work on the GBA, although now that the series is being brought over to the DS everything is being made 3D. When I first saw screenshots of the Summon abilities, I found them to be a little lack-luster compared to the originals (weird, huh?). Although, once I had the game in my hands it was clear that the move to 3D graphics actually makes the series more visually stunning than ever.</span></p>
<p class="MsoNormal">The game is controlled entirely on the touch screen, although&nbsp;<em>Dark Dawn</em><span style="font-style: normal;"> still allows players to use the D-Pad whenever they feel like it. This means that all psynergy moves can be performed with the stylus, or with the controls from the original two entries. In fact, the stylus-heavy controls are reminiscent of the DS Zelda games (</span><em>Phantom Hourglass</em><span style="font-style: normal;"> and </span><em>Spirit Tracks</em><span style="font-style: normal;">). While this is a great new option, as a fan of the GBA controls I found it best to stick to what I already knew.</span></p>
<p class="MsoNormal">During my demo, there were moments when using the stylus to control psynergy moves became cumbersome, as the game didn&rsquo;t understand direction I was pointing to. Overall, the gameplay still feels very familiar and strikes a nice balance between implementing new controls and letting fans of the series stick with what feels comfortable.</p>
<p class="MsoNormal" style="text-align: center;"><img align="middle" alt="" height="227" src="http://www.blogcdn.com/www.joystiq.com/media/2010/06/goldensun2010-06-09-8.jpg" style="cursor: default;" width="300" /></p>
<p class="MsoNormal">Nintendo has been quite tight-lipped about the story, but I&rsquo;ve included a few tidbits below that help to provide a basis for&nbsp;<em>Golden Sun: Dark Dawn</em><span style="font-style: normal;"> when it launches this Holiday season.</span></p>
<ul>
<li>Story takes place 30 years after&nbsp;<em>Golden Sun: The Lost Age</em></li>
<li><span style="font-style: normal;">Main characters are the children of the previous game&rsquo;s heroes</span></li>
<li><span style="font-style: normal;">Although the Golden Sun was restored it is now changing everything: continents have shifted, as well as new countries and species emerging</span></li>
<li><span style="font-style: normal;">Psynergy Vortexes, which suck Psynergy from the land and Adepts, are spreading across the world</span></li>
</ul>
</div>
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		<title>Fractured Persona &#8211; killer7 #2</title>
		<link>http://www.levelfortytwo.com/2010/06/fractured-persona-killer7-2/</link>
		<comments>http://www.levelfortytwo.com/2010/06/fractured-persona-killer7-2/#comments</comments>
		<pubDate>Wed, 30 Jun 2010 22:17:46 +0000</pubDate>
		<dc:creator>Ian Walker</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Features]]></category>
		<category><![CDATA[Capcom]]></category>
		<category><![CDATA[garcian smith]]></category>
		<category><![CDATA[goichi suda]]></category>
		<category><![CDATA[grasshopper manufacture]]></category>
		<category><![CDATA[harman smith]]></category>
		<category><![CDATA[Killer 7]]></category>
		<category><![CDATA[killer7]]></category>
		<category><![CDATA[Suda 51]]></category>
		<category><![CDATA[suda51]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=4659</guid>
		<description><![CDATA[Here it is, the continuation of my killer7 analysis. While the first chapter (Angel) was pretty short in length and story, this second chapter is much longer. Luckily, it has a two very distinct parts that comprise the whole, so I&#8217;ll be dividing this chapter into two separate articles. Be sure to look out for [...]]]></description>
			<content:encoded><![CDATA[<p><!-- 		@page { margin: 0.79in } 		P { margin-bottom: 0.08in } --></p>
<p style="margin-bottom: 0in;"><span style="font-style: normal;">Here it is, the continuation of my </span><em>killer7</em><span style="font-style: normal;"> analysis. While the first chapter (<a href="http://www.levelfortytwo.com/2010/06/fractured-persona-killer7-1/">Angel</a>) was pretty short in length and story, this second chapter is much longer. Luckily, it has a two very distinct parts that comprise the whole, so I&#8217;ll be dividing this chapter into two separate articles. Be sure to look out for the second part of this chapter next week!</span></p>
<div style="font-family: Arial, Verdana, sans-serif; font-size: 12px; color: #222222; background-color: #ffffff;">
<p style="margin-bottom: 0in; font-style: normal;"><span style="font-size: 12px;">I hope to make these articles interesting for both newcomers to the game and those who have played through multiple times. But, I have one quick warning: in order to make this as detailed and informative as possible, there will be a large amount of spoilers. So, if you aren&#8217;t worried about learning the fates of the characters or having the ending ruined for you, keep reading. If you still plan to play this game for yourself and want to experience the plot twists firsthand, stop!</span></p>
<hr />
<p style="margin-bottom: 0in; text-align: center;"><span style="font-size: 16px;">Target #01 – Sunset (Part 1)</span><br />
<span style="font-size: 11px;">“<em>There&#8217;s some nasty shit cooking in this restaurant, and it ain&#8217;t momma&#8217;s fried chicken.”</em></span></p>
<p style="margin-bottom: 0in;"><span style="font-size: 12px;"><span style="font-style: normal;">This chapter opens with a bit of backstory on the world of </span><em>killer7</em><span style="font-style: normal;">. July 3</span><sup><span style="font-style: normal;">rd</span></sup><span style="font-style: normal;"> of the year 1998, marked the beginning of an age of world peace. All international disputes were seemingly settled on this date. The four superpowers of the world all created anti-terrorist organizations and peace-keeping agencies to keep this new era safe and spread its influence across the globe. For the first time in history, the entire world was united in efforts to weed out every hint of evil and disorder that could disrupt this peace. All air transportation was halted by the new international society in order to stop all national, idealogical, and cyber terrorism.</span></span></p>
<p style="margin-bottom: 0in; font-style: normal;"><span style="font-size: 12px;">2002 saw a network of intercontinental expressways built across the Atlantic Ocean in order to connect both sides of the world. In 2003, they began building a mass scale distribution system, as well as a city-sized synthetic land mass, on top of the ocean. The new international society banned the use and research of nuclear energy and disposed of the left over radioactive waste and materials at a facility in the Gibsoft Islands in the Indian Ocean. Intercontinental missiles also posed a large threat to world peace, so they were launched outside of the Earth&#8217;s atmosphere and detonated by other missiles, causing a fantastic light show in the sky. People around the world were witness to these “Missile Shows,” which became the main symbol of world peace.</span></p>
<p style="margin-bottom: 0in; font-style: normal;"><span style="font-size: 12px;">But, a new threat soon emerged. At the signing of the UN&#8217;s World Security Treaty, terrorists calling themselves the “Smiling Faces” made their first appearance by attacking the ceremony. The world was caught by surprise. Just when people had finally allowed themselves to hope, these terrorists instilled fear in their hearts that quickly spread across the globe. Police and national armies could do nothing to counter the attacks of the Smiling Faces. This responsibility was soon placed on a god-like group of assassins called the Killer 7, who were utilized extensively by key players behind the scenes of the four superpowers. The world&#8217;s only remaining hope was in them.</span></p>
<p style="margin-bottom: 0in; font-style: normal;"><span style="font-size: 12px;">After this short intro, Garcian is shown in his small Seattle trailerhouse. He receives a message from the Republic Party stating they hope he votes for their candidate in the upcoming election. He scoffs at the idea that his vote is precious to them, and heads to the back of the trailer to meet with Harman. The back of the trailer also has two other doors, one locked up as a vault and the other with a string of padlocks. A man&#8217;s screams can be heard coming from one of the doors.</span></p>
<p style="margin-bottom: 0in; font-style: normal; text-align: center;"><a href="http://www.levelfortytwo.com/wp-content/uploads/2010/06/15.png"><img class="alignnone size-full wp-image-4701" style="cursor: default;" title="1" src="http://www.levelfortytwo.com/wp-content/uploads/2010/06/15.png" alt="" width="615" height="339" /></a></p>
<p style="margin-bottom: 0in; font-style: normal;"><span style="font-size: 12px;">Upon entering Harman&#8217;s room, his assistant Samantha is seen abusing him. Harman doesn&#8217;t seem quite there during this sequence, and Samantha continues to smack him around when he won&#8217;t reply to her questions. But when Garcian activates a nearby TV, the room darkens and Harman seems to regain consciousness. They have a small discussion about a message that was left for Harman, but the old man already understands that a friend of his is trying to bring down the country. Harman asks Samantha, who is now dressed as a maid and respectful, to hit the lights. As soon as they dim and the sunlight reenters the room, Harman returns to his catatonic state.</span></p>
<p style="margin-bottom: 0in; font-style: normal;"><span style="font-size: 12px;">The scene shifts to the Department of Defense in Washington, D.C. Two hundred missiles have suddenly appeared on the radar, and seem to be heading straight for Japan. The military advisers present can&#8217;t come to a majority decision on whether they should launch intercepting missiles to save their ally. They eventually call the President, who they inform of the situation as well as telling him the intercepting missiles need to be launched two hours in advance. The scene ends with the military waiting for the President&#8217;s orders.</span></p>
<p style="margin-bottom: 0in; font-style: normal;"><span style="font-size: 12px;">Back in Seattle, Garcian meets up with Christopher, the informant. Christopher fills Garcian in on the situation with Japan, but fears the United States won&#8217;t do anything to help them. The target for the Killer 7&#8242;s next mission is a Japanese man named Toru Fukushima, who owns a restaurant in Washington, D.C. He&#8217;s also the middle-man for the Japanese UN representatives and the United States government. The hit wasn&#8217;t just put out by the U.S. government, but by all the parties involved in the UN. Japan has turned against the United States, and their fate will be decided by how they move in the next eighteen hours before the missiles hit. Christopher also lets Garcian know that if he gets into trouble, he should go see a man named Kasai. Kasai supposedly knows everything about the Japanese movements. Fukushima is pulling all the strings, and the integrity and true worth of Japan is at stake during this conflict.</span></p>
<p style="margin-bottom: 0in; font-style: normal;"><span style="font-size: 12px;">Upon arriving at Restaurant Fukushima, Iwazaru informs Garcian that it is a nest of conspirators. A nearby security camera changes Garcian to a tall man in a luchdaor mask named Mask de Smith, and he enters the building. Three employees of the restaurant approach him, and Mask tells them that he&#8217;s there to kill Mr. Fukushima. They quickly change into their true Heaven Smile forms, and he blows them away with his grenade launchers.</span></p>
<p style="margin-bottom: 0in; font-style: normal;"><span style="font-size: 12px;">Like the last chapter, this one has a few carrier pigeons you can find that explain who the individual members of the Killer 7 are and what they can do. Dan Smith can build up energy from the blood they collect and fire it off with his guns in the form of a Collateral Shot. Kaede Smith slices her arm open and uses the blood to destroy certain barriers, as well as sucking blood up to reveal hidden messages. Mask de Smith is a wrestling master who uses two huge grenade launchers. He disappeared the day before he was set to make his major league debut in New York. Kevin Smith is albino and can use his powers of invisibility to bypass enemies and sneak into buildings. Con Smith is still a teenager, but possesses amazing speed that surpasses even the best Olympians. Coyote Smith can jump like an animal and pick any padlock, both of which stem from a hard life living on the streets. Lastly, Garcian Smith can spot Heaven Smile from over a mile away, but this is only a rumor.</span></p>
<p style="margin-bottom: 0in; font-style: normal; text-align: center;"><a href="http://www.levelfortytwo.com/wp-content/uploads/2010/06/31.png"><img class="alignnone size-full wp-image-4703" style="cursor: default;" title="3" src="http://www.levelfortytwo.com/wp-content/uploads/2010/06/31.png" alt="" width="615" height="339" /></a></p>
<p style="margin-bottom: 0in; font-style: normal;"><span style="font-size: 12px;">A meeting with Travis reveals that the Killer 7 aren&#8217;t the only ones after Fukushima. Japan is controlled by the United Nations Party, but minority control could be established if they were done away with. Japan&#8217;s Liberal Party would have no opposition on their way to controlling Japan. It&#8217;s in Fukushima&#8217;s hands to stop the missiles from destroying Japan. But, if the Killer 7 continue on with their mission to assassinate him, Japan is finished. Travis questions the motives behind the Killer 7&#8242;s employers, and asks a simple question: “Homeland or Japan?”</span></p>
<p style="margin-bottom: 0in; font-style: normal;"><span style="font-size: 12px;">Travis also explains the strange relationship between the United States and Japan. Because Japan doesn&#8217;t have their own defensive missiles to intercept attacks, they depend on the United States to protect them when events like this come into play. Unfortunately for Japan, the United States has come to see them as unwanted baggage and don&#8217;t see them as useful allies anymore. At the middle of this is Fukushima, who is supposedly into some crazy stuff. So crazy, in fact, he is currently being investigated by the International Ethics Committee. The Ethics Committee themselves are comprised of a few very able assassins who are after the Yakumo Party Cabinet Policy, or just Yakumo for short. The Yakumo is currently in Fukushima&#8217;s possessions and, although they are just a bunch of papers, they can change the world.</span></p>
<p style="margin-bottom: 0in; font-style: normal;"><span style="font-size: 12px;">Because of Mask&#8217;s reckless attack earlier in the mission, the Fukushima Restaurant building is starting to burn down. As the Killer 7 continue searching the demolished building for Fukushima, Mask comes across a young sushi chef in the kitchen. The kitchen is in chaos, with dead bodies littering the floor and blood staining the walls. The chef points a gun at Mask, and fires on him when the assassin tells him to lower his weapon. In one of the most ridiculous scenes in the chapter, Mask headbutts the bullet out of the air without damaging himself in the process, and destroys a Heaven Smile that was lurking behind the chef. He tells the chef to find someplace safer to hide, who chuckles menacingly as Mask leaves the room. Soon after, Iwazaru expresses a few concerns he has with the chef, mentioning that he has seen the man before and recognizes the self-sure way he carries himself.</span></p>
<p style="margin-bottom: 0in; font-style: normal;"><span style="font-size: 12px;">Travis again appears with more background information on the Yakumo and how it pertains to the United States and Japan. The Yakumo is Fukushima&#8217;s only ace in the hole, and he hopes to use it as a “sacrifice” to the “gods” in power in the political system. A secret conference between the United States and Japan is being held the next day, and whoever holds the Yakumo decides the fate of Japan. So, if the Killer 7 kill Fukushima, Japan sinks. If they let him live and take the Yakumo for the government, the United States will rule the world. The fate of humankind is in the hands of the Killer 7.</span></p>
<p style="margin-bottom: 0in; font-style: normal;"><span style="font-size: 12px;">A few more details about Travis slip when another carrier pigeon is found by the group. His full name is Travis Bell. He was the Killer 7&#8242;s first mission. He disappeared almost 30 years ago, and nobody seems to remember him anymore. Iwazaru also warns the Killer 7 that another assassin is here, but that it&#8217;s human and shouldn&#8217;t be that big of a problem.</span></p>
<p style="margin-bottom: 0in; font-style: normal; text-align: center;"><a href="http://www.levelfortytwo.com/wp-content/uploads/2010/06/21.png"><img class="alignnone size-full wp-image-4702" style="cursor: default;" title="2" src="http://www.levelfortytwo.com/wp-content/uploads/2010/06/21.png" alt="" width="615" height="339" /></a></p>
<p style="margin-bottom: 0in; font-style: normal;"><span style="font-size: 12px;">Towards the end of the mission, a security camera changes you into Harman. He is allowed into Fukushima&#8217;s private chambers by a secretary, and he is welcomed by Fukushima himself. Fukushima talks a bit on his background, saying he hoped to be a politician for good reasons. He hoped to be a true leader in a world of fakes. But, he was disappointed when he found out politics is just a stage where men act like politicians but never really do anything. He was just offered a job by the government as an architect, to design and devise. Fukushima says he took the offer delightfully. He then goes on to talk about a group of young men called Union 7. They drew up the Yakumo, but eventually broke down due to the heat of factional politics. It became clear to Fukushima that the United States didn&#8217;t have what it took to compete with the rest of the world.</span></p>
<p style="margin-bottom: 0in; font-style: normal;"><span style="font-size: 12px;">The secretary is revealed to be a woman named Julia Kisugi, who kills Fukushima mid-sentence. She demands that Harman hand over the Yakumo, but he escapes before she can kill him too. Travis fills you in on the situation, saying she was sent by Japan&#8217;s Liberal Party in a move to gain power over the United Nations Party. Julia is confronted by the Killer 7 as the building burns down around them, and is soon defeated. With her dying breath, she says that the Yakumo will destroy the United States.</span></p>
<p style="margin-bottom: 0in; font-style: normal; text-align: center;"><span style="font-size: 16px;">Sunset – Complete</span></p>
<hr />
<p style="margin-bottom: 0in; font-style: normal;"><span style="font-style: normal;">This first part of the second chapter of </span><em>killer7</em><span style="font-style: normal;"> is very odd on a first playthrough, but it has eventually become one of my favorites. Ditching the supernatural themes of the first chapter, Sunset brings the political conflicts of the world into the foreground, and gives a lot of insight into how things work in the universe of </span><em>killer7.</em></p>
<p style="margin-bottom: 0in; font-style: normal;"><span style="font-size: 12px;">The main conflict in this chapter is a very complicated one. The United States and Japan, who are supposed to be allies, are constantly working behind the scenes to undermine the other. The United States is supposed to protect Japan from attacks due to their lack of defensive capabilities, but hesitates when a real problem emerges. Certain factions in Japan crafted a political document called the Yakumo to expand their influence in the world, and the effects of this document will be definitely be seen in later chapters.</span></p>
<p style="margin-bottom: 0in; font-style: normal;"><span style="font-size: 12px;">But Japan is a divided nation. The United Nations Party controls Japan at the moment, but a smaller faction called the Liberal Party hopes to destroy them and take minority control. They even went as far as killing Toru Fukushima to find the Yakumo and make their power stronger.</span></p>
<p style="margin-bottom: 0in; font-style: normal;"><span style="font-size: 12px;">This chapter also shows the importance of the Killer 7 themselves. Because the militaries of the world were weakened by the proposed peace settlements, the Killer 7 were the only ones who had the power and freedom to go and do what they wanted. The first appearance of the Heaven Smile destroyed any hope the world had in the peace settlements, so it was up to the Killer 7 to use their freedom to destroy the terrorist organization in any way possible. And now, with the Yakumo finally coming into play, the Killer 7 have the power to strengthen any government they wish to succeed. This would ultimately create peace with a one-world government&#8230;but is that true peace?</span></p>
<p style="margin-bottom: 0in; font-style: normal;"><span style="font-size: 12px;">Will the sun set on an American world? Or the dawn reveal another story? Stay tuned next week for the second part of the second chapter, Sunset!</span></p>
</div>
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		<title>Interview with the Creator of Blaster Master</title>
		<link>http://www.levelfortytwo.com/2010/06/interview-with-the-creator-of-blaster-master/</link>
		<comments>http://www.levelfortytwo.com/2010/06/interview-with-the-creator-of-blaster-master/#comments</comments>
		<pubDate>Tue, 29 Jun 2010 14:29:11 +0000</pubDate>
		<dc:creator>Justin Potts</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Features]]></category>
		<category><![CDATA[Wii]]></category>
		<category><![CDATA[blaster master]]></category>
		<category><![CDATA[blaster master: overdrive]]></category>
		<category><![CDATA[NES]]></category>
		<category><![CDATA[retro]]></category>
		<category><![CDATA[sunsoft]]></category>
		<category><![CDATA[virtual console]]></category>
		<category><![CDATA[wiiware]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=4556</guid>
		<description><![CDATA[For anyone willing to openly award themselves the status of “gamer” during the NES era, Blaster Master is a game that requires no introduction.  Boasting some of the most progressive game design for its time, together with a brilliant audio score and visuals that tested the limits of the 8-bit hardware, it has become a “must [...]]]></description>
			<content:encoded><![CDATA[<p><!--[if gte mso 9]&gt;--></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-family: arial,helvetica,sans-serif; color: #000000;">For anyone willing to openly award themselves the status of “gamer” during the NES era, <em>Blaster Master</em> is a game that requires no introduction.  Boasting some of the most progressive game design for its time, together with a brilliant audio score and visuals that tested the limits of the 8-bit hardware, it has become a “must play” title for later generations of gamers as well in order to be properly educated and cultured in classic gaming.</span></p>
<div style="background-color: #ffffff; font-family: arial,verdana,sans-serif; color: #222222; font-size: 12px;">
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-family: arial,helvetica,sans-serif; color: #000000;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;">Though a number of somewhat lackluster entries in the series have appeared over the years for the Sega Genesis, Game Boy and original PlayStation, none of these quite managed to live up to the expectations of fans who could sense that these games lacked the original inspiration that made the original so revolutionary. </span></span></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-family: arial,helvetica,sans-serif; color: #000000;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;">That is until the recent release of <em>Blaster Master: Overdrive</em> on WiiWare, the first game since the series’ NES debut to be handled under the scrutinous eyes of the original game’s creator. </span></span></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-family: arial,helvetica,sans-serif; color: #000000;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;">Yoshiaki Iwata, creator of the original <em>Blaster Master</em> for the NES and producer of<em>Blaster Master: Overdrive</em> sat down with Lv42 to discuss both games, commenting on design, old memories, struggles, the disappearance and reemergence of Sunsoft, his personal view on Blaster Master, the next direction for Sunsoft, and why “retro” games matter. </span></span></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-family: arial,helvetica,sans-serif; color: #000000;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;"><strong>LevelFortyTwo: </strong><em>Before we get in to discussing Blaster Master: Overdrive, could you begin by telling me a bit about your memories and experience working on the development of the original Blaster Master?  Could you tell me about your role in particular?</em></span></span></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-family: arial,helvetica,sans-serif; color: #000000;"><span style="font-family: arial,helvetica,sans-serif; color: #000000;"><strong>Yoshiaki Iwata:</strong> For the original <em>Blaster Master</em> I came up with the title, designed the opening, handled the map design and layout, did the boss design . . . aside from the game’s character design I was pretty much involved in all areas of the game’s production.  The overall creation of the project as a whole however incorporated the entire staff at the time. </span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-family: arial,helvetica,sans-serif; color: #000000;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;">The development team basically consisted of 1 main programmer, 1 sub-programmer, 1 lead designer, 1 character designer, and a sound programmer, so the game was more or less made with a team of 5 people. </span></span></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-family: arial,helvetica,sans-serif; color: #000000;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;"><strong>Lv42:</strong> <em>How would you describe the game that you set out to create with Blaster Master? </em></span></span></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-family: arial,helvetica,sans-serif; color: #000000;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;"><strong>Iwata:</strong> While it may sound like a bit of a stereotypical response, basically we were trying to make the best action game to date, with all that entails.  With Sofia (the game’s vehicle), we wanted to bring to life a sense of action that incorporated all 360<span lang="JA">°</span>of the environment in a way that players hadn’t really experienced up to that point.  Along with that, we wanted large, expansive maps so that we could support that vision. </span></span></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-family: arial,helvetica,sans-serif; color: #000000;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;">Graphically we tried to push the limits of what the NES was capable of, and one way we tried to express that was with the game’s bosses.  We wanted to really emphasize a sense of scale, bring out the difference between the Jason, the small character that the player was controlling, and these massive boss characters that players wouldn’t expect to appear on the hardware at that time . . . having these giant imposing bosses that would feel overwhelming on the screen, and then evoking in the player that great feeling of success from overcoming what felt like an insurmountable battle. </span></span></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-family: arial,helvetica,sans-serif; color: #000000;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;">For the game’s sound, basically we just wanted cool songs. </span></span></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt; text-align: center;"><span style="font-family: arial,helvetica,sans-serif; color: #000000;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;"><img src="http://www.levelfortytwo.com/wp-content/uploads/Blaster03-468x(2).jpg" alt="" width="420" height="299" /></span></span></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-family: arial,helvetica,sans-serif; color: #000000;"><span style="font-family: arial,helvetica,sans-serif; color: #000000;"><strong>Lv42:</strong> <em>Blaster Master was, from a design perspective, very progressive for its time.  The non-linear level design and the exploration elements are still considered to be excellent game design by today’s standards, with  a number of modern games now going back an revisiting that relationship between level design and game progression.  Also, regularly switching to the “top-view” gameplay mode made it feel like you had two totally different games that meshed together very naturally.  How did you come up with this sort of level design?  Were you playing other games at the time or prior to working on Blaster Master that influenced you?</em></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-family: arial,helvetica,sans-serif; color: #000000;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;"><strong>Iwata:</strong> I was responsible for the game’s original design, which I feel like was basically transported from the original state that I had conceived it directly into the visuals allowed via game graphics.  Again, the goal was really to try to pull off the best graphics on the NES to date.  Simple graphics were more or less the standard on the NES at the time but I had this firm belief that it was possible to do something better, something prettier.  I feel like we pulled it off and were able to show people what could be done [on the NES].  It left an impression around the office, and from what I’ve heard [the visuals] influenced the work of other games which were later made by other NES developers as well. </span></span></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-family: arial,helvetica,sans-serif; color: #000000;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;">The transitioning between the side and top-views in the game was a combination of what the members of the development team wanted to create.  With the team generally being fans of action games, at the beginning of the project when we were all first sitting down to start with the game’s planning, there was a actually a time when the core idea was to have Sofia be able to drive freely everywhere on the map, including the walls and ceiling.</span></span></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-family: arial,helvetica,sans-serif; color: #000000;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;">We also didn’t want to make a game where the player just proceeds forward.  We wanted the player to experience the feeling of excitement that comes from discovering something after endeavoring through a difficult search, which is why we composed a map that allowed the player to move freely between different areas.  We really put a great deal of thought into that element of the game design and, I mean this in the best possible way, but we wanted the player to have to struggle. </span></span></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt; text-align: center;"><span style="font-family: arial,helvetica,sans-serif; color: #000000;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;"><img src="http://www.levelfortytwo.com/wp-content/uploads/BlasterMaster11(2).jpg" alt="" width="343" height="300" /></span></span></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-family: arial,helvetica,sans-serif; color: #000000;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;">There were two main reasons for creating the top-down view point, one of which was to allow for 360<span lang="JA">°</span>shooting.  The other was because it allowed us to express large bosses that really had an impact. </span></span></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 10pt;"><span style="font-family: arial,helvetica,sans-serif; color: #000000;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;">As far as influence from games developed by other companies goes, there was a time when we looked at Nintendo’s <em>Metroid</em> as sort of a direct competitor, but aside from that there wasn’t really any other title that we were consciously drawing inspiration from during the development of <em>Blaster Master</em>. </span></span></span></span></p>
<hr />
<p style="text-align: center;"><span style="font-family: arial,helvetica,sans-serif; color: #000000;">Page: <a href="http://www.levelfortytwo.com/2010/06/interview-with-the-creator-of-blaster-master">1</a> | <a href="http://www.levelfortytwo.com/blaster-master-page-2/">2</a> | <a href="http://www.levelfortytwo.com/blaster-master-page-3/">3</a> | <a href="http://www.levelfortytwo.com/blaster-master-page-4/">4</a></span></p>
<p style="text-align: center;"><span style="font-family: arial,helvetica,sans-serif; color: #000000;"><span style="font-family: arial,verdana,sans-serif; color: #222222;"><span style="font-family: arial,helvetica,sans-serif; color: #000000;"><span style="font-family: arial,helvetica,sans-serif; color: #000000;"><strong><span style="font-family: times; color: #000000; font-size: medium;"><span style="font-size: 12px;"><img style="cursor: default;" src="http://imgur.com/e5FDn.png" alt="" width="91" height="30" /><img style="cursor: default;" src="http://imgur.com/FkbzB.png" alt="" width="15" height="30" /><a href="http://www.levelfortytwo.com/blaster-master-page-2/"><img style="cursor: default;" src="http://imgur.com/BWdhv.png" alt="" width="54" height="30" /></a></span></span></strong></span></span></span></span></p>
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		<title>Talk Is Cheap &#8211; 6/28/10</title>
		<link>http://www.levelfortytwo.com/2010/06/talk-is-cheap-6-28-10/</link>
		<comments>http://www.levelfortytwo.com/2010/06/talk-is-cheap-6-28-10/#comments</comments>
		<pubDate>Mon, 28 Jun 2010 19:15:00 +0000</pubDate>
		<dc:creator>LevelFortyTwo Staff</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Podcast]]></category>
		<category><![CDATA[1up.com]]></category>
		<category><![CDATA[Fumito Ueda]]></category>
		<category><![CDATA[graduating from games]]></category>
		<category><![CDATA[jade kraus]]></category>
		<category><![CDATA[laputa]]></category>
		<category><![CDATA[nausicaa]]></category>
		<category><![CDATA[transformers war for cybertron]]></category>

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		<description><![CDATA[Jade Kraus, from 1UP.com and at1UP podcast fame, sits in the guest spot as Michael, Justin and Ian discuss Part 1 of Ian&#39;s killer7 feature, as well as the site&#39;s E3 Favorites and Ian&#39;s Transformers: War For Cybertron review. Following that, the gang discusses a quote from Fumito Ueda about &#39;graduating from games&#39;. To wrap [...]]]></description>
			<content:encoded><![CDATA[<p>Jade Kraus, from <a href="http://www.1up.com"><strong>1UP.com</strong></a> and <a href="http://www.1up.com/do/my1Up?publicUserId=6026033"><strong>at1UP podcast</strong></a> fame, sits in the guest spot as Michael, Justin and Ian discuss <a href="http://www.levelfortytwo.com/2010/06/fractured-persona-killer7-1/"><strong>Part 1</strong></a> of Ian&#39;s killer7 feature, as well as the site&#39;s E3 Favorites and Ian&#39;s <a href="http://www.levelfortytwo.com/2010/06/transformers-war-for-cybertron-review/"><strong><em>Transformers: War For Cybertron</em></strong></a> review. Following that, the gang discusses a quote from Fumito Ueda about &#39;graduating from games&#39;. To wrap things up, Michael and Jade discuss their theories of a joint Nausicaa-Laputa world and the <a href="http://ecx.images-amazon.com/images/I/51i0O8MNsfL._SS500_.jpg"><strong>cover of My Neighbor Totoro</strong></a>. Justin also shares his stories about Tomodachi Collection and Ghost Trick, while Michael mentions his <a href="http://www.1up.com/do/reviewPage?cId=3180018"><strong><em>Puzzle Quest 2</em></strong></a><strong><a href="http://www.1up.com/do/reviewPage?cId=3180018"> review</a></strong> on 1UP.</p>
<p><span style="color: #000000;"><span style="font-size: medium;"><span style="font-family: Times;"><span style="font-size: 12px;"><span style="font-family: arial, helvetica, sans-serif;"><span style="color: #000000;"><span style="color: #000000;"><span style="color: #000000; line-height: 20px;">Send us your thoughts to podcast@levelfortytwo.com.&nbsp;&nbsp;<span style="color: #222222;">You can direct download the episode&nbsp;<a href="http://www.levelfortytwo.com/podcast/Talk%20Is%20Cheap%206_28_10.mp3"><strong>here</strong></a></span></span></span></span></span></span></span></span></span><span style="color: #000000;"><span style="font-size: medium;"><span style="font-family: Times;"><span style="font-size: 12px;"><span style="font-family: arial, helvetica, sans-serif;"><span style="color: #000000;"><span style="color: #000000;"><span style="color: #000000; line-height: 20px;"><span style="color: #222222;">, or subscribe to the podcast in iTunes&nbsp;<a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=340805099"><strong>here</strong></a>.</span></span></span></span></span></span></span></span></span></p>

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		<title>Transformers: War for Cybertron</title>
		<link>http://www.levelfortytwo.com/2010/06/transformers-war-for-cybertron-review/</link>
		<comments>http://www.levelfortytwo.com/2010/06/transformers-war-for-cybertron-review/#comments</comments>
		<pubDate>Fri, 25 Jun 2010 18:20:29 +0000</pubDate>
		<dc:creator>Ian Walker</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[PC]]></category>
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		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Wii]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[autobots]]></category>
		<category><![CDATA[decepticons]]></category>
		<category><![CDATA[hasbro]]></category>
		<category><![CDATA[megatron]]></category>
		<category><![CDATA[optimus prime]]></category>
		<category><![CDATA[soundwave]]></category>
		<category><![CDATA[transformers]]></category>
		<category><![CDATA[transformers war for cybertron]]></category>
		<category><![CDATA[war for cybertron]]></category>
		<category><![CDATA[zeta prime]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=4539</guid>
		<description><![CDATA[When game developers grab onto a popular franchise like Transformers, you think they would be careful with the product they release. But most of the time this hasn&#8217;t been the case. While the early cartoons were just a ploy to sell more of the action figures, it grew into a worldwide phenomenon that still remains [...]]]></description>
			<content:encoded><![CDATA[<p><!-- 		@page { margin: 0.79in } 		P { margin-bottom: 0.08in } --></p>
<p style="margin-bottom: 0in;">When game developers grab onto a popular franchise like <em>Transformers</em><span style="font-style: normal;">, you think they would be careful with the product they release. But most of the time this hasn&#8217;t been the case. While the early cartoons were just a ploy to sell more of the action figures, it grew into a worldwide phenomenon that still remains incredibly popular today. Maybe it&#8217;s because of these high expectations that no game before has been able to live up to the fans&#8217; standards. Luckily, developers High Moon Studios may have finally created the first great </span><em>Transformers </em><span style="font-style: normal;">game with their latest release, </span><em>War for Cybertron</em><span style="font-style: normal;">.</span></p>
<p style="margin-bottom: 0in;"><span style="font-style: normal;">The story in </span><em>War for Cybertron</em><span style="font-style: normal;"> takes place on, you guessed it, Cybertron. The Transformers&#8217; homeworld is in turmoil as the civil war between Autobots and Decepticons rages on. The game contains two very distinct campaigns, one for each faction. Both campaigns are open from the start, but the Decepticon missions take place before those of the Autobots. As the Decepticons, you&#8217;ll follow Megatron&#8217;s lead in the fight on Cybertron, hoping to gain control of the mechanical planet so that his more nefarious plans can be undertaken without interference from the Autobots. There&#8217;s an interesting contrast in the missions, as your goals in the first campaign are mainly destructive in nature. Then later, as the Autobots, it&#8217;s your job to stop the Decepticons and fix the damage they&#8217;ve done to your homeworld.</span></p>
<p style="margin-bottom: 0in; text-align: center;"><a href="http://www.levelfortytwo.com/wp-content/uploads/2010/06/11.jpg"><img class="alignnone size-full wp-image-4540" title="1" src="http://www.levelfortytwo.com/wp-content/uploads/2010/06/11.jpg" alt="" width="615" height="346" /></a></p>
<p style="margin-bottom: 0in;"><span style="font-style: normal;">The amount of fan service in this game is off the charts. No, the Transformers won&#8217;t be wearing skimpy outfits; rather, the sheer number of </span><em>Transformers</em><span style="font-style: normal;"> characters they were able to fit into the story is nothing less than impressive. And even with the large amount of characters involved in various story lines, the plot never becomes confusing or convoluted. It&#8217;s easy to see that the people behind this game&#8217;s development and writing have a ton of respect for the source material. Plus, any </span><em>Transformers</em><span style="font-style: normal;"> game that allows you to play as Soundwave is doing something right in my book.</span></p>
<p style="margin-bottom: 0in;"><span style="font-style: normal;">My favorite part of the campaigns were the interactions between the different Transformers. While the Autobots were rather boring in the dialogue department, the Decepticon conversations were top notch.</span> A mix of witty banter and cheesy one-liners, it epitomizes everything that&#8217;s awesome about the old-school <em>Transformers</em> series. Everything about these campaigns is over the top and silly, which is how it should be in my opinion. The moment hair metal starts blaring in the background you will be amazed.</p>
<p style="margin-bottom: 0in;"><span style="font-style: normal;">In the gameplay department, </span><em>War for Cybertron</em><span style="font-style: normal;"> takes a pretty unoriginal genre and throws in enough bells and whistles to get you excited again. The traditional third-person shooter game mechanics work well, placing the camera slightly over the shoulder of your chosen character to offer a wider view of the battlefields. The typical guns and grenades gameplay is augmented with character-specific powers like deployable shields and sentries, changing the experience a tiny bit depending on which Transformer you choose. These powers are mainly decided on which of the four classes your character fits into. Leaders, Scouts, Scientists, and Soldiers all have different play styles and different loadouts at the start of the mission that determine their battle tactics. Leaders and Soldiers are the tanks, with Scouts offering speedy and stealthy attacks and Scientists providing healing. These roles are only really prevalent in co-op as, unfortunately, the teammate AI isn&#8217;t really up to snuff.</span></p>
<p style="margin-bottom: 0in; text-align: center;"><a href="http://www.levelfortytwo.com/wp-content/uploads/2010/06/21.jpg"><img class="alignnone size-full wp-image-4541" title="2" src="http://www.levelfortytwo.com/wp-content/uploads/2010/06/21.jpg" alt="" width="615" height="346" /></a></p>
<p style="margin-bottom: 0in;"><span style="font-style: normal;">The real difference </span><em>War for Cybertron</em><span style="font-style: normal;"> throws into the mix is the transforming. Each Transformer has a vehicle mode in addition to their robot mode. The vehicle mode offers added speed and different weaponry, and some parts of the game require the vehicle mode to get through unscathed. While it&#8217;s nothing revolutionary, this small gameplay tweak is incredibly fun and easy to use. Interestingly enough, the highlights and the low points of this mechanic both come in the flying missions. Flying outside can be a pain sometimes, as the plethora of enemies and missiles in the air can be a huge nuisance that isn&#8217;t easily avoidable with the poor dodge controls. But, once the flying heads inside through tiny ventilation shafts and service ports, it becomes fast and frenetic as you try to avoid obstacles that obstruct your path as well as dispatch enemies that are hot on your tail.</span></p>
<p style="margin-bottom: 0in;"><span style="font-style: normal;">Multiplayer takes the class system from the offline mode and expands it, allowing you to create your own Transformer with custom loadouts and abilities. Oddly enough, the aesthetic customization isn&#8217;t as varied as they made it out to be in early press trailers. For most classes there are only two chassis selections for each faction, and some class/faction combinations only have one. More are unlocked as you finish campaigns offline, but the choices still remain rather limited. The most customization you can do is basically changing your primary and secondary colors, which isn&#8217;t really anything to write home about when most games offer this sort of thing.</span></p>
<p style="margin-bottom: 0in; text-align: center;"><a href="http://www.levelfortytwo.com/wp-content/uploads/2010/06/3.jpg"><img class="alignnone size-full wp-image-4542" title="3" src="http://www.levelfortytwo.com/wp-content/uploads/2010/06/3.jpg" alt="" width="615" height="346" /></a></p>
<p style="margin-bottom: 0in;"><span style="font-style: normal;">The ability and loadout choices, however, are very fun to mess around with. Like most online multiplayer games, you&#8217;ll earn experience as you fight through the various online modes. The more powerful abilities and weapons can only be unlocked after reaching higher levels, which gives you incentive to play the game to reach them and also helps you become acquainted with some of the weaker powers. Each class has their own set of abilities to choose from, which makes sticking to your role much more important than it is in the offline campaigns.</span></p>
<p style="margin-bottom: 0in;"><em>Transformers: War for Cybertron</em><span style="font-style: normal;"> is fantastic for the sole fact it didn&#8217;t disappoint me. The creative team behind its development have an obvious respect for the original characters and storylines, and do a great job introducing them to a wider audience. The gameplay is tight and responsive, if a little uninspired. The abilities that the </span><em>Transformers</em><span style="font-style: normal;"> characters bring to the table expand upon the combat a little bit, but not in any mind-blowing or revolutionary way. While not all of the voices are original, they do a great job of keeping the same <em>Transformers</em> feel in the music and sound effect design. If you are in any way a </span><em>Transformers</em><span style="font-style: normal;"> fan or are looking to get a little taste of the universe, dive right into this game and don&#8217;t look back.</span></p>
<p style="margin-bottom: 0in;"><span style="font-size: 16px;"><span style="text-decoration: underline;"><strong><span style="font-style: normal;">Likes</span><br />
</strong></span></span></p>
<ul>
<li>Excellent story that does right by the <em>Transformers</em> universe.</li>
<li>Multiplayer is fun and interesting due to class system.</li>
<li>The game practically oozes <em>Transformers</em>, from the amount of characters to the sound design.</li>
<li>Soundwave. That&#8217;s all that needs to be said.</li>
</ul>
<p><span style="font-size: 16px;"><span style="text-decoration: underline;"><strong><br />
Dislikes</strong></span></span></p>
<ul>
<li>Gameplay has a few surprises, but doesn&#8217;t offer anything spectacular.</li>
<li>Class system is almost entirely unimportant in single-player.</li>
<li>Tough flying sections can frustrate even veteran gamers.</li>
</ul>
<p style="text-align: center;"><span style="text-decoration: underline;"><span style="font-size: 20px;">Review Score</span></span></p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-845" title="4" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/4.png" alt="" width="40" height="60" /><span style="font-size: 72px;"> / </span><img class="alignnone size-full wp-image-444" title="5" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" alt="" width="39" height="60" /></p>
<hr />
<p style="text-align: center;"><span style="font-size: 11px;"><em>The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.</em></span></p>
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		<title>Fractured Persona &#8211; killer7 #1</title>
		<link>http://www.levelfortytwo.com/2010/06/fractured-persona-killer7-1/</link>
		<comments>http://www.levelfortytwo.com/2010/06/fractured-persona-killer7-1/#comments</comments>
		<pubDate>Tue, 22 Jun 2010 14:57:47 +0000</pubDate>
		<dc:creator>Ian Walker</dc:creator>
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		<category><![CDATA[harman smith]]></category>
		<category><![CDATA[Killer 7]]></category>
		<category><![CDATA[killer7]]></category>
		<category><![CDATA[kun lan]]></category>
		<category><![CDATA[playstation 2]]></category>
		<category><![CDATA[smith syndicate]]></category>
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		<description><![CDATA[Conflict. Peace. What are they? How do they relate to one another? Is it possible to achieve peace in the world we live in today, or is conflict also an important part of our overall legacy?&#160;killer7&#160;takes these questions and flips them on their heads, presenting a gripping narrative that changed the way I looked at [...]]]></description>
			<content:encoded><![CDATA[<p>Conflict. Peace. What are they? How do they relate to one another? Is it possible to achieve peace in the world we live in today, or is conflict also an important part of our overall legacy?&nbsp;<em>killer7</em>&nbsp;takes these questions and flips them on their heads, presenting a gripping narrative that changed the way I looked at story in video games. I went over a bit of the game&#39;s development history and general information in my&nbsp;<strong><a href="javascript:void(0)/*297*/">New Game+ article</a></strong>&nbsp;last week. Starting with this article, however, I&#39;ll be detailing the main story points chapter-by-chapter on a weekly basis. I&#39;ll do my best to analyze the plot and thematic elements in an attempt to make a sense of the craziness this game throws at you, as well as pinpointing some of the core ideas the creators were hoping to convey.</p>
<div style="font-family: Arial, Verdana, sans-serif; font-size: 12px; color: rgb(34, 34, 34); background-color: rgb(255, 255, 255); ">
<p>I hope to make these articles interesting for both newcomers to the game and those who have played through multiple times. But, I have one quick warning: in order to make this as detailed and informative as possible, there will be a large amount of spoilers. So, if you aren&#39;t worried about learning the fates of the characters or having the ending ruined for you, keep reading. If you still plan to play this game for yourself and want to experience the plot twists firsthand, stop!</p>
<p>So, without further ado&#8230;<em>killer7</em>.</p>
<p style="text-align: center; "><img alt="" class="alignnone size-full wp-image-4515" height="241" src="http://www.levelfortytwo.com/wp-content/uploads/2010/06/1.png" style="cursor: default; " title="1" width="307" />&nbsp;<img alt="" class="alignnone size-full wp-image-4516" height="241" src="http://www.levelfortytwo.com/wp-content/uploads/2010/06/2.png" style="cursor: default; " title="2" width="307" /></p>
<hr />
<p style="text-align: center; "><span style="font-size: 16px; ">Target #00</span>&nbsp;&ndash;&nbsp;<span style="font-size: 16px; ">Angel</span><br />
		<span style="font-size: 11px; "><em>&quot;May the Lord smile, and the Devil have mercy.&quot;</em></span></p>
<p>The intro to the first chapter opens with a man named Garcian Smith making his way down a random city sidewalk. He carries a large briefcase, an important item that he keeps with him throughout the story. He continues walking, and passes by a man named Christopher Mills, who hands him an indistinguishable item. Garcian eventually reaches his destination: an abandoned building seemingly inhabited by a cult. He receives a call from Christopher, who explains the details of the mission. Garcian and his group of killers are to eliminate all fourteen members of the cult, keeping one alive so that they can find out who the leader is. Their conversation marks the first of many &ldquo;Good vs. Evil&rdquo; moments in the game, ending the call with two short phrases: &ldquo;May the Lord smile, and the Devil have mercy.&rdquo;</p>
<p>Upon entering the building, a security camera catches Garcian in its gaze. His body shifts, and eventually changes into another person named Dan Smith. Dan catches one of the cult members as he is leaving the building. The cult member seems disoriented, and tells Dan that all of his friends have been killed by monsters. He soon transforms into one of the monsters himself, odd zombie-like beings called Heaven Smile because of the perpetual grin they always wear on their faces. It would seem the Heaven Smile have risen past the fourteen member group Christopher mentioned, and are breeding somewhere in the building. Dan dispatches the creature before it can kill him and it explodes in a flash of light and blood.</p>
<p style="text-align: center; "><img alt="" class="alignnone size-full wp-image-4517" height="241" src="http://www.levelfortytwo.com/wp-content/uploads/2010/06/3.png" style="cursor: default; " title="3" width="307" />&nbsp;<img alt="" class="alignnone size-full wp-image-4518" height="241" src="http://www.levelfortytwo.com/wp-content/uploads/2010/06/4.png" style="cursor: default; " title="4" width="307" /></p>
<p>Naturally, you&#39;ll be introduced to a variety of side characters as you make your way through this first chapter, as well as a bit of their history. They all appear to be slightly ethereal and ghost-like, and speak in very odd whispering voices. Iwazaru is the first character you&#39;ll interact with and also one of the most important. He acts as a sort of servant to the Killer 7, offering advice and warning against the various dangers that stand in their way. He&#39;s also one of the strangest characters in the game, and that&#39;s definitely saying something when it comes to&nbsp;<em>killer7</em>. Every time he makes an appearance he&#39;s hanging from the ceiling/sky on a wire and wears an enormous amount of fetish gear. Throughout this chapter, Iwazaru constantly talks about a mysterious man waiting for the Killer 7 in the building, someone he fears and thinks that the killers should worry about as well.</p>
<p>Next is Travis. He&#39;s human, but has a few very odd qualities about him. He has dark cavities where his eyes should be, as well as gray skin and white hair. In the first chapter you find out Travis was Harman&#39;s first kill, something he couldn&#39;t do without shaking. Travis is also an important side character, as he&#39;ll reveal a bit of background on Harman and the Killer 7 as the game goes on, as well as providing important plot points. He is also very similar to a character from another Suda51 game,&nbsp;<em>No More Heroes</em>. While Suda has come out and said they aren&#39;t the same character, it&#39;s funny to look back on&nbsp;<em>killer7</em>&nbsp;and notice how alike they are, from the crazy amount of t-shirts to the assassin background.</p>
<p style="text-align: center; "><img alt="" class="alignnone size-full wp-image-4529" height="178" src="http://www.levelfortytwo.com/wp-content/uploads/2010/06/iwazaru-travis.png" style="cursor: default; " title="iwazaru-travis" width="615" /></p>
<p>The last important side character introduced in this first chapter is a girl named Susie Sumner. At least, she used to be a girl. Now she&#39;s just a disembodied head you&#39;ll find lying around in the oddest places.&nbsp; Her speaking voice, like the other side characters, is almost impossible to understand, but her accompanying subtitles are full of odd Japanese emoticons. Susie&#39;s main use is passing along important rings to the Killer 7 so that they can decipher and solve various puzzles found throughout their missions. While she doesn&#39;t talk about much in this chapter besides her love for clothes dryers, your conversations with her later on in the game reveal a huge amount of her rather disturbing history, as well as a bit of the Killer 7&#39;s and how they are connected.</p>
<p>While the story is a bit sparse as far as first chapters go, Travis offers a bit of insight into the Heaven Smile. The man behind their creation is planning on using them to take down the United States and destroy its dignity. Iwazaru also mentions this man and his plan to sink the country, going as far to say that the man behind the Heaven Smile makes him physically ill. Another important method of story conveyance throughout the game are carrier pigeons. Sent to a man named Emir from another named Johnny Gagnon, they detail Johnny&#39;s findings on the Killer 7/Smith Syndicate as he spies on them. Their power supposedly rivals a small army, and Johnny thinks it&#39;s in the United States&#39; best interest to keep them around. More and more carrier pigeon messages are found as the game progresses, most describing the individual Killer 7 members and side characters in detail. They also give clues as to how you should progress, as well as giving more details on the past and present missions of the Killer 7.</p>
<p style="text-align: center; "><img alt="" class="alignnone size-full wp-image-4522" height="241" src="http://www.levelfortytwo.com/wp-content/uploads/2010/06/8.png" style="cursor: default; " title="8" width="307" />&nbsp;<img alt="" class="alignnone size-full wp-image-4521" height="241" src="http://www.levelfortytwo.com/wp-content/uploads/2010/06/7.png" style="cursor: default; " title="7" width="307" /></p>
<p>Garcian Smith is revealed to be the manager of the other six personas that make up Harman&#39;s mind. If any of them happen to die, Garcian has the power to bring them back to life, making them practically immortal as long as Garcian is still around. They somehow switch through television sets, as well as cameras. Johnny says Garcian&#39;s role is the most important, as it keeps Harman and his personas safe from harm.</p>
<p>The Killer 7 continue their mission, eliminating the Heaven Smile that stand in their way. The monsters display their power through randomly killing cult members, detonating themselves as soon as they come in contact with devastating results. After bypassing the Gatekeeper on their way to the leader of the Heaven Smile, another camera transforms the killers back into the form of Garcian. Travis greets him as Emir, and asks him if he&#39;s getting along with Harman alright. This raises a few questions about Garcian&#39;s true motives but, seeing as this is only the first chapter, we&#39;ll have to see how this storyline plays out.</p>
<p>Another &ldquo;Good vs. Evil&rdquo; moment plays out soon after, as Garcian is transformed into Harman. Harman Smith is an aging man who is confined to a wheelchair. A maid named Samantha Sitbon frequently accompanies him, as well as offering the Killer 7 a place to rest and save. She wheels him down a short hallway and asks him to be safe as he confronts the Heaven Smile Queen. An evolved Heaven Smile, Angel has a very odd aesthetic when compared to the rest of the game. Her face is without a doubt influenced by Eastern animation, with the distinct humongous eyes and over dramatic facial gestures usually seen on anime characters.</p>
<p>Upon seeing Harman, she asks him why he&#39;s there to destroy them. She says they&#39;ve been given an important purpose from Heaven to pave the way on Earth for supernatural forces. Harman obviously disagrees. The Killer 7 eventually defeat the Angel, only to find that one more individual is behind the Heaven Smile: the dreaded man Iwazaru was constantly warning them about&#8230;Kun Lan.</p>
<p style="text-align: center; "><img alt="" class="alignnone size-full wp-image-4530" height="359" src="http://www.levelfortytwo.com/wp-content/uploads/2010/06/harman-kunlan-chess.png" style="cursor: default; " title="harman-kunlan-chess" width="615" /></p>
<p>Harman and Kun Lan seem incredibly familiar with each other. They speak of chess games and past events they&#39;ve been a part of, and Harman even calls Kun Lan a good friend at one point. But, he says that for the past thirty years he&#39;s been stopping Kun Lan from achieving his goals, and that he&#39;ll always be there to stop him. Kun Lan, it seems, is planning on using the Heaven Smile to &ldquo;bring order to this age.&rdquo; They both understand that neither will change their minds and, although they have mutual respect for one another, conflict between the two of them is inevitable.</p>
<p>The chapter ends with one of the most iconic cutscenes in the game. Harman takes aim at Kun Lan with his gun, a behemoth that fires anti-tank shells. Kun Lan catches the bullet and is shot out of the building by its momentum, hovering a mile or so away and landing on a tower. Dropping the bullet dramatically, he challenges Harman. He explains that with the advent of technology, the world has grown smaller and easier to control. &ldquo;And it will keep getting smaller,&rdquo; he says with a cackling laugh, and the cutscene goes to black.</p>
<p style="text-align: center; "><span style="font-size: 16px; ">Angel&nbsp;</span>&ndash;&nbsp;<span style="font-size: 16px; ">Complete</span></p>
<hr />
<p>Although it&#39;s the first chapter, Angel doesn&#39;t have much story wise, but sets up a ton of the game&#39;s major themes. &ldquo;Good vs. Evil&rdquo; is one of the biggest, since the main enemies are called the Heaven Smile. It&#39;s also interesting to note that although the Killer 7 are portrayed as the heroes and main protagonists, they end up killing an Angel in the first chapter. Dan Smith, one of the more prominent members of the Smith Syndicate, even carries the nickname Hellion.</p>
<p>Another major theme is &ldquo;East vs. West.&rdquo; The Killer 7 are an American organization who&#39;s main adversary is Kun Lan, a man of certainly Asian origin. The boss of the first chapter definitely showcases this theme, as her facial features contrast enormously from the rest of the game&#39;s art style. While it was only touched upon a bit in this first chapter, the &ldquo;East vs. West&rdquo; theme will be a huge part of the story later in the game, and even become a global issue in the world of&nbsp;<em>killer7</em>.</p>
<p>The last major theme touched upon slightly in the first chapter is &ldquo;Technology vs. Magic.&rdquo; Kun Lan is quite obviously a magical being. He uses this magic to create the Heaven Smile, and has close ties with mysticism and religion. The Killer 7, on the other hand, use technology to accomplish their goals. Television sets, security cameras, and firearms are incredibly important to the Smith Syndicate, a sharp contrast to the mystical arts used by Kun Lan and the rest of the Heaven Smile.</p>
<p>So there you have it, the first chapter of&nbsp;<em>killer7</em>. While later chapters will be more open to interpretation and discussion, Angel is a perfect starting point. Everything is pretty straightforward story-wise, and it does a great job of setting up some of the major themes and plot points to be expanded in later chapters. Don&#39;t worry if this seems way more simple than I made it out to be&#8230;you&#39;re in for a crazy ride.</p>
</div>
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		<title>Lv42&#8242;s E3 Favorites</title>
		<link>http://www.levelfortytwo.com/2010/06/lv42s-e3-favorites/</link>
		<comments>http://www.levelfortytwo.com/2010/06/lv42s-e3-favorites/#comments</comments>
		<pubDate>Mon, 21 Jun 2010 13:36:11 +0000</pubDate>
		<dc:creator>LevelFortyTwo Staff</dc:creator>
				<category><![CDATA[Featured Content]]></category>
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		<category><![CDATA[professor layton and the unwound future]]></category>

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		<description><![CDATA[E3 has come and gone, and of course that mean&#39;s that there is plenty of time to talk about what we liked, or in some cases, didn&#39;t. Each of our writers has outlined (roughly) two things that they were most excited about at this year&#39;s Electronic Entertainment Expo. Michael Brown &#8211; Editorial Director Professor Layton [...]]]></description>
			<content:encoded><![CDATA[<p><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;">E3 has come and gone, and of course that mean&#39;s that there is plenty of time to talk about what we liked, or in some cases, didn&#39;t. Each of our writers has outlined (roughly) two things that they were most excited about at this year&#39;s Electronic Entertainment Expo.</span></span></span></p>
<hr />
<div style="font-family: Arial, Verdana, sans-serif; font-size: 12px; color: #222222; background-color: #ffffff;">
<p style="text-align: center; font: normal normal normal 12px/normal Arial; margin: 0px;"><span style="font-size: 16px;"><strong>Michael Brown &#8211; Editorial Director</strong></span></p>
<p style="text-align: center; font: normal normal normal 12px/normal Arial; margin: 0px;"><span style="color: #000000; font-family: Times; font-size: medium;"><img align="middle" alt="" height="284" src="http://game.watch.impress.co.jp/docs/20081002/dsss67.jpg" style="cursor: default;" width="504" /></span></p>
<p style="font: normal normal normal 12px/normal Arial; text-align: center; margin: 0px;"><span style="font-size: 16px;"><strong>Professor Layton and the Unwound Future</strong></span></p>
<p style="font: normal normal normal 12px/normal Arial; margin: 0px;">It&#39;s no secret that I am&nbsp;<a href="http://www.levelfortytwo.com/2010/04/i-love-my-layton/"><strong>absolutely in love</strong></a> with the&nbsp;<em>Professor Layton</em> series. Just the fact that our own Justin Potts has access to so many extra&nbsp;<em>Layton</em> games (and the movie) makes me absolutely green with envy. So of course I was excited when Nintendo revealed that they are bringing the 3rd&nbsp;<em>Professor Layton</em> game to North America on September 20th. The game looks to be more of the same although that&#39;s definitely not a bad thing.&nbsp;<em>The Diabolical Box</em> was probably my game of 2009; will&nbsp;<em>The Unwound Future</em> win the title this year?</p>
<p style="font: normal normal normal 12px/normal Arial; min-height: 14px; text-align: center; margin: 0px;"><img align="middle" alt="" height="315" src="http://cache.gawker.com/assets/images/kotaku/2009/06/golden_sun_ds.jpg" style="cursor: default;" width="504" /></p>
<p style="font: normal normal normal 12px/normal Arial; text-align: center; margin: 0px;"><span style="font-size: 16px;"><strong>Golden Sun: Dark Dawn</strong></span></p>
<p style="font: normal normal normal 12px/normal Arial; margin: 0px;">The original two&nbsp;<em>Golden Sun</em> games were also some of my favorites, and when Nintendo revealed this latest installment during their press conference at least year&#39;s E3 I could hardly believe it. The sheer announcement was enough to make me excited although very little was shown at the show (or even within this past year). If you listen to our podcast you&#39;ll know one of the things I was hoping for was more info on&nbsp;<em>Golden Sun DS</em>. We know now it&#39;s called&nbsp;<em>Dark Dawn</em> and is launching this holiday season. This game also doesn&#39;t seem to be changing up the series&#39; formula but if its as good as the originals I won&#39;t have any complaints.</p>
<hr />
<p style="font: normal normal normal 12px/normal Helvetica; text-align: center; margin: 0px;"><span style="font-family: Arial, Verdana, sans-serif; font-size: 16px; font-weight: bold;">Joel Cornell &#8211; Managing Editor</span></p>
<p style="text-align: center; font: normal normal normal 12px/normal Arial; margin: 0px;"><img align="middle" alt="" height="317" src="http://www.disneymovieslist.com/blog/wp-content/uploads/2010/01/epic_mickey-concept3.jpg" style="cursor: default;" width="504" /></p>
<p style="font: normal normal normal 12px/normal Arial; text-align: center; margin: 0px;"><span style="font-size: 16px;"><strong>Epic Mickey</strong></span></p>
<p style="font: normal normal normal 12px/normal Arial; margin: 0px;">Joel: Ha, so you guys wanna team Mickey up with Square?!&nbsp;<em>Kingdom Hearts</em>?! HA!</p>
<p style="font: normal normal normal 12px/normal Arial; margin: 0px;">Disney: Yeah, we think it could be cool.</p>
<p style="font: normal normal normal 12px/normal Arial; margin: 0px;">J: Ha, yeah right, we&#39;ll see when that hap&#8230; oh, really? Wow, this is amazing. Is there more?</p>
<p style="font: normal normal normal 12px/normal Arial; margin: 0px;">D: Yeah. Next, we&#39;re actually getting Warren Spector to do his take on Mickey, making him a tinge darker with a more impishly heroic side. It&#39;s Warren&#39;s been collaborating with Pixar to fully realize this.</p>
<p style="font: normal normal normal 12px/normal Arial; margin: 0px;">J: &#8230;so do you want my money now or later?</p>
<p style="font: normal normal normal 12px/normal Arial; margin: 0px;">D: Later this year will be fine.</p>
<p style="font: normal normal normal 12px/normal Arial; min-height: 14px; text-align: center; margin: 0px;"><img align="middle" alt="" height="301" src="http://www.games32.com/web4/games_catalog/other/images/51508.jpg" style="cursor: default;" width="504" /></p>
<p style="font: normal normal normal 12px/normal Arial; text-align: center; margin: 0px;"><span style="font-size: 16px;"><strong>Fallout Online Beta Starting</strong></span></p>
<p style="font: normal normal normal 12px/normal Arial; margin: 0px;">When Bethesda picked up the rights to the&nbsp;<em>Fallout</em> MMO&nbsp;off of Interplay&#39;s corpse, there was a condition in the contract stating that the bankrupt Interplay had 24 months to raise $30 mil and start development&#8230; which they did, using the money from selling the<em>Fallout</em> license. I&#39;m really not sure who I want making my&nbsp;<em>Fallout</em> MMO (yes I am), but either way, the beta is here. We haven&#39;t actually seen much of what Interyplay&#39;s doing with it&#39;s prodigal son, but I&#39;m holding my breath anyway. Miracles can happen.</p>
<hr />
<p style="font: normal normal normal 12px/normal Helvetica; text-align: center; margin: 0px;"><span style="font-size: 16px;"><strong>Nick Tringali &#8211; Executive Editor (in haiku form)</strong></span></p>
<p style="font: normal normal normal 12px/normal Helvetica; text-align: center; margin: 0px;"><img align="middle" alt="" height="368" src="http://upload.wikimedia.org/wikipedia/en/2/26/Nintendo3DS.jpg" style="cursor: default;" width="438" /></p>
<p style="font: normal normal normal 12px/normal Helvetica; text-align: center; margin: 0px;"><strong><span style="font-size: 16px;">Nintendo 3DS</span></strong></p>
<p style="font: normal normal normal 12px/normal Helvetica; text-align: center; margin: 0px;">The 3DS</p>
<p style="font: normal normal normal 12px/normal Helvetica; text-align: center; margin: 0px;">3D without any glasses</p>
<p style="font: normal normal normal 12px/normal Helvetica; text-align: center; margin: 0px;">and fun games to boot</p>
<p style="font: normal normal normal 12px/normal Helvetica; text-align: center; margin: 0px;"><img align="middle" alt="" height="304" src="http://i.usatoday.net/communitymanager/_photos/game-hunters/2010/06/17/portal2x-large.jpg" style="cursor: default;" width="504" /></p>
<p style="font: normal normal normal 12px/normal Helvetica; min-height: 14px; text-align: center; margin: 0px;"><span style="font-size: 16px;"><strong>Portal 2</strong></span></p>
<p style="font: normal normal normal 12px/normal Helvetica; text-align: center; margin: 0px;">Aperture Science</p>
<p style="font: normal normal normal 12px/normal Helvetica; text-align: center; margin: 0px;">has fun new technologies</p>
<p style="font: normal normal normal 12px/normal Helvetica; text-align: center; margin: 0px;">but only next year</p>
<hr />
<p style="text-align: center;"><span style="font-family: arial, helvetica, sans-serif; color: #000000;">Page:&nbsp;<a href="http://www.levelfortytwo.com/2010/06/lv42s-e3-favorites/">1</a> |&nbsp;<a href="http://www.levelfortytwo.com/lv42s-e3-favorites-page-2/">2</a> |&nbsp;<a href="http://www.levelfortytwo.com/lv42s-e3-favorites-page-3/">3</a></span></p>
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		<title>Talk Is Cheap &#8211; 6/21/10</title>
		<link>http://www.levelfortytwo.com/2010/06/talk-is-cheap-6-21-10/</link>
		<comments>http://www.levelfortytwo.com/2010/06/talk-is-cheap-6-21-10/#comments</comments>
		<pubDate>Mon, 21 Jun 2010 13:29:02 +0000</pubDate>
		<dc:creator>LevelFortyTwo Staff</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Podcast]]></category>
		<category><![CDATA[E3]]></category>
		<category><![CDATA[IndieCade Showcase]]></category>
		<category><![CDATA[Killer 7]]></category>
		<category><![CDATA[Metal Gear Solid Peace Walker]]></category>
		<category><![CDATA[shattered horizon]]></category>
		<category><![CDATA[super meat boy]]></category>
		<category><![CDATA[Talk Is Cheap]]></category>
		<category><![CDATA[Team Carney]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=4459</guid>
		<description><![CDATA[While E3 2010 has come to a close, there&#8217;s still plenty to discuss and debate over whether it&#8217;s about Kinect&#8217;s motion controls or the 3DS&#8217; retro lineup or capabilities.  Joel, Nick, Justin and special guest Nick Bristow of Team Carney (you can visit his site, VG Sandwich, here.) express their opinions about this year&#8217;s event [...]]]></description>
			<content:encoded><![CDATA[<p>While E3 2010 has come to a close, there&#8217;s still plenty to discuss and debate over whether it&#8217;s about Kinect&#8217;s motion controls or the 3DS&#8217; retro lineup or capabilities.  Joel, Nick, Justin and special guest <strong><a href="http://twitter.com/rbristow">Nick Bristow</a></strong> of Team Carney (you can visit his site, VG Sandwich, <strong><a href="http://www.vgsandwich.com">here</a></strong>.) express their opinions about this year&#8217;s event while also talking about LevelFortyTwo&#8217;s latest reviews and features.</p>
<p>This week on What&#8217;s New on Lv42 is Ian&#8217;s New Game+ retrospective on the underground fan favourite, <em><strong><a href="http://www.levelfortytwo.com/2010/06/killer7/">Killer 7</a></strong></em>, as well as NIck&#8217;s review of the updated <em><strong><a href="http://www.levelfortytwo.com/2010/06/shattered-horizon-update/">Shattered Horizon</a></strong></em>.  On Indie Compendium the gang briefly discusses <strong><a href="http://www.diygamer.com/2010/06/preview-super-meat-boy-e3/"><em>Super Meat Boy</em> at E3</a></strong> and LeVar Burton&#8217;s (the dude from Star Trek and Reading Rainbow) <strong><a href="http://www.diygamer.com/2010/06/levar-burton-mc-2010-indiecade-awards-show-e3/">MCing at this year&#8217;s IndieCade Showcase</a></strong>.  On Reviewer&#8217;s Rant and Rave the guys talk about Matt&#8217;s review for <strong><a href="http://www.levelfortytwo.com/2010/06/mgs-peace-walker-review/">Metal Gear Solid: Peace Walker</a></strong>.  For the discussion, Bristow tells the gang about his work experience and how he ended up where he is today, Team Carney.  To wrap things up, the guys talk about <em>Doctor Who</em>, <em>Torchwood</em>, girls in gaming and tons more.</p>
<p><span style="color: #000000;"><span style="font-size: medium;"><span style="font-family: Times;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;"><span style="color: #000000;"><span style="color: #000000; line-height: 20px;">Send us your thoughts to podcast@levelfortytwo.com.  <span style="color: #222222;">You can direct download the episode </span></span></span></span></span></span></span></span></span><span style="color: #000000;"><span style="font-size: medium;"><span style="font-family: Times;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;"><span style="color: #000000;"><span style="color: #000000; line-height: 20px;"><span style="color: #222222;">, or subscribe to the podcast in iTunes <a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=340805099"><strong>here</strong></a>.</span></span></span></span></span></span></span></span></span></p>

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		<title>Metal Gear Solid: Peace Walker</title>
		<link>http://www.levelfortytwo.com/2010/06/mgs-peace-walker-review/</link>
		<comments>http://www.levelfortytwo.com/2010/06/mgs-peace-walker-review/#comments</comments>
		<pubDate>Fri, 18 Jun 2010 15:27:32 +0000</pubDate>
		<dc:creator>Matthew O&#39;Mara</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[PSP]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Big Boss]]></category>
		<category><![CDATA[Costa Rica]]></category>
		<category><![CDATA[Hideo Kojima]]></category>
		<category><![CDATA[Metal Gear Solid 3]]></category>
		<category><![CDATA[Metal Gear Solid Peace Walker]]></category>
		<category><![CDATA[nuclear deterrence theory]]></category>
		<category><![CDATA[nuclear weapons]]></category>
		<category><![CDATA[private military organizations]]></category>
		<category><![CDATA[puppies]]></category>
		<category><![CDATA[Snake]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=4424</guid>
		<description><![CDATA[In my history with the PSP, I’ve only finished two games. Metal Gear Solid Peace Walker is one of them.]]></description>
			<content:encoded><![CDATA[<div>In my history with the PSP, I&rsquo;ve only finished two games. <em>Metal Gear Solid: Peace Walker</em> is one of them. From the gorgeous visuals, amazing sound design and tough, but manageable controls, Hideo Kojima&rsquo;s first title on the handheld system succeeded in holding my attention. Previous <em>Metal Gear</em> titles on the PSP have been, for the most part, overly complex. <em>Portable Ops</em> was a mess of poor controls and time constrained objectives. <em>Acid</em>, a turn based strategy game, was an interesting departure from the norm, but was poorly received. <em>MGS:PW</em> focuses on story, and it creates a believable continuation of Big Boss&rsquo;s story. And the player gets to see some startling character development that is later&mdash;or rather chronologically before&mdash;seen in <em>Metal Gear</em> for the SNES and on&nbsp;Playstation 3. Overall <em>Peace&nbsp;Walker</em> delivers, but does Kojima&rsquo;s&nbsp;message come in peace or does it leave us scrambling to pick up the pieces?</div>
<div>&nbsp;</div>
<div style="text-align: center"><a href="http://www.levelfortytwo.com/wp-content/uploads/2010/06/090115111407.jpg"><img alt="" class="aligncenter size-full wp-image-4427" height="272" src="http://www.levelfortytwo.com/wp-content/uploads/2010/06/090115111407.jpg" width="480" /></a></div>
<div>&nbsp;</div>
<div>Big Boss, or Naked Snake, from <em>Metal Gear Solid 3</em>, is the commander of the Militaires Sans Fronti&egrave;res. He&rsquo;s been called to Costa Rica by Ram&oacute;n G&aacute;lvez Mena, a professor of peace studies, to help liberate his defenceless country. Costa Rica is being used as a territorial means of controlling the United States. Whoever controls South America controls the shipping lanes to the United States and thus the world. The Peace Sentinels, a heavily armed group of soldiers, are transporting nuclear weapons into the country and Ram&oacute;n has hired Snake and Kazuhira Miller to stop them. Along with the professor is Paz Ortega Andrade, a student of Mena&rsquo;s, who was captured by the Peace Sentinels. As an interesting note, her name &ldquo;Paz&rdquo; means &ldquo;peace&rdquo; in Spanish. Kazuhira&rsquo;s name means peace in Japanese. Characters are kidnapped, nuclear annihilation becomes imminent and the story ducks into a maze of complexity. It&#39;s what you expect from a game written and directed by Hideo Kojima.</div>
<div>&nbsp;</div>
<div><em>Peace Walker</em> takes place in the 1970&rsquo;s &ndash; the Cold War era &ndash; just after the first Strategic Arms Limitation Talks. This is the start of a new age, one of nuclear deterrence and private militartization. The theory behind nuclear deterrence is that if a nation was to initiate a nuclear attack, other nations would inevitably, if they have the resources, strike back. This prevents Nation A from ever attacking Nation B because they know it would lead to their destruction. It&rsquo;s sort of like those Mexican Standoffs you see in&nbsp;old western&nbsp;flicks. Neither side can foreseeably win or benefit from firing. Except in this case those bullets are nuclear devices, the cowboys are continents and the stakes are higher than a few bottles of whisky. However, this standoff creates an illusionary peace. If no one is willing to fire then the system of nuclear deterrence works.&nbsp;One factor stands in the way of this peace.</div>
<div>&nbsp;</div>
<div>Snake has an awesome line in the game. &ldquo;When you pick up a gun, sooner or later you&rsquo;ll end up in hell.&rdquo; The SALT talks limited the creation of ballistic missile delivery systems, or ICBMs, to the existing levels at the time. That meant that the creation of nuclear arms in both the U.S.S.R. and the United States temporarily froze as per the agreement. This, however, wasn&rsquo;t the end of the talks. <em>Metal Gear Solid: Peace Walker</em> takes place in 1974, five years before SALT II. Understandably this was a politically tense time. Hot Coldman, the director of the Peace Sentinels, has decided to demonstrate the United States of America nuclear capability through the creation of the perfect deterrent. Peace Walker is a retaliatory AI that removes the human element from the deterrence theory. It will always retaliate. Remove the human element and the system will work. But Snake has other plans for Peace Walker, which brings us to the boss fights.</div>
<div>&nbsp;</div>
<div>One of the big things, pun, about great boss fights is the&nbsp;sense of scale. Whether it&rsquo;s a boss&rsquo;s physical size or presence in the scene, you want to feel like they&rsquo;re an unstoppable force. You want them to feel like bosses. <em>Metal Gear Solid: Peace Walker</em> creates a sense of scale on the PSP that I thought was impossible. Smaller boss fights with light armoured vehicles or tanks are a little on the tedious side, especially if you want to capture troops; however, the a.i. controlled boss battles are amazing. Not to mention that the little tunes they sing are constructed through a rudimentary Vocaloid program, these bosses mock you with their size and strength. Knowing that a giant rocket propelled Hatsune Miku is coming for you is more than a little unsettling. An interesting feature of <em>MGS:PW</em> is the ability to use a Vocaloid editor. It allows you to change the tune the bosses sing and it allows you to program your own bipedal mech. Did I mention you get your own Metal Gear?</div>
<div>&nbsp;</div>
<div style="text-align: center"><a href="http://www.levelfortytwo.com/wp-content/uploads/2010/06/090115204253.jpg"><img alt="" class="aligncenter size-full wp-image-4428" height="272" src="http://www.levelfortytwo.com/wp-content/uploads/2010/06/090115204253.jpg" width="480" /></a></div>
<div>&nbsp;</div>
<div>It&rsquo;s called Metal Gear Zeke. Otacon, I mean, Huey Emmerich designs a mech that you can customize and send on missions. You can&rsquo;t help but notice a little anachronism when it comes to the design of the mechs. When it&rsquo;s finished Zeke looks more advanced than Metal Gear. And most of the AI controlled bosses you fight are far too agile to have been built in the 1970&rsquo;s. Metal Gear could barely walk let alone jump or climb up on buildings. With Zeke you can send the soldiers&nbsp;whom you capture using&nbsp;the Fulton Recovery System. The inability to crawl and move, step out from cover to fire and drag unconscious/dead soldiers makes stealth missions a challenge. Often your best bet is to use the Fulton Recovery System to take soldiers away from the battlefield.</div>
<div>&nbsp;</div>
<div>The FRS takes unconscious soldiers off of the battlefield sending them up into the sky in a balloon. They&rsquo;re recovered using a helicopter and sent to the Mother Base.&nbsp;The FRS&nbsp;can also be used to pick up prisoners of war or soldiers left near death. Everyone recovered in this way are sent to Mother Base where they await further instruction. Base management can be a little tricky to get the hang of. Mother Base is divided into seven sections: the Waiting Room, Combat Units, Research and Development, the Mess Hall Team, Medical Team, Intel Team, Sickbay, and the Brig. All of the soldiers you pick up through the FRS are put into the waiting room and then sorted, as their abilities dictate, into the unit best suited for them. A few unique characters like Chico, Amanda and Miller have obvious strengths and are only suited for specific units. I put Miller in the kitchen just for the image of him in an apron serving crispy bacon to the troops. There&rsquo;s a lot of variety to be had with <em>Metal Gear Solid: Peace Walker</em>.</div>
<div>&nbsp;</div>
<div>The most demanding section of Mother Base is the research and development department. Like all of the other sections, the more soldiers the better the department works. Each soldier potentially unlocks a new weapon. An RPG2 requires a certain level and a rank two RPG2 requires a higher level. As you add more soldiers to the department more and more weapons are unlocked and new items become available. Each section of Mother Base works on this kind of system. The more soldiers in the combat unit the more GMP you have. The more soldiers in the mess hall the happier the other sections become allowing them to work beyond their abilities. It&rsquo;s an interesting haven for the soldiers you recruit. Later in the game you have the ability to connect to wi-fi hotspots to recruit soldiers. You can also trade with friends or put soldiers up for adoption over the PSN. You can also get a certain game developer on your team. I put him in the brig.</div>
<div>&nbsp;</div>
<div style="text-align: center"><a href="http://www.levelfortytwo.com/wp-content/uploads/2010/06/090115210145.jpg"><img alt="" class="aligncenter size-full wp-image-4429" height="272" src="http://www.levelfortytwo.com/wp-content/uploads/2010/06/090115210145.jpg" width="480" /></a></div>
<div>&nbsp;</div>
<div><em>Metal Gear Solid: Peace Walker</em> has local and online multiplayer support. On certain missions you and three other soldiers can take on missions and fight bosses. It&#39;s an odd set up. I tried one tank battle. My partner was less than competent. You have to play with someone close by or go online. Sending commands comes in the form of battle phrases you can shout out to other players. Duck, run, over here, stuff like that. So after I picked up my partner up off of the dirt, I went back to playing on my own. It&#39;s probably fun to play with friends, but I&#39;ve never seen Snake with a partner and I don&#39;t think he should get a sidekick.</div>
<div>&nbsp;</div>
<div><em>Peace Walker</em> has two main themes, and one overarching theme. Nuclear deterrence and private militarization, and peace. Both sides of the conflict, the Peace Sentinels and the MSF, believe that either route can bring about world peace. One through mutually assured destruction and the other through an unfeeling business structure. As we saw in <em>Metal Gear Solid 4</em> this innovation created by Snake and Kazuhira Miller&mdash;secretly funded by the Patriots&mdash;becomes just as threatening as the nuclear threat the<em> Metal Gear </em>series has focused on. Kojima believes wholeheartedly in the disarmament and dismantlement of nuclear weapons, but you can&rsquo;t help feeling that the narrative surrounding <em>Peace Walker</em> is anything but peaceful.</div>
<div>
<div>&nbsp;</div>
<div>After Les Enfants Terrible, Big Boss defected and created the Militaires Sans Fronti&egrave;res. During Operation Peacewalker&mdash;this game&mdash;he creates Outer Heaven, a fortress nation that later houses Metal Gear. In turn of trying to rid the world of nuclear threats, Outer Heaven becomes the 1970&rsquo;s, 7<sup>th</sup> atomic nation. He was presumably killed during Operation Intrude, Metal Gear, but survived to destroy the Patriots from the inside. What we see here is the creation of continuity. For me the most surprising part of the story&rsquo;s tie into the series is that <em>Metal Gear</em> for the SNES is the most direct connection. The next time we see Big Boss is in <em>MGS4 </em>where he makes a brief appearance. <em>MGS:PW</em> fits well into the series. It works with the continuous plot and helps flush out Big Boss&rsquo;s character.</div>
</div>
<div>&nbsp;</div>
<div style="text-align: center"><a href="http://www.levelfortytwo.com/wp-content/uploads/2010/06/Metal-Gear-Peace-Walker.jpg"><img alt="" class="aligncenter size-full wp-image-4439" height="493" src="http://www.levelfortytwo.com/wp-content/uploads/2010/06/Metal-Gear-Peace-Walker.jpg" style="width: 355px;height: 238px" width="598" /></a></div>
<div>&nbsp;</div>
<div>Near the end of the game, <em>MGS:PW</em> takes on a Kubrick hue. HAL from 2001: A Space Odessy, an artificial intelligence, and the imminent nuclear annihilation of the earth like in Dr. Strangelove&mdash;incidentally one of the&nbsp;main characters has the same name&mdash;show Hideo Kojima&rsquo;s influences when constructing this narrative. An interesting side note are some of the texts and films cited in the game&rsquo;s credits. It includes: Aristotle&rsquo;s Nicomachean Ethics; Immanuel Kant&rsquo;s essay Perpetual Peace; Osamu Tezuka&rsquo;s Phoenix, which he began to write in the late 1960&rsquo;s, Ren&eacute; Descartes Discours de la M&eacute;thod; and Stanley Kurbrick&rsquo;s films. It&rsquo;s an extensive list that shows a fair amount of research went into philosophical ideas of war and peace, as well as research into period pieces created during the Cold War era. I mentioned above that you get to recruit a certain game developer into MSF. Kojima&rsquo;s blurb in the game says that he&rsquo;s 70 per cent films and the other 30 can be put to use anywhere. The narrative surrounding <em>Metal Gear Solid: Peace Walker</em> is solid and thoughtful. It shows a little bit of Kojima&rsquo;s war fetish, but it argues a point about humanity&rsquo;s true nature through the development of Big Boss/Snake.</div>
<div>&nbsp;</div>
<div>I&rsquo;ve only finished two games for the PSP. I am glad to say that <em>Metal Gear Solid: Peace Walker</em> is one of them. The graphics are great, the sound is sound, the story is typical complex Kojima and the game left me wanting more. Definitely pick up <em>MGS:PW</em> if not to give you PSP some use then&nbsp;for the peaceful message the game promotes.</div>
<div>&nbsp;</div>
<p class="MsoNormal"><span style="font-size: 16px"><span style="font-family: arial, helvetica, sans-serif"><span class="Apple-style-span"><span style="text-decoration: underline"><strong>Likes:</strong></span></span></span></span></p>
<ul>
<li>Streamlined combat and sneaking systems</li>
<li>Interesting story tie-ins to the Metal Gear series</li>
<li>Having Hideo Kojima on my team</li>
</ul>
<p><span style="font-size: 16px"><span style="font-family: arial, helvetica, sans-serif"><span class="Apple-style-span"><span style="text-decoration: underline"><strong>Dislikes:</strong></span></span></span></span></p>
<ul>
<li><font color="#000000">Anachronistic design of the bipedal mechs, though still cool</font></li>
<li>Sticky controls not suited for the PSP</li>
<li>Private militerization as Big Boss&#39;s answer to nuclear deterrence</li>
<li>Multiplayer is good with friends, not strangers</li>
</ul>
<p style="text-align: center;padding-bottom: 10px;margin: 0px;padding-left: 0px;padding-right: 0px;padding-top: 0px"><span class="Apple-style-span"><span style="font-size: large"><span style="font-size: 18px;text-decoration: underline"><strong><span><span style="text-decoration: underline">Review Score</span></span></strong></span></span></span></p>
<p style="text-align: center;padding-bottom: 10px;margin: 0px;padding-left: 0px;padding-right: 0px;padding-top: 0px"><span class="Apple-style-span"><span><span style="font-size: 72px"><img alt="4" class="alignnone size-full wp-image-845" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/4.png" style="padding-bottom: 0px;margin: 0px 0px 10px;padding-left: 0px;padding-right: 0px;cursor: default;padding-top: 0px" width="40" />&nbsp;<span style="font-size: 48px"><span style="font-size: 72px">/</span></span>&nbsp;</span><img alt="5" class="alignnone size-full wp-image-444" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" style="padding-bottom: 0px;margin: 0px 0px 10px;padding-left: 0px;padding-right: 0px;cursor: default;padding-top: 0px" width="39" /></span></span></p>
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		<title>killer7</title>
		<link>http://www.levelfortytwo.com/2010/06/killer7/</link>
		<comments>http://www.levelfortytwo.com/2010/06/killer7/#comments</comments>
		<pubDate>Thu, 17 Jun 2010 15:18:57 +0000</pubDate>
		<dc:creator>Ian Walker</dc:creator>
				<category><![CDATA[Featured Content]]></category>
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		<category><![CDATA[suda goichi]]></category>
		<category><![CDATA[suda51]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=4373</guid>
		<description><![CDATA[It&#39;s a pretty well known fact that famed video game director Suda Goichi, better known as Suda51, is a crazy person. After creating a slew of sleeper hits, his vision was finally accepted on a wider scale with the release of No More Heroes in 2008. While his unique style of creating games has become [...]]]></description>
			<content:encoded><![CDATA[<p><!-- 		@page { margin: 0.79in } 		P { margin-bottom: 0.08in } --></p>
<p style="margin-bottom: 0in; text-align: center;"><img alt="" class="alignnone size-full wp-image-3047" height="85" src="http://www.levelfortytwo.com/wp-content/uploads/2010/02/Level-Forty-Two.png" title="Level Forty Two" width="600" /></p>
<p style="margin-bottom: 0in;">It&#39;s a pretty well known fact that famed video game director Suda Goichi, better known as Suda51, is a crazy person. After creating a slew of sleeper hits, his vision was finally accepted on a wider scale with the release of <em>No More Heroes</em><span style="font-style: normal;"> in 2008. While his unique style of creating games has become familiar in today&#39;s video game community, many of his earlier releases remain cult classics. Like Suda&#39;s more popular franchises, these games value style, presentation, and story above all else. He is probably my favorite voice in the scene today, as well as being the chief creative influence behind my favorite game, </span><em>killer7</em><span style="font-style: normal;">. </span></p>
<p style="margin-bottom: 0in; text-align: center; "><object width="600" height="493"><param name="movie" value="http://www.youtube.com/v/0VNxqhM5pKI&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/0VNxqhM5pKI&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="600" height="493"></embed></object></p>
<p style="margin-bottom: 0in;"><span style="font-style: normal;">Released in 2005, </span><em>killer7</em><span style="font-style: normal;"> instantly sparked a very polarized debate. Some found the game too odd and graphically underwhelming. Others found it easy to look past these small faults because the story behind the gameplay was so intriguing. It quickly took its role as a cult classic, much of its success spreading by word-of-mouth. This quick spotlight on Suda51 and his development studio Grasshopper Manufacture raised interest significantly in later releases like </span><em>Contact</em><span style="font-style: normal;"> and </span><em>No More Heroes</em><span style="font-style: normal;">.</span></p>
<p style="margin-bottom: 0in;"><span style="font-style: normal;">From a gameplay standpoint, </span><em>killer7</em><span style="font-style: normal;"> is rather simplistic. All movement is on rails, where a single button makes your character move forward and another causes them to turn around. When you hear or see the outline of an enemy, you use the trigger button to aim and the other to scan for the invisible opponent. All of the enemies are variations of a single entity called Heaven Smile. As you progress further in the game, new variations are introduced that require specific strategies to defeat. Puzzles also play a large part in the gameplay and hinder your progress to new areas.</span></p>
<p style="margin-bottom: 0in; text-align: center; "><img align="middle" alt="" height="299" src="http://cache.kotaku.com/assets/resources/2007/05/killer7_rumor_smash.jpg" width="500" /></p>
<p style="margin-bottom: 0in;"><span style="font-style: normal;">As far as I&#39;m concerned, the story is </span><em>killer7</em><span style="font-style: normal;">&#39;s main draw. A mixture of god-like entities, supernatural forces, and political backstabbing makes it a pretty confusing trip. And even though it includes a dash of unique Suda51 silliness and intense violence, </span><em>killer7</em><span style="font-style: normal;"> raises a few important questions regarding the high price of maintaining peace and the steps government may take without our knowledge. In the coming weeks, I&#39;ll be detailing a few of these themes in a chapter-by-chapter analysis of the plot, so be sure to keep a look out if you&#39;re a fan of the game.</span></p>
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		<title>Shattered Horizon Update</title>
		<link>http://www.levelfortytwo.com/2010/06/shattered-horizon-update/</link>
		<comments>http://www.levelfortytwo.com/2010/06/shattered-horizon-update/#comments</comments>
		<pubDate>Wed, 16 Jun 2010 15:27:23 +0000</pubDate>
		<dc:creator>Nick Tringali</dc:creator>
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		<description><![CDATA[Since my&#160;first review&#160;of Shattered Horizon, a lot has changed. Weapon loadouts have replaced the single assault rifle / sniper gun. Three new kinds of grenades, along with four new maps, and voice chat have all been implemented. What started out as the bare bones of an online shooter has grown to a much fuller title. [...]]]></description>
			<content:encoded><![CDATA[<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">Since my&nbsp;<a href="http://www.levelfortytwo.com/2009/11/shattered-horizon/"><strong>first review</strong></a>&nbsp;of Shattered Horizon, a lot has changed. Weapon loadouts have replaced the single assault rifle / sniper gun. Three new kinds of grenades, along with four new maps, and voice chat have all been implemented. What started out as the bare bones of an online shooter has grown to a much fuller title.</span></span></span></p>
<div style="font-family: Arial, Verdana, sans-serif; font-size: 12px; color: rgb(34, 34, 34); background-color: rgb(255, 255, 255); ">
<p style="text-align: center; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><img alt="" height="331" src="http://www.g4g.it/g4g2/wp-content/uploads/2010/02/Shattered_Horizon_01.jpg" style="cursor: default; " width="530" /><br />
		</span></span></span></p>
<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">The largest change comes as the weapons. When the game released, everyone was equipped with a standard assault rifle, which could scope into a sniper rifle. Now, before you enter a map you&#39;re presented with a choice of five different guns: a railgun (sniper), a machine gun, assault rifle, sub machine gun, and shotgun. Alongside all of these is a pistol, along with previously included melee axe and grenade launcher. This adds a large amount of variety and deepens the strategy immensely. Alongside these are three new grenades: the Decoy sends out false radar blips for your enemy, Pulse reveals enemies on your radar and HUD, and the Flare lights up a second sun, effectively blinding anyone in eyesight. The new grenades are interesting but don&#39;t add too much to the dynamic of the original ICE, EMP, and MPR grenades, but certainly keeps things interesting. Four new maps have been added, bringing the total up to eight. The quality and originality has been maintained; each of the new maps are quite unique to explore.</span></span></span></p>
<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">However, there are a few bugs to be found, most of mine dealing with grenades, and the system requirements remain high. Although, if at first Shattered Horizon looked to be too empty, it&#39;s certainly worth taking another look at.&nbsp;</span></span></span></p>
</div>
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		<title>Talk Is Cheap &#8211; 6/14/10</title>
		<link>http://www.levelfortytwo.com/2010/06/talk-is-cheap-6-14-10/</link>
		<comments>http://www.levelfortytwo.com/2010/06/talk-is-cheap-6-14-10/#comments</comments>
		<pubDate>Mon, 14 Jun 2010 13:35:12 +0000</pubDate>
		<dc:creator>LevelFortyTwo Staff</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Podcast]]></category>
		<category><![CDATA[Alfe Clemencio]]></category>
		<category><![CDATA[din's curse]]></category>
		<category><![CDATA[E3]]></category>
		<category><![CDATA[Fading Hearts]]></category>
		<category><![CDATA[Heir]]></category>
		<category><![CDATA[Japan's Used Games Market]]></category>
		<category><![CDATA[modnation racers psp]]></category>
		<category><![CDATA[Sakura River Interactive]]></category>
		<category><![CDATA[Shank]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=4365</guid>
		<description><![CDATA[Alfe Clemencio of Sakura River Interactive returns for this week&#39;s episode of Talk Is Cheap. &#160;On What&#39;s New on Lv42 the gang talks about Ian&#39;s review for Din&#39;s Curse, Michael&#39;s review for ModNation Racers PSP, Matthew&#39;s feature on Japan&#39;s Used Games Market and news about our contest winner! On Indie Compendium Erika talks about the [...]]]></description>
			<content:encoded><![CDATA[<p>Alfe Clemencio of <strong><a href="http://sakurariver.ca/main/">Sakura River</a><a href="http://sakurariver.ca/main/"> Interactive</a></strong> returns for this week&#39;s episode of Talk Is Cheap. &nbsp;On What&#39;s New on Lv42 the gang talks about Ian&#39;s review for <strong><a href="http://www.levelfortytwo.com/2010/06/dins-curse-review/">Din&#39;s Curse</a></strong>, Michael&#39;s review for <strong><a href="http://www.levelfortytwo.com/2010/06/modnation-racers-psp-review/">ModNation Racers PSP</a></strong>, Matthew&#39;s feature on <strong><a href="http://www.levelfortytwo.com/2010/06/japans-used-games-market/">Japan&#39;s Used Games Market</a></strong> and news about our contest winner!</p>
<p>On Indie Compendium Erika talks about the <strong><a href="http://www.youtube.com/watch?v=reFK2-nWPwE"><em>Shank</em> E3 2010 Revenge Trailer </a></strong>(and soon to be released on XBLA and PSN). She also talks about the indie equivalent of <em>Shadow of the Colossus</em>, <em><strong><a href="http://armorgames.com/play/5995/heir">Heir</a></strong></em>.&nbsp; Make sure to follow the link to try out this interesting adaptation.&nbsp;</p>
<p>For the Discussion, they talk about some more Pre-E3 speculations and games they are most excited about. As well as an update on Alfe&#39;s visual novel, <em>Fading Hearts</em>.&nbsp;</p>
<p>Wrapping things up, the guys talk about adventure game <em>The Last Express</em> (which you can download <strong><a href="http://www.gametap.com/video-games/The-Last-Express-20000245-14.html">here</a></strong>), Dr. Who, Lady Gaga&#39;s <a href="http://www.youtube.com/watch?v=niqrrmev4mA"><strong>Alejandro video</strong></a>, and whether or not <em>Glee</em> redeemed itself in its season finale.&nbsp;</p>
<p><span style="color: rgb(0, 0, 0);"><span style="font-size: medium;"><span style="font-family: Times;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: rgb(0, 0, 0);"><span style="color: rgb(0, 0, 0);"><span style="color: rgb(0, 0, 0); line-height: 20px;">Send us your thoughts to podcast@levelfortytwo.com.&nbsp;&nbsp;<span style="color: rgb(34, 34, 34);">You can direct download the episode <strong><a href="http://www.levelfortytwo.com/podcast/Talk%20Is%20Cheap%206_14_10.mp3">here</a></strong></span></span></span></span></span></span></span></span></span><span style="color: rgb(0, 0, 0);"><span style="font-size: medium;"><span style="font-family: Times;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: rgb(0, 0, 0);"><span style="color: rgb(0, 0, 0);"><span style="color: rgb(0, 0, 0); line-height: 20px;"><span style="color: rgb(34, 34, 34);">, or subscribe to the podcast in iTunes&nbsp;<a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=340805099"><strong>here</strong></a>.</span></span></span></span></span></span></span></span></span></p>

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		<title>Japan&#8217;s Used Games Market</title>
		<link>http://www.levelfortytwo.com/2010/06/japans-used-games-market/</link>
		<comments>http://www.levelfortytwo.com/2010/06/japans-used-games-market/#comments</comments>
		<pubDate>Fri, 11 Jun 2010 15:06:43 +0000</pubDate>
		<dc:creator>Matthew O&#39;Mara</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Features]]></category>
		<category><![CDATA[1998 Winter Olympics]]></category>
		<category><![CDATA[Akihabara]]></category>
		<category><![CDATA[Book-Off]]></category>
		<category><![CDATA[Crono Cross]]></category>
		<category><![CDATA[japan]]></category>
		<category><![CDATA[Nagano]]></category>
		<category><![CDATA[Psychic Force]]></category>
		<category><![CDATA[retro gaming]]></category>
		<category><![CDATA[Shenmue]]></category>
		<category><![CDATA[Used games]]></category>
		<category><![CDATA[vintage gaming]]></category>
		<category><![CDATA[xenogears]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=4322</guid>
		<description><![CDATA[It's insane, let's just say that to start.]]></description>
			<content:encoded><![CDATA[<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;">It&#39;s insane, let&#39;s just say that to start. </span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><br />
	</span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;">There&#39;s a store in Japan called Book-Off. I walked into one in Nagano, the location of the 1998 Winter Olympics. The shelves were lined with used manga, novels, DVDs and CDs, just the standard stuff and nothing all too special. It&#39;s pretty much the equivalent to used book stores in the West, like BookCity in Toronto. When I first started looking around for these stores I thought it was just a small chain, a few stores here or there in smaller cities. Book-Off has more than 800 stores located in Japan and about ten in the United States. Even the one in Nagano is a massive place displaying row after row of dusty shelves cradling dusty manga. I turned down a random row. My eyes widened. </span></span></div>
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<div style="text-align: center"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><a href="http://www.levelfortytwo.com/wp-content/uploads/2010/06/DSC_0013.jpg"><img alt="" class="aligncenter size-large wp-image-4358" height="226" src="http://www.levelfortytwo.com/wp-content/uploads/2010/06/DSC_0013-1024x680.jpg" width="340" /></a></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><br />
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;">Though their main focus is the reselling of manga, Book-Off has a small section dedicated to videogames. The one in Nagano was full, packed, stuffed with old Japanese videogames. My vintage second self wanders in a daze towards a shelf labeled, &quot;Old Soft.&quot;</span></span></div>
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;">A game like <em>Psychic Force</em>&mdash;sealed and with a manual&mdash;can go for about $25.00 online. That&#39;s for a circa 1999, Playstation fighting game. It&#39;s a rare thing to find in store here in Toronto or in any other city in North America. There are copies out there for sure, but even at the best videogame stores, which have a wide selection of vintage games, appreciation in value, availability and rarity make vintage gaming an expensive hobby. The insane part, I bought <em>Psychic Force</em> for about two bucks.</span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><br />
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;">I lost my mind when I started flipping through those dusty shelves. They had Japanese games, both new and used, for about one to two dollars. And that was just the start. Dreamcast, Sega Saturn, Super Famicom, Sega Mega Drive cartridges; almost every platform of the last decade had a small section to itself. I&#39;m a bit of a Dreamcast fanatic, and that&#39;s where I spent most of my time. I couldn&#39;t believe how cheap the games were going for. <em>Shenmue</em>, 250 yen; <em>Capcom Versus SNK</em>, 150 yen; <em>Sonic Adventure</em>, 100 yen; and so many more going for less than a Pokeball.</span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><br />
	</span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;">These low prices are symptomatic of two things. One, it was Nagano, which is a small but developed town. In Akihabara, used games stores still have the inflated prices we&#39;re used to in the West. The location of the store helped because the demand for these games must have been low. Two, it was a book store selling videogames. Maybe they didn&#39;t know the actual retail prices of the games, or maybe they just wanted to get them out of the store. People like me help clear the way for better and newer stock. Out with the old soft and in with the new soft, yet there&#39;s more to it.</span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><br />
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;">The term &quot;old soft&quot; was an odd label for the section. There&#39;s a magazine there called Old Gamers. It&#39;s a big retro strategy guide, it has tips for vintage gamers and it has the latest news on the oldest games. There&#39;s definitely an appreciation in Japan for &quot;old soft&quot;. Vintage games are viewed in nearly the same light as there are in the West; it&#39;s just that nostalgia has been replaced with progression. The &quot;old soft&quot; shelves were a lot smaller than the PS3, PS2, Xbox 360 or DS. They were just sitting there waiting to be picked up by a Westerner with giddy, nostalgic eyes and a full wallet, or any collectors in Japan. And after about an hour of browsing I left with a handful of games.</span></span></div>
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<div style="text-align: center"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><a href="http://www.levelfortytwo.com/wp-content/uploads/2010/06/DSC_0016.jpg"><img alt="" class="aligncenter size-large wp-image-4359" height="226" src="http://www.levelfortytwo.com/wp-content/uploads/2010/06/DSC_0016-1024x680.jpg" width="340" /></a></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><br />
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;">Things like appreciation in value, availability and rarity are all&#8211;from my perspective&#8211;reversed in Japan. <em>Shenmue</em> in its original packaging was going for about a dollar and fifty cents. A few years back, my brother pulled some money together and bought a Dreamcast. It came out somewhere near $150.00 with two controllers and a few used games. <em>Shenmue</em> was included. It typically goes for about $20.00 &quot;new&quot; online&nbsp;and about half that for a used copy. Even when spliced, the difference in pricing comes out to a&nbsp;pretty hefty&nbsp;decrease. It was amazing for me, but there&#39;s a problem with these cheap games. They&#39;re all in Japanese and region coded.</span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><br />
	</span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;">How many people actually have Japanese region Sega Dreamcast that&#39;s still working? Only a few, and you have to download a special boot program to make Japanese games work overseas. It&#39;s an expensive hobby, and we all feel this pain when we see&nbsp;copies of <em>Earthbound </em>or the <em>Mother</em>. For me, this difference in prices has to be looked at through a different lens. If I was a Japanese game collector looking for some Dreamcast games, would the games I listed above evoke nostalgia? Games like <em>Shenmue</em> are common, and even the more expensive games in Book-Off were probably everywhere at one point. It&#39;s easy to get them. If we then go back to our Western lens and look at vintage gaming in North America, can we really find good, vintage games for that cheap?</span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><br />
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;">So what&#39;s the difference? Why the hell are vintage games so expensive in the West and so cheap in Japan? </span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><br />
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;">Most vintage games are made in Japan.</span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><br />
	</span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;">There&#39;s a drink called Mitsuya Cider. To buy a bottle in North America costs about three dollars, which mostly pays for shipping costs. Over there, near the source of the production, a bottle is about half that. There are more unopened copies of <em>Shenmue</em>, <em>Psychic Force</em> and <em>Marvel Vs. Capcom</em> in Japan than there are Pokemon.&nbsp;So many copies are circulated throughout the country that when the next generation of consoles comes out, the old are thrown out or sold, and then replaced by the new. This old software ends up in bookstores and pawn shops. Then they&#39;re picked up by vintage gamers. It&#39;s the circle of virtual life. Except about 200 per cent of the unopened games are put into warehouses, just like over here in the West. </span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><br />
	</span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;">The differences lies in the appreciation of value, availability and the nature of Japanese nostalgia.</span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><br />
	</span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;">I&#39;ll say it, <em>Shenmue</em> is boring. If you can get into it, learn its ways and get to the fighting then it&#39;s a thrill ride. We feel nostalgia here in the West because <em>Shenmue</em> was the most technologically advance game when the millennia came round. I first played it when I was about nine. My brain almost exploded because of the detail in the characters and the environments. To relive that feeling; I&#39;d pay almost anything. That&#39;s one major difference. Good games aren&#39;t available and we all want them. It&#39;s the whole supply and demand argument, except the demand won&#39;t be supplied. Games in Japan are too plentiful, and not enough people&nbsp;want to&nbsp;play them. It&#39;s a conundrum. </span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><br />
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;">I just remember reading through my old EGM&rsquo;s looking at all of the Japanese games that were either too violent for me to play or to expensive for me to buy. When I walked into a Book-Off, I saw all of those games right in front of my going for less than a bottle of Coke. I was so excited to see my nostalgia come to life so cheaply, yet there was some apprehension whenever I&#39;d pick up a game. The two problems, for me, is that most of the games are Japanese only and my suitcase could only hold so much. Even if I wanted to relive some of that old nostalgia, I&#39;d have to suffer a bit. Buying a game like <em>Xenogears</em> and <em>Chrono Cross</em>, which I did, is kind of a futile thing to do. Unless you have a decent understanding of Hiragana or in some cases Katakana, they&rsquo;ll be a mess of indecipherable text. So it&#39;s either buying a game for cheap that I am unable to understand, and thus sacrificing the story, or&nbsp;purchasing an expensive game at home and watching my savings dwindle.</span></span></div>
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<div style="text-align: center"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><a href="http://www.levelfortytwo.com/wp-content/uploads/2010/06/DSC_1068.jpg"><img alt="" class="aligncenter size-large wp-image-4356" height="521" src="http://www.levelfortytwo.com/wp-content/uploads/2010/06/DSC_1068-680x1024.jpg" style="width: 216px;height: 403px" width="346" /></a></span></span></div>
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;">We struggle to play these games in hard economic times, and most of us are just looking to relive our childhoods. I&#39;m not looking to make money off of my nostalgia, and even if it takes playing on an emulator, the feeling and just having the game again is the most important aspect of collecting these games. One thought that crossed my mind as I browsed the shelves was, &quot;This could be a good chance to make some money.&quot; If a copy of <em>Shenmue</em> goes for so much back home and for so little over here, why not exploit the system a bit? I nearly slapped myself. That&#39;s outside of the spirit of vintage gaming. </span></span></div>
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;">Going into that book store in Nagano and the shops in Akihabara showed me a new side of Japanese gaming. They&#39;re always looking forward, but only a select few look back. Magazines like&nbsp;Old Gamers show that side; however, it&#39;s just not as pronounced as it is here in the West. The nostalgia is there in Japan, no doubt, but store rooms are small and warehouses are few and far between. It&#39;s insane, and perplexing.</span></span></div>
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		<title>Nintendo Pre-E3 Interview</title>
		<link>http://www.levelfortytwo.com/2010/06/nintendo-pre-e3-interview/</link>
		<comments>http://www.levelfortytwo.com/2010/06/nintendo-pre-e3-interview/#comments</comments>
		<pubDate>Wed, 09 Jun 2010 15:20:43 +0000</pubDate>
		<dc:creator>Erika Szabo</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Features]]></category>
		<category><![CDATA[3ds]]></category>
		<category><![CDATA[Nintendo DSi]]></category>
		<category><![CDATA[Nintendo DSi XL]]></category>
		<category><![CDATA[Super Mario Galaxy]]></category>
		<category><![CDATA[Super Mario Galaxy 2]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=4339</guid>
		<description><![CDATA[During the&#160;Super Mario Galaxy 2&#160;launch party I had a chance to speak with Nintendo Representative Matt Ryan about&#160;Galaxy 2, as well as Nintendo&#39;s lineup at the Electronic Entertainment Expo &#8212; or E3 for short.&#160; With E3 almost here, June 15-17, there&#39;s no better time to talk about this year&#39;s biggest speculations: LevelFortyTwo:&#160;Super Mario Galaxy 2&#160;seems [...]]]></description>
			<content:encoded><![CDATA[<p>During the&nbsp;<em>Super Mario Galaxy 2</em>&nbsp;launch party I had a chance to speak with Nintendo Representative Matt Ryan about&nbsp;<em>Galaxy 2</em>, as well as Nintendo&#39;s lineup at the Electronic Entertainment Expo &#8212; or E3 for short.&nbsp; With E3 almost here, June 15-17, there&#39;s no better time to talk about this year&#39;s biggest speculations:</p>
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<p style="text-align: center; "><em><span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><a href="http://www.levelfortytwo.com/wp-content/uploads/2010/06/Super-Mario-Galaxy-2-1.jpg"><img alt="" class="aligncenter size-large wp-image-4340" height="397" src="http://www.levelfortytwo.com/wp-content/uploads/2010/06/Super-Mario-Galaxy-2-1-1024x678.jpg" style="cursor: default; " title="Super Mario Galaxy 2 (1)" width="600" /></a></span></span></em></p>
<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><em><span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><strong>LevelFortyTwo:</strong>&nbsp;<em>Super Mario Galaxy 2</em>&nbsp;seems to be getting a lot of good reception.&nbsp; Are you confident in the game&#39;s success and do you think that it will exceed the popularity of the first game?</span></span></em></span></span></p>
<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><em><span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><strong>Matt Ryan:</strong>&nbsp;That&#39;s a hard question to answer, I played about 6 hours of&nbsp;<em>Super Mario Galaxy 2</em>&nbsp;and it&#39;s one of my favourites.&nbsp; In my opinion&nbsp;<em>Super Mario Galaxy</em>&nbsp;is one of the best experiences on the Wii so far.&nbsp; There&#39;s a lot of familiarity with&nbsp;<em>Galaxy 2</em>, with new power-ups, items and Yoshi being a big part of it, so we&#39;ll just have to wait and see what consumers think.&nbsp; But with the lineup we&#39;ve had with the event &#8212; the amount of fans that have come out and the smiles on everyone&#39;s faces &#8211;&nbsp; I think this game is going to do quite well and make a lot of gamers very happy.</span></span></em></span></span></p>
<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><em><span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><strong>Lv42:&nbsp;</strong>Yeah, I played a bit of the game and, I&#39;ve got to say, I&#39;m really glad that Yoshi was added to the mix.&nbsp;</span></span></em></span></span></p>
<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><em><span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><strong>MR:</strong>&nbsp;My favourite part about Yoshi, besides the fact that he likes to eat everything, is that cute little noise he makes when you hold down the A Button and he makes that extra little lift.&nbsp; *laughs*</span></span></em></span></span></p>
<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><em><span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><strong>Lv42:</strong>&nbsp;How do you feel about the DSi XL&#39;s solid sales debut?&nbsp; Are you confident in the hardware&#39;s success?</span></span></em></span></span></p>
<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><em><span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><strong>MR:&nbsp;</strong>I think what we need to remember is that Nintendo DSi XL is fairly new &#8212; so is the Nintendo DSi for that matter.&nbsp; The product is selling well, both the Nintendo DSi and XL are popular, and look at the kids of all ages &#8212; me being one of them &#8212; carrying them around &#8212; I&#39;ve got my DSi in my back pocket to take photos.&nbsp; My point is, we&#39;ll see how it goes.&nbsp; People are enjoying the XL.&nbsp; It&#39;s a bigger version of the DSi with free software and, besides those two things, there&#39;s not much otherwise.&nbsp; We&#39;ll just have to see.&nbsp; In the next couple of weeks at E3 we&#39;ll be talking about the 3DS.&nbsp; So I think we know where the future of Nintendo portable systems are going.</span></span></em></span></span></p>
<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><em><span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><strong>Lv42:</strong>&nbsp;With that said, can we also expect to hear about various 3D games?</span></span></em></span></span></p>
<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><em><span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><strong>MR:</strong>&nbsp;Well, I can&#39;t spoil what we&#39;re going to talk about at E3 but if we&#39;re going to show the hardware then there&#39;s got to be some software to go along with it.&nbsp; We&#39;ll just have to see what happens in the next few weeks.</span></span></em></span></span></p>
<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><em><span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><strong>Lv42:</strong>&nbsp;Are you confident in 3D games?&nbsp;</span></span></em></span></span></p>
<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><em><span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><strong>MR:</strong>&nbsp;The trend of 3D is quite apparent in movies and video games and with Nintendo coming out with the 3DS, the first portable 3D hardware, it shows how innovative we can be.&nbsp; Nintendo, since the beginning, has been about innovation and providing something unique as far as the experience goes.&nbsp; We launch our products when we feel the time is right and we feel the time is right for a portable 3D system.&nbsp;</span></span></em></span></span></p>
<p style="text-align: center; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><em><span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><a href="http://www.levelfortytwo.com/wp-content/uploads/2010/06/Super-Mario-Galaxy-2-2.jpg"><img alt="" class="aligncenter size-large&lt;br /&gt;&lt;br /&gt;<br />
wp-image-4341" height="600" src="http://www.levelfortytwo.com/wp-content/uploads/2010/06/Super-Mario-Galaxy-2-2-682x1024.jpg" style="cursor: default; " title="Super Mario Galaxy 2 (2)" width="400" /></a></span></span></em></span></span></p>
<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><em><span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><strong>Lv42:</strong>&nbsp;Can we expect to hear more about motion control games now that Sony and Microsoft are releasing their own peripherals?</span></span></em></span></span></p>
<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><em><span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><strong>MR:</strong>&nbsp;I think what you&#39;re going to hear about is the Wii Motion Plus.&nbsp; We&#39;ve been using motion controls, for video games, for years now.&nbsp; Our developers and third party developers are perfecting the use of motion controls and the games keep getting better and better from everyone.&nbsp; Wii Motion Plus is still fairly new and there&#39;s a lot more exciting launches to come, from both first and third party developers.&nbsp; Nintendo&#39;s focusing on providing the most unique and immersive [motion control] experiences as possible.&nbsp;</span></span></em></span></span></p>
<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><em><span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><strong>Lv42:</strong>&nbsp;So that&#39;s how Nintendo plans to stand out from its competitors?&nbsp;</span></span></em></span></span></p>
<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><em><span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><strong>MR:</strong>&nbsp;We have to focus on quality &#8212; it&#39;s about the software now, not the hardware or accessories.&nbsp; When you play&nbsp;<em>Galaxy 2</em>, while the controls are familiar, you&#39;re gonna find that they are very tight and smooth.&nbsp; We&#39;re gonna keep that going. &nbsp;</span></span></em></span></span></p>
<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><em><span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><strong>Lv42:&nbsp;</strong>With&nbsp;<em>Mario Galaxy 2</em>&nbsp;out and&nbsp;<em>Metroid: Other M</em>&nbsp;not far behind can we expect the new&nbsp;<em>Zelda</em>&nbsp;title to be revealed at this year&#39;s E3 and possibly be released this year as well?&nbsp;&nbsp;</span></span></em></span></span></p>
<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><em><span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><strong>MR:</strong>&nbsp;At last year&#39;s E3, Mr. Miyamoto happened to have mentioned a new&nbsp;<em>Zelda</em>.&nbsp; When? That I cannot tell you.&nbsp;&nbsp;But personally, I need a new&nbsp;<em>Zelda</em>&nbsp;title.&nbsp;</span></span></em></span></span></p>
<p style="text-align: center; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><em><span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><em>Photos courtesy of Cohn &amp; Wolfe</em></span></span></em></span></span></p>
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		<title>Celebrate with Lv42</title>
		<link>http://www.levelfortytwo.com/2010/06/celebrate-with-lv42/</link>
		<comments>http://www.levelfortytwo.com/2010/06/celebrate-with-lv42/#comments</comments>
		<pubDate>Tue, 08 Jun 2010 13:33:51 +0000</pubDate>
		<dc:creator>LevelFortyTwo Staff</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Staff Blogs]]></category>
		<category><![CDATA[contest]]></category>
		<category><![CDATA[LevelFortyTwo.com]]></category>
		<category><![CDATA[lv42]]></category>
		<category><![CDATA[shattered horizon]]></category>
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		<category><![CDATA[win a copy of shattered horizon]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=4324</guid>
		<description><![CDATA[Yesterday we broke 100,000 hits. Some people might consider it a large number, while others might consider it to be quite small. Regardless, we&#39;re very pleased to have reached this milestone. Tomorrow will be our 7-month anniversary, if you will, and in that time we have published nearly 200 features, previews and previews. Our&#160;podcast has [...]]]></description>
			<content:encoded><![CDATA[<p><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;">Yesterday we broke 100,000 hits. Some people might consider it a large number, while others might consider it to be quite small. Regardless, we&#39;re very pleased to have reached this milestone. Tomorrow will be our 7-month anniversary, if you will, and in that time we have published nearly 200 features, previews and previews. Our&nbsp;<strong><a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=340805099">podcast</a> </strong>has nearly 7,000 subscribers and we&#39;re also about to break 30 episodes.&nbsp;It&#39;s hard to believe we&#39;ve already been around for this long, but we figured we should celebrate.</span></span></span></p>
<div style="font-family: Arial, Verdana, sans-serif; font-size: 12px; color: #222222; background-color: #ffffff;">
<p style="text-align: center;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;"><img alt="" height="263" src="http://www.the3dzone.de/wp-content/featured_images/shattered_horizon_logo.jpg" style="cursor: default;" width="500" /></span></span></span></p>
<p><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;">So to thank all of our readers, we&#39;re giving you a chance to win a copy of Shattered Horizon. Many of you might remember this game from when we&nbsp;<a href="http://www.levelfortytwo.com/2009/11/shattered-horizon/"><strong>first reviewed</strong></a> it in November 2009. Well, now this game has received a significant update and thanks to developers,&nbsp;<a href="http://www.shatteredhorizon.com/"><strong>Futuremark Games</strong></a>, you can win a copy.</span></span></span></p>
<p style="text-align: center;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;"><a href="http://twitter.com/levelfortytwo"><img align="middle" alt="" height="111" src="http://www.mindovermountain.com/momar/blog/wordpress/wp-content/uploads/2008/12/twitter_logo.jpg" style="cursor: default;" width="300" /><br />
		</a></span></span></span></p>
<p><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;">All you have to do is follow us on&nbsp;<strong><a href="http://twitter.com/levelfortytwo">Twitter</a></strong> and re-tweet this exact message:</span></span></span></p>
<p><em><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;">RT @levelfortytwo: We just broke 100,000 hits. Please re-tweet or follow and help us celebrate! #lv42</span></span></span></em></p>
<p><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;">It&#39;s that simple! On Friday afternoon we&#39;ll be randomly selecting 1 lucky winner from all those who entered.</span></span></span></p>
<p><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;">Thanks again for all of your support!</span></span></span></p>
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		<title>Din&#8217;s Curse</title>
		<link>http://www.levelfortytwo.com/2010/06/dins-curse-review/</link>
		<comments>http://www.levelfortytwo.com/2010/06/dins-curse-review/#comments</comments>
		<pubDate>Tue, 08 Jun 2010 13:25:12 +0000</pubDate>
		<dc:creator>Ian Walker</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[din]]></category>
		<category><![CDATA[din's curse]]></category>
		<category><![CDATA[din's curse review]]></category>
		<category><![CDATA[dungeon crawler]]></category>
		<category><![CDATA[soldak entertainment]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=4285</guid>
		<description><![CDATA[I&#8217;ve often described games as having “dynamic” and “living” worlds. In most instances, these realistic worlds silently work in your favor, providing valuable back story or special insight into the people and places you&#8217;ll eventually visit. These worlds are incredibly fun, but rarely feel as if they are out to get you. Soldak Entertainment kept [...]]]></description>
			<content:encoded><![CDATA[<p><!-- {cke_protected}%3C!%2D%2D%0A%09%09%40page%20%7B%20margin%3A%200.79in%20%7D%0A%09%09P%20%7B%20margin-bottom%3A%200.08in%20%7D%0A%09%2D%2D% --></p>
<p>I&#8217;ve often described games as having “dynamic” and “living” worlds. In most instances, these realistic worlds silently work in your favor, providing valuable back story or special insight into the people and places you&#8217;ll eventually visit. These worlds are incredibly fun, but rarely feel as if they are out to get you. Soldak Entertainment kept that same premise, but went an entirely different direction when creating their newest game. Full of random events and surprises, the world of <em>Din&#8217;s Curse</em> is a harsh one that will keep you constantly alert to the perils of its underground dungeons and also to those that plague the human settlements you are forced to protect.</p>
<p style="margin-bottom: 0in; font-style: normal;">The game begins by asking you to select a class. The choices are fairly standard for a fantasy RPG, but one in particular is very interesting. Upon choosing the Hybrid class, you are allowed to choose two specialties out of the 18 skill trees of the other classes. While your Hybrid character will only have two trees to spend skill points in instead of three, you&#8217;ll have greater control over what skills your character learns and can actually streamline the leveling a bit for newer players. You are also given a few other options to choose from before starting the game, such as setting monster levels and a few difficulty modifiers for more experienced players.</p>
<p style="margin-bottom: 0in; font-style: normal;">After creating your character, the game world is randomly generated and you, the noble hero, is plopped down right in the middle of a small human town. You soon realize you might be the best choice to save the world, as your first conversation with Din, the God of Honor, begins with him detailing your despicable life. Because you refused to serve any gods during your first life, you&#8217;ve been bound to Din and must do his bidding to redeem yourself. With this small intro out of the way, the first of the game&#8217;s dungeons is opened to you. From there you&#8217;ll slay ferocious monsters, collect ancient and powerful weaponry, and conquer the underworld in an attempt to make life better for those that live on the surface.</p>
<p style="margin-bottom: 0in; font-style: normal; text-align: center;"><img class="alignnone size-full wp-image-4287" title="2" src="http://www.levelfortytwo.com/wp-content/uploads/2010/06/2.jpg" alt="" width="615" height="450" /></p>
<p style="margin-bottom: 0in; font-style: normal;">Most games in this genre have a pretty generic and open story, so it was no surprise to me when the game basically set me out on my own. Throughout the first hour or so of gameplay you&#8217;ll be bombarded with tips and helpful directions on how to control your character, equip armor, use items, and so on and so forth. For newbies jumping into this game, those tips are a godsend. Every little action or event comes with a pop up you can click on for more info, and it was refreshing to see a game with such a huge world and extensive list of features take the time to acclimate those that may have a bit less experience. The gameplay is pretty standard fare, though, with most of the commands being made through clicking the mouse.</p>
<p style="margin-bottom: 0in; font-style: normal;">I&#8217;ll admit, the sound and visual directions taken by <em>Din&#8217;s Curse</em> were a bit off putting initially. The 3D models are definitely not as pretty as those found in <em>Torchlight</em>, and the voice acting and background ambiance come nowhere close to the <em>Diablo </em>series. It was hard to not think of these games as I worked my way through the early dungeons <em>Din&#8217;s Curse</em>, until I reached my first random event. I wasn&#8217;t aware <em>Din&#8217;s Curse</em> was going to be implementing this sort of feature during my adventure, so it came was quite a shock when it happened. As I was demolishing a few imps and trolls, the dungeon walls around me suddenly began to shake. Debris fell around me and the monsters I was fighting scattered into the darkness. I immediately made my way out of the dungeon and just sat there, still surprised by what had occurred. As I continued through the game, I was met with a multitude of these events, some mundane like the cave in I experienced early on, some life threatening like an invasion of the surface I experienced later.</p>
<p style="margin-bottom: 0in; font-style: normal; text-align: center;"><img class="alignnone size-full wp-image-4286" title="1" src="http://www.levelfortytwo.com/wp-content/uploads/2010/06/1.jpg" alt="" width="615" height="450" /></p>
<p style="margin-bottom: 0in; font-style: normal;">Unfortunately, I soon realized some of these events weren&#8217;t so random, but rather stemmed from my own ignorance. Quests play a huge part in keeping the delicate line between the town and the hordes of monsters waiting to destroy it in check. Some quests are incredibly important to the well being of the townsfolk. If you don&#8217;t complete them in a timely manner, the monsters inhabiting the dungeons may see a growth in their power. Miss enough of these quests, and they&#8217;ll lead an attack on the town above the dungeon, slaughtering innocents until you stop them. But, if you manage to complete enough of these important quests and stem the attacks of the evil creatures, Din will reward you handsomely with experience, reputation, and valuable items. You&#8217;ll do this from town to town until Din sees fit and allows you the redemption you&#8217;ve been seeking.</p>
<p style="margin-bottom: 0in;"><em>Din&#8217;s Curse</em><span style="font-style: normal;"> really threw me for a loop. While it isn&#8217;t much of a looker, it hides a surprising depth. Not content to just piggyback on the successes of other dungeon crawlers, Soldak Entertainment added a few new components to keep the genre fresh and interesting. Playing </span><em>Din&#8217;s Curse</em><span style="font-style: normal;"> for any amount of time is equal parts frustrating and exhilarating, as the game is constantly throwing new events and challenges your way. The developers have found a very flexible world generating system that makes it feel very alive and important. I can&#8217;t wait to see what these folks cook up next.</span></p>
<p style="margin-bottom: 0in;"><span style="font-size: 16px;"><span style="text-decoration: underline;"><strong><span style="font-style: normal;">Likes</span><br />
</strong></span></span></p>
<ul>
<li>Creates a living, breathing, and incredibly engaging game world.</li>
<li>Takes the danger out of the dungeon and makes it imperative that you also protect the towns.</li>
<li>The expanse character class creation is something I&#8217;ll be experimenting with for a long time.</li>
</ul>
<p><span style="font-size: 16px;"><span style="text-decoration: underline;"><strong>Dislikes<br />
</strong></span></span></p>
<ul>
<li>The graphics are incredibly dated and are a bit off putting at first.</li>
<li>The sound direction is somewhat dull.</li>
</ul>
<p style="text-align: center;"><span style="text-decoration: underline;"><span style="font-size: 20px;">Review Score</span></span></p>
<p style="text-align: center;"><img class="alignnone size-full wp-image-825" title="3" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/3.png" alt="" width="32" height="60" /><span style="font-size: 72px;"> / </span><img class="alignnone size-full wp-image-444" title="5" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" alt="" width="39" height="60" /></p>
<hr />
<p style="text-align: center;"><span style="font-size: 11px;"><em>The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.<br />
</em></span></p>
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		<title>Talk Is Cheap &#8211; 6/7/10</title>
		<link>http://www.levelfortytwo.com/2010/06/talk-is-cheap-6-7-10/</link>
		<comments>http://www.levelfortytwo.com/2010/06/talk-is-cheap-6-7-10/#comments</comments>
		<pubDate>Mon, 07 Jun 2010 13:02:03 +0000</pubDate>
		<dc:creator>LevelFortyTwo Staff</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Podcast]]></category>
		<category><![CDATA[Cream Wolf]]></category>
		<category><![CDATA[LevelFortyTwo]]></category>
		<category><![CDATA[MESSHOF]]></category>
		<category><![CDATA[modnation racers]]></category>
		<category><![CDATA[Nidhogg]]></category>
		<category><![CDATA[RPGs]]></category>
		<category><![CDATA[Super Mario Galaxy 2]]></category>
		<category><![CDATA[Talk Is Cheap]]></category>
		<category><![CDATA[Travis Williams]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=4257</guid>
		<description><![CDATA[Boy do we love our video games, but what we love even more is talking to interesting people in the industry about interesting video game concepts!&#160; Join Michael, Erika, Nick and extra special guest Travis Williams (of 1UP.com &#8211; visit his blog here!) as they talk about Erika&#39;s review for Super Mario Galaxy 2 and [...]]]></description>
			<content:encoded><![CDATA[<p>Boy do we love our video games, but what we love even more is talking to interesting people in the industry about interesting video game concepts!&nbsp; Join Michael, Erika, Nick and extra special guest Travis Williams (of <strong><a href="http://www.1up.com/">1UP.com</a></strong> &#8211; visit his blog <strong><a href="http://www.1up.com/do/my1Up?publicUserId=5976130">here</a></strong>!) as they talk about Erika&#39;s review for <strong><a href="http://www.levelfortytwo.com/2010/06/super-mario-galaxy-2-review/">Super Mario Galaxy 2</a></strong> and Michael&#39;s review for <strong><a href="http://www.levelfortytwo.com/2010/06/modnation-racers-review/">ModNation Racers</a></strong>.</p>
<p>On Indie Compendium Erika talks about <strong><a href="http://messhof.com/">MESSHOF</a></strong>&#39;s latest works, <strong><a href="http://www.youtube.com/watch?v=fYQYT3rvLDI">Nidhogg</a></strong> and <strong><a href="http://games.adultswim.com/cream-wolf-twitchy-online-game.html"> Cream Wolf</a></strong>.&nbsp; Make sure to visit MESSHOF&#39;s site so you can play all of his amazing titles!&nbsp; For discussion the gang talks about the importance of RPGs, their defining traits and how RPGs can vary between cultures.&nbsp; To wrap things up, Michael talks about <strong><em><a href="http://en.wikipedia.org/wiki/Waltz_With_Bashir">Waltz with Bashir</a>, <a href="http://en.wikipedia.org/wiki/Get_Him_To_The_Greek">Get Him To The Greek</a></em>&nbsp;</strong>and&nbsp;<em>Invincible</em> as well as his disappointment in the tv show <em>Glee</em>;&nbsp;while Travis talks about a zombie show called <strong><a href="http://www.e4.com/deadset/">Dead Set</a></strong>.&nbsp; Definitely not your typical zombie flick as it blends in reality show elements, a la <em> Big Brother</em>, into the mix.</p>
<p><span style="color: #000000;"><span style="font-size: medium;"><span style="font-family: Times;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;"><span style="color: #000000;"><span style="color: #000000; line-height: 20px;">Send us your thoughts to podcast@levelfortytwo.com.&nbsp;&nbsp;<span style="color: #222222;">You can direct download the episode </span></span></span></span></span></span></span></span></span><a href="http://www.levelfortytwo.com/podcast/Talk%20Is%20Cheap%206_7_10.mp3"><span style="color: #000000;"><span style="font-size: medium;"><span style="font-family: Times;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;"><span style="color: #000000;"><span style="color: #000000; line-height: 20px;"><span style="color: #222222;"><strong>here</strong></span></span></span></span></span></span></span></span></span></a><span style="color: #000000;"><span style="font-size: medium;"><span style="font-family: Times;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;"><span style="color: #000000;"><span style="color: #000000; line-height: 20px;"><span style="color: #222222;">, or subscribe to the podcast in iTunes&nbsp;<a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=340805099"><strong>here</strong></a>.</span></span></span></span></span></span></span></span></span></p>

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		<title>ModNation Racers PSP</title>
		<link>http://www.levelfortytwo.com/2010/06/modnation-racers-psp-review/</link>
		<comments>http://www.levelfortytwo.com/2010/06/modnation-racers-psp-review/#comments</comments>
		<pubDate>Mon, 07 Jun 2010 12:59:47 +0000</pubDate>
		<dc:creator>Michael Brown</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[PSP]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[modnation racers]]></category>
		<category><![CDATA[modnation racers psp]]></category>
		<category><![CDATA[modnation racers psp review]]></category>
		<category><![CDATA[play create share]]></category>
		<category><![CDATA[psp reviews]]></category>
		<category><![CDATA[Sony]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=4251</guid>
		<description><![CDATA[In an attempt to expose as many players to their “Play Create Share” philosophy, Sony has released a PSP version of the newly released ModNation Racers. The game includes almost all of the same basic options from the PS3 version of the game – Career, Online, creation of Mods, karts &#38; tracks and the ability to [...]]]></description>
			<content:encoded><![CDATA[<div style="font-family: Arial, Verdana, sans-serif; font-size: 12px; color: #222222; background-color: #ffffff;">
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<p><span style="font-family: Times, Verdana, sans-serif; color: #000000;"><span style="font-size: medium;"><span style="font-family: Times;"><span style="font-family: arial, helvetica, sans-serif;"><span style="font-size: 12px;"><span style="color: #000000;">In an attempt to expose as many players to their “Play Create Share” philosophy, Sony has released a PSP version of the newly released <a href="http://www.levelfortytwo.com/2010/06/modnation-racers-review/"><strong><em>ModNation Racers</em></strong></a>. The game includes almost all of the same basic options from the PS3 version of the game – Career, Online, creation of Mods, karts &amp; tracks and the ability to upload them online – however <em>ModNation Racers PSP</em> seems to be missing some of the spark that it’s PS3 big brother displayed so proudly.</span></span></span></span></span></span></p>
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<p class="MsoNormal" style="text-align: center;"><span style="font-family: Times, Verdana, sans-serif; color: #000000;"><span style="font-size: medium;"><span style="font-family: Times;"><span style="font-family: arial, helvetica, sans-serif;"><span style="font-size: 12px;"><span style="color: #000000;"><img style="cursor: default;" src="http://www.platformnation.com/wp-content/uploads/2010/02/ModNation_Mod_PSP.jpg" alt="" width="480" height="288" align="middle" /><br />
</span></span></span></span></span></span></p>
<p class="MsoNormal"><span style="font-family: Times, Verdana, sans-serif; color: #000000;"><span style="font-size: medium;"><span style="font-family: Times;"><span style="font-family: arial, helvetica, sans-serif;"><span style="font-size: 12px;"><span style="color: #000000;">One of the first things I did upon starting was create a Mod (character). However many of the options were locked. I understand the need to do this, but even the PS3 version provided plenty of options from the beginning. As I created my Mod I noticed that the game gives you the option to select 2 different eyes (or ears) saying that you can make crazy combinations, however this just proves to be more frustrating. For the most part you want the same eyes and thus have to re-scroll down the long list of eyes just to find the same thing you already selected. It would have been better to allow the option to change your eyes afterwards to allow ease of creation for players.</span></span></span></span></span></span></p>
<p class="MsoNormal"><span style="font-family: Times, Verdana, sans-serif; color: #000000;"><span style="font-size: medium;"><span style="font-family: Times;"><span style="font-family: arial, helvetica, sans-serif;"><span style="font-size: 12px;"><span style="color: #000000;">Racer AI is still as unforgiving as ever. It takes one second to screw up and wind up in sixth place. What baffles me is that they all remain just behind you if you&#8217;re in first place, but when you take a hit they all seem to power ahead. Racing online seems to be the best place to go for an evenly matched race. Joining or hosting a race is incredibly simple and within a minute or two you&#8217;ll have 6 other racers raring to go.</span></span></span></span></span></span></p>
<p class="MsoNormal"><span style="font-family: Times, Verdana, sans-serif; color: #000000;"><span style="font-size: medium;"><span style="font-family: Times;"><span style="font-family: arial, helvetica, sans-serif;"><span style="font-size: 12px;"><span style="color: #000000;">Now, I reviewed this game on the PSPgo, which as everyone knows, has a slightly different layout than a regular PSP. The R button is used to accelerate however there would be many times when I was pressing the button from the side (as opposed to dead center) and my kart would suddenly slow down. It didn&#8217;t end up being a huge issue because I changed my control layout, however it is an issue that still exists and could end up frustrating many players.</span></span></span></span></span></span></p>
<p class="MsoNormal" style="text-align: center;"><span style="font-family: Times, Verdana, sans-serif; color: #000000;"><span style="font-size: medium;"><span style="font-family: Times;"><span style="font-family: arial, helvetica, sans-serif;"><span style="font-size: 12px;"><span style="color: #000000;"><img style="cursor: default;" src="http://bulk.destructoid.com/ul/170279-/modnation-620x.jpg" alt="" width="480" height="288" align="middle" /></span></span></span></span></span></span></p>
<p class="MsoNormal"><span style="font-family: Times, Verdana, sans-serif; color: #000000;"><span style="font-size: medium;"><span style="font-family: Times;"><span style="font-family: arial, helvetica, sans-serif;"><span style="font-size: 12px;"><span style="color: #000000;">There are still plenty of options for customizability available in <em>MNR PSP</em>, although most of them are locked from the beginning. Only after completing many of the career races do you begin to acquire more options for your Mod, kart and so on. One thing I found severely different was the track editor. As you lay your track the game tries to tell you where it should go, while an outline would be help the game auto-steers for you and it feels as if it doesn&#8217;t want you to create your own type of track. There is also no auto-populate feature in the PSP version of the game. While it&#8217;s understandable, it does make making a track a much greater task than it is in the PS3 version.</span></span></span></span></span></span></p>
<p class="MsoNormal"><span style="font-family: Times, Verdana, sans-serif; color: #000000;"><span style="font-size: medium;"><span style="font-family: Times;"><span style="font-family: arial, helvetica, sans-serif;"><span style="font-size: 12px;"><span style="color: #000000;">Overall, <em>MNR PSP</em> is a decent game and provides exactly what you&#8217;d expect from the PSP version of a PS3 game. While I wouldn&#8217;t recommend it to anyone who already has the PS3 version of the game, I would recommend it to anyone with a PSP who is looking for a kart racer on the go.</span></span></span></span></span></span></p>
<p class="MsoNormal"><span style="font-family: Times, Verdana, sans-serif; color: #000000;"><span style="font-size: medium;"><span style="font-family: Times;"><span style="font-size: 16px;"><span style="font-family: arial, helvetica, sans-serif;"><span style="color: #000000;"><span style="text-decoration: underline;"><strong>Likes:</strong></span></span></span></span></span></span><span style="color: #000000; font-family: Times; font-size: medium;"> </span></span></p>
<ul>
<li><span style="font-family: Times, Verdana, sans-serif; color: #000000;"><span style="font-family: arial, helvetica, sans-serif;"><span style="font-size: 12px;"><span style="color: #000000;">Ease of online play<br />
</span></span></span></span></li>
<li><span style="font-family: Times, Verdana, sans-serif; color: #000000;"><span style="font-family: arial, helvetica, sans-serif;"><span style="font-size: 12px;"><span style="color: #000000;">Ability to play ModNation Racers on the go<br />
</span></span></span></span></li>
<li><span style="font-family: Times, Verdana, sans-serif; color: #000000;"><span style="font-family: arial, helvetica, sans-serif;"><span style="font-size: 12px;"><span style="color: #000000;">Virtually no loading times (unlike the PS3 version)<br />
</span></span></span></span></li>
</ul>
<p class="MsoNormal"><span style="font-family: Times, Verdana, sans-serif; color: #000000;"><span style="font-size: 16px;"><span style="font-family: arial, helvetica, sans-serif;"><span style="color: #000000;"><span style="text-decoration: underline;"><strong>Dislikes:</strong></span></span></span></span></span></p>
<ul>
<li><span style="font-family: Times, Verdana, sans-serif; color: #000000;"><span style="font-family: arial, helvetica, sans-serif;"><span style="font-size: 12px;"><span style="color: #000000;">Too many creation options are locked at the beginning<br />
</span></span></span></span></li>
<li><span style="font-family: Times, Verdana, sans-serif; color: #000000;"><span style="font-family: arial, helvetica, sans-serif;"><span style="font-size: 12px;"><span style="color: #000000;">Track editor feels much more restricted<br />
</span></span></span></span></li>
<li><span style="font-family: Times, Verdana, sans-serif; color: #000000;"><span style="font-family: arial, helvetica, sans-serif;"><span style="font-size: 12px;"><span style="color: #000000;">Racer AI is still too perfect</span></span></span></span></li>
</ul>
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<p style="padding-top: 0px; padding-right: 0px; padding-bottom: 10px; padding-left: 0px; text-align: center; margin: 0px;"><span style="font-family: Times, Verdana, sans-serif; color: #000000;"><span style="color: #000000; font-family: Times; font-size: medium;"><span style="font-family: Arial, Tahoma, Verdana; line-height: 20px;"><span style="color: #000000; font-family: Times; font-size: medium;"> <span style="font-family: arial, helvetica, sans-serif;"><span style="color: #000000; font-size: xx-large;"><span style="font-size: medium;"><span style="font-size: 16px; text-decoration: underline;"><strong><span style="line-height: 20px; font-size: 20px;"><span style="text-decoration: underline;">Review Score</span></span></strong></span></span></span></span></span></span></span></span></p>
<p style="padding-top: 0px; padding-right: 0px; padding-bottom: 10px; padding-left: 0px; text-align: center; margin: 0px;"><span style="font-family: Times, Verdana, sans-serif; color: #000000;"><span style="color: #000000; font-family: Times; font-size: medium;"><span style="font-family: Arial, Tahoma, Verdana; line-height: 20px;"><span style="color: #000000; font-family: arial, tahoma, verdana; font-size: -webkit-xxx-large; line-height: 20px;"><img class="alignnone size-full wp-image-845" style="cursor: default; margin-top: 0px; margin-right: 0px; margin-bottom: 10px; margin-left: 0px; display: inline; padding: 0px;" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/3.png" alt="4" width="40" height="60" /><span style="font-size: 72px;"> / </span><img class="alignnone size-full wp-image-444" style="cursor: default; margin-top: 0px; margin-right: 0px; margin-bottom: 10px; margin-left: 0px; display: inline; padding: 0px;" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" alt="5" width="40" height="60" /></span></span></span></span></p>
<hr /></div>
<p style="padding-top: 0px; padding-right: 0px; padding-bottom: 10px; padding-left: 0px; margin: 0px;"><span style="font-family: Times, Verdana, sans-serif; color: #000000;"><span style="color: #000000; font-family: Times; font-size: medium;"><span style="font-family: Arial, Tahoma, Verdana; line-height: 20px;"><span style="color: #000000; font-family: arial, helvetica, sans-serif; font-size: 11px; font-style: italic; line-height: 20px;">The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.</span></span></span></span></p>
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		<title>Super Mario Galaxy 2</title>
		<link>http://www.levelfortytwo.com/2010/06/super-mario-galaxy-2-review/</link>
		<comments>http://www.levelfortytwo.com/2010/06/super-mario-galaxy-2-review/#comments</comments>
		<pubDate>Thu, 03 Jun 2010 12:56:17 +0000</pubDate>
		<dc:creator>Erika Szabo</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Wii]]></category>
		<category><![CDATA[Mario]]></category>
		<category><![CDATA[Mario series]]></category>
		<category><![CDATA[nintendo]]></category>
		<category><![CDATA[Nintendo Wii]]></category>
		<category><![CDATA[platformer]]></category>
		<category><![CDATA[Super Mario Galaxy 2]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=4233</guid>
		<description><![CDATA[Since the release of&#160;Super Mario 64, Nintendo has been struggling to create a 3D platformer that is as crisp and immersive as its 2D predecessors.&#160;While&#160;Mario 64&#160;was a hallmark of its time, it had numerous camera and control flaws that had yet to be polished. It&#8217;s hard to imagine that almost 9 years have passed since [...]]]></description>
			<content:encoded><![CDATA[<div>
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">Since the release of&nbsp;<em>Super Mario 64</em>, Nintendo has been struggling to create a 3D platformer that is as crisp and immersive as its 2D predecessors.&nbsp;While&nbsp;<em>Mario 64</em>&nbsp;was a hallmark of its time, it had numerous camera and control flaws that had yet to be polished. It&rsquo;s hard to imagine that almost 9 years have passed since that time, when 3D graphics were only beginning to shed light.&nbsp;While the graphics at that time seem archaic when compared to today&rsquo;s standards,&nbsp;<em>Mario 64</em>&nbsp;was certainly a step in the right direction and paved the way for future 3D installments.&nbsp;</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
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<div style="text-align: center; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><img alt="" height="307" src="http://gamerant.com/wp-content/uploads/super-mario-galaxy-2-review.jpg" style="cursor: default; " width="500" /></span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">Since then, Nintendo has shown us that, with a bit of time and patience, anything was possible.&nbsp;<em>Super Mario Galaxy</em>&rsquo;s polished controls, improved camera and innovative power-ups provided a fulfilling adventure &ndash; one that fans still marvel over. Much like<em>Mario 64</em>,&nbsp;<em>Galaxy</em>&nbsp;provided innovative ideas, but with 3D graphics already a popular staple in society,&nbsp;<em>Galaxy</em>&nbsp;attempted to expand upon those capabilities and offered a more creative experience in which players could better interact with the environments.&nbsp;Nintendo liked this idea enough to eventually make a sequel.&nbsp;And what a sequel it was!</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">For many,&nbsp;<em>Super Mario Galaxy 2</em>&nbsp;sounded like a cop-out &ndash; a lazy attempt at creating another platformer for the Wii.&nbsp;New power-ups, levels and the addition of our favourite green dinosaur, Yoshi, failed to impress, especially when fans were expecting bigger and better ideas. However,&nbsp;<em>Galaxy 2</em>&nbsp;has proven itself to be better than rumors had made it, so good that it surpasses the original in every way possible.&nbsp;In a way, this doesn&rsquo;t come as a surprise considering how Nintendo had plenty of time to harness the full capabilities of&nbsp;<em>Galaxy</em>&nbsp;and improve upon its small nuances.</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
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<div style="text-align: center; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><img alt="" height="281" src="http://www.levelfortytwo.com/wp-content/uploads/i_23040-620x.jpg" style="cursor: default; " width="500" /></span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">The story is simple and, most of all, nostalgic: save Princess Peach from the dreaded reptilian overlord, Bowser.&nbsp;Time and time again, players bear this minimalist story in mind (that is unless your talking about&nbsp;<em>Super Mario RPG</em>, that shit was deep!) and take it with a grain of salt.&nbsp;As we all know, Mario titles aren&rsquo;t meant to have gripping stories (although they can be hilarious if you&rsquo;re talking about the&nbsp;<em>Mario &amp; Luigi</em>&nbsp;games), they are all about the platforming.&nbsp;Mario has found himself scaling mountains, diving deep underwater, exploring mysterious forests and visiting haunted houses.&nbsp;When the<em>Galaxy</em>&nbsp;series was first introduced, Mario found himself visiting similar worlds but with variations in gravity left and right. Nintendo has certainly kept their promise by offering various new additions in&nbsp;<em>Galaxy 2</em>, but it&rsquo;s hard to believe just how astonishing those additions are.</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
			</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">From the beginning,&nbsp;<em>Galaxy 2</em>&nbsp;doesn&#39;t waste time boring players with story.&nbsp; After a quick stint with Bowser, Mario once again finds himself on a quest to retrieve Princess Peach from his nemesis and bring peace back to the Mushroom Kingdom.&nbsp; With the help of the Lumas, Mario finds himself cruising various galaxies on his trusty, planet-size spaceshift, er, faceship as the Luma crew calls it.&nbsp; By exploring planets and meeting various objectives, Mario is rewarded with Power Stars which he will need to progress through galaxies as well as the story.&nbsp; Upon gaining control of the ship, players immediately have the option of navigating the galaxy and exploring its many worlds.&nbsp; While&nbsp;<em>Galaxy</em>&nbsp;forced players to explore different sections of the ship in order to visit galaxies,&nbsp;<em>Galaxy 2</em>&#39;s map system provides a much more linear experience than in the past&nbsp;<em>Galaxy</em>&nbsp;title.&nbsp; Although that might seem like an issue, this slight change puts the game in constant motion.</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
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<div style="text-align: center; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><img alt="" height="320" src="http://www.videogamesblogger.com/wp-content/uploads/2009/07/super-mario-galaxy-2-hardcore-gamers-screenshot.jpg" style="cursor: default; " width="500" /></span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">With a game as fast paced as this, there&#39;s plenty to look forward to.&nbsp;&nbsp;<em>Galaxy 2</em>&#39;s level-to-level progression and increasingly creative level designs makes for one exciting experience.&nbsp; In addition to the game&#39;s innovative levels are its power-ups, new and old alike (i.e. Mario power-ups: Cloud Mario, Bee Mario, Rock Mario; Yoshi power-ups: Light Yoshi, Dash Yoshi, Blimp Yoshi), and even then it&#39;s difficult to fathom what each level will present.&nbsp;&nbsp; As if this weren&#39;t enough,&nbsp;<em>Galaxy 2</em>&nbsp;proves itself to be much more challenging than it&#39;s predecessor, but plenty rewarding.&nbsp; This increased difficulty certainly adds an extra sense of fulfillment after beating a particularly tough level (there are plenty!).&nbsp;<em>Galaxy 2</em>&nbsp;has certainly upped the bar in platforming and offers a consistently enjoyable, innovative and challenging experience.&nbsp;</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
			</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">Now seems like a perfectly good time to mention&nbsp;<em>Galaxy 2</em>&#39;s other compelling additions including the debut of everyone&#39;s favourite green dinosaur, Yoshi.&nbsp; While limited, his involvement in the game certainly adds to the experience, especially from those Yoshi-centric power-ups just mentioned.&nbsp; In many situations, Yoshi is a necessity.&nbsp; Without him it&#39;s impossible to get through various of&nbsp;<em>Galaxy 2</em>&#39;s levels so having him on your side is not only entertaining, but also incredibly helpful. Another nice addition is the the game&#39;s co-op mode.&nbsp; While player 2 had a limited role in the first&nbsp;<em>Galaxy</em>,&nbsp;<em>Galaxy 2</em>&nbsp;allows player 2 to take on the role of a Luma and help Mario freeze and destroy enemies while also helping collect items.&nbsp; The co-op mode is generally a helpful addition to gameplay, but every now and again it does cause a few annoyances due to cooperation issues.&nbsp; (Believe me, it&#39;s hard to knit-pick when reviewing a game this consistently good!) It might seem hard to imagine, but there is a never-ending list of enjoyable additions to this game.&nbsp; Unfortunately there&#39;s no way I can reflect on all of them but make sure to keep in mind the impeccable score and Mario title references (be it level design, music etc.) as well!&nbsp;</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
			</span></span></span></div>
<div style="text-align: center; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><img alt="" height="274" src="http://site.video-game-central.com/media/wii/wii-super-mario-galaxy-2/super_mario_galaxy_2_wii_08.jpg" style="cursor: default; " width="500" /></span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
			</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">With that said,&nbsp;<em>Galaxy 2</em>&nbsp;has no flaws.&nbsp; There are no camera issues, no control issues and no lackluster level designs in sight.&nbsp;&nbsp;<em>Galaxy 2</em>&#39;s great sense of creativity helps it pull through and become one of the best platformers in recent memory not only because it is innovative, but because it provides that same sense of fulfillment older Mario installments like&nbsp;<em>Super Mario Bros. 3&nbsp;</em>and&nbsp;<em>Super Mario World</em>&nbsp;offered. Frankly, it&#39;s not often that we get to experience a platformer, or game in general, this seamless and, dare I say, nostalgic.&nbsp;&nbsp;<em>Galaxy 2</em>&nbsp;is not worth missing.&nbsp;</span></span></span></div>
<div><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><br />
			</span></div>
<div>
<div><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><span style="font-family: arial, sans-serif; color: rgb(0, 0, 0); font-size: small; "><span style="border-collapse: collapse; font-size: 13px; "><span style="border-collapse: separate; font-family: arial, helvetica, sans-serif; font-size: 16px; color: rgb(34, 34, 34); "><em><span><span style="font-style: normal; "><span style="color: rgb(0, 0, 0); "><span style="text-decoration: underline; "><strong><span style="font-style: normal; ">Likes</span></strong></span></span></span></span></em></span></span></span></span></div>
<ul>
<li>
<div><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="color: rgb(0, 0, 0); font-family: arial, sans-serif; border-collapse: collapse; ">Creative and innovative level designs keep things interesting till the very end<br />
						</span></span></span></div>
</li>
<li>
<div><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="color: rgb(0, 0, 0); font-family: arial, sans-serif; border-collapse: collapse; ">Increased challenge adds an extra sense of fulfillment after beating a level<br />
						</span></span></span></div>
</li>
<li>
<div><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="color: rgb(0, 0, 0); font-family: arial, sans-serif; border-collapse: collapse; ">Countless new additions to drool over<br />
						</span></span></span></div>
</li>
</ul>
<div><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><span style="font-family: arial, sans-serif; color: rgb(0, 0, 0); font-size: small; "><span style="border-collapse: collapse; font-size: 13px; "><span style="border-collapse: separate; font-family: arial, helvetica, sans-serif; font-size: 16px; color: rgb(34, 34, 34); "><em><span><span style="font-style: normal; "><span style="color: rgb(0, 0, 0); "><span style="text-decoration: underline; "><strong>Dislikes</strong></span></span></span></span></em></span></span></span></span></div>
<ul>
<li>
<div><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="color: rgb(0, 0, 0); font-family: arial, sans-serif; border-collapse: collapse; ">Co-op mode can be a tad annoying and slows down the games fast-paced nature&nbsp;</span></span></span></div>
</li>
</ul>
<div>
<p style="text-align: center; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><span style="font-family: arial, sans-serif; color: rgb(0, 0, 0); font-size: small; "><span style="border-collapse: collapse; font-size: 13px; "><span style="border-collapse: separate; font-family: Arial, Verdana, sans-serif; font-size: 12px; color: rgb(34, 34, 34); "><span style="font-family: arial, helvetica, sans-serif; "><em><span style="font-size: small; "><span style="font-size: 12px; font-style: normal; "><span style="color: rgb(0, 0, 0); font-size: medium; "><span style="font-size: 20px; "><span style="text-decoration: underline; ">Review Score</span></span></span></span></span></em></span></span></span></span></span></p>
<p style="text-align: center; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><span style="font-family: arial, sans-serif; color: rgb(0, 0, 0); font-size: small; "><span style="border-collapse: collapse; font-size: 13px; "><span style="border-collapse: separate; font-family: Arial, Verdana, sans-serif; font-size: 12px; color: rgb(34, 34, 34); "><span style="font-family: arial, helvetica, sans-serif; "><em><span style="font-size: small; "><span style="font-size: 12px; font-style: normal; "><span style="color: rgb(0, 0, 0); font-size: medium; "><img alt="5" class="alignnone size-full wp-image-444" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" style="cursor: default; " title="5" width="39" /><span style="font-size: 72px; ">&nbsp;/&nbsp;</span><img alt="5" class="alignnone&lt;br&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;<br />
/&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt; size-full wp-image-444" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" style="cursor: default; " title="5" width="39" /></span></span></span></em></span></span></span></span></span></p>
<hr /><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><span style="font-family: arial, sans-serif; color: rgb(0, 0, 0); font-size: small; "><span style="border-collapse: collapse; font-size: 13px; "><span style="border-collapse: separate; font-family: Arial, Verdana, sans-serif; font-size: 12px; color: rgb(34, 34, 34); "><span style="font-family: arial, helvetica, sans-serif; "><em><span style="font-size: small; "><span style="font-size: 12px; font-style: normal; "><span style="color: rgb(0, 0, 0); font-size: medium; "><span style="font-size: 11px; "><em>The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.</em></span></span></span></span></em></span></span></span></span></span></div>
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		<title>ModNation Racers</title>
		<link>http://www.levelfortytwo.com/2010/06/modnation-racers-review/</link>
		<comments>http://www.levelfortytwo.com/2010/06/modnation-racers-review/#comments</comments>
		<pubDate>Tue, 01 Jun 2010 14:14:53 +0000</pubDate>
		<dc:creator>Michael Brown</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[kart racer ps3]]></category>
		<category><![CDATA[littlebigplanet]]></category>
		<category><![CDATA[modnation racers]]></category>
		<category><![CDATA[modnation racers ps3]]></category>
		<category><![CDATA[track creation]]></category>
		<category><![CDATA[united front games]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=4219</guid>
		<description><![CDATA[Think Mario Kart meets LittleBigPlanet. Pretty cool, right? Whenever I’ve had to describe ModNation Racers to any of my friends I typically use that description, and to be honest, it couldn’t be more accurate. ModNation Racers is the latest game in Sony’s line of “Play Create Share” games, or in MNR&#8216;s case, “Race Create Share”. Developed by Vancouver’s own United Front [...]]]></description>
			<content:encoded><![CDATA[<div style="font-family: Arial, Verdana, sans-serif; font-size: 12px; color: #222222; background-color: #ffffff;">
<p class="MsoNormal"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;">Think <em>Mario Kart</em> meets <em>LittleBigPlanet</em>. Pretty cool, right? Whenever I’ve had to describe <em>ModNation Racers</em> to any of my friends I typically use that description, and to be honest, it couldn’t be more accurate. <em>ModNation Racers</em> is the latest game in Sony’s line of “Play Create Share” games, or in <em>MNR</em>&#8216;s case, “Race Create Share”.</span></span></span></p>
<p class="MsoNormal"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;">Developed by Vancouver’s own <a href="http://www.levelfortytwo.com/2010/03/on-the-front-lines-studio-tour-of-united-front-games/"><strong>United Front Games</strong></a>, <em>MNR</em> is a brilliant showcase that demonstrates just how a user generated content game should be done, but that’s also not to say that the game is without its faults. <em>ModNation Racers</em> gives you the option to create your own characters (or ‘Mods’), karts and tracks and then put them use either online or via the game’s career mode.</span></span></span></p>
<p class="MsoNormal" style="text-align: center;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;"><img style="cursor: default;" src="http://i.imgur.com/KSXS8.jpg" alt="" width="600" height="338" align="middle" /><br />
</span></span></span></p>
<p class="MsoNormal"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;">Overall, the play mechanics are good – you accelerate using R2, steer with the Left Stick, drift with X, boost with L1 and dispatch items with Square. However, sometimes it feels as if the steering won’t stay straight unless you are really forcing the left analog stick forward. The drifting mechanic works well most of the time, but does go in the wrong direction from time to time. It would have been better if you could control the direction of drifting through a button press (a la <em>Mario Kart Double Dash</em>), instead of the game trying to guess what direction you’re trying to drift. While not a huge issue, it can lead to frustration from every now and then.</span></span></span></p>
<p class="MsoNormal"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;">With that said, the biggest source of frustration from <em>MNR</em> comes from the game’s exceptionally long loading times. When I originally tried the game’s public beta I felt that the loading times were also long but played it down due to the fact that it wasn’t a finished product. It’s not like the loading times affect the game or it’s playability in any significant way, but to have to wait 1 minute plus for a race track to load seems a little excessive.</span></span></span></p>
<p class="MsoNormal" style="text-align: center;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;"><img style="cursor: default;" src="http://i.imgur.com/U5JoP.jpg" alt="" width="600" height="338" align="middle" /><br />
</span></span></span></p>
<p class="MsoNormal"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;">My qualm with <em>MNR</em> is the sometimes brutal enemy AI and career mode difficulty. Unlike other kart racing games, you cannot select your difficulty on the racing circuit, while the initial few races might seem easy enough, the AI quickly learns its lesson and is hell bent on beating you. One of the things I also found surprising was how close the AI is behind you at all times. Basically it takes one slip up or fall of the course to go from 1<sup>st</sup> place to last.</span></span></span></p>
<p class="MsoNormal"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;">However, with all this said, <em>ModNation Racers</em> is still a superb game. All of the flaws I’ve outlined are relatively minor, in fact the AI issues go away as soon as you race online against other players. The online play is very smooth and offers plenty of options to customize the difficulty, track type (game made or user generated) and more. Within seconds you’ll be racing against other players and hopefully exploring new tracks created by the <em>MNR</em> community.</span></span></span></p>
<p class="MsoNormal"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;">The best part of <em>ModNation Racers</em> is the ability to create your own tracks, karts and Mods, but it’s not just being able to create them, it’s being able to create them with such ease that makes it great. When creating a track the game sets you up with a steam roller, you control it as if you were driving a kart and begin to lay down your track. When that is all said and done you can than choose to have the game auto-populate your track with prop items such as houses, signs and more, or simply lay it all out yourself.</span></span></span></p>
<p class="MsoNormal" style="text-align: center;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;"><img style="cursor: default;" src="http://i.imgur.com/Zf8GF.jpg" alt="" width="600" height="338" align="middle" /><br />
</span></span></span></p>
<p class="MsoNormal"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;">If diving right in is too complicated or you are a creator looking to explore more advanced options, the game offers many different tutorial videos all of which walk you through step by step on how to create a killer user-generated track. One thing I found interesting was that there weren’t really any terrible courses that can be made with the tool set, just some annoying ones – such as a course designed to allow unlimited drifting so that players can unlock a trophy. It’s fine when there’s just one or two, but when the keep popping up in online races in can become frustrating.</span></span></span></p>
<p class="MsoNormal"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;">Overall, <em>ModNation Racers</em> is a game I would highly recommend, if only so you can experience how amazing the level creator is. Like my earlier description stated, <em>MNR</em> is like <em>Mario Kart</em> meets <em>LittleBigPlanet</em>, and while there might be some areas for improvement you’d be a fool to miss out on such a fun experience.</span></span></span></p>
<p class="MsoNormal"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000; font-size: medium;"><span style="text-decoration: underline;"><strong>Likes:</strong></span></span></span></p>
<ul>
<li>Ease of all creation tools</li>
<li>Ability to play split screen and race online at the same time</li>
<li>Ability to download other’s creations and remix them your own way</li>
</ul>
<p class="MsoNormal"><span style="font-size: 16px;"><span style="text-decoration: underline;"><strong>Dislikes:</strong></span></span></p>
<ul>
<li>Loading times</li>
<li>Mild drifting issues</li>
<li>Racer AI always seemed way to perfect</li>
</ul>
<p style="padding-top: 0px; padding-right: 0px; padding-bottom: 10px; padding-left: 0px; text-align: center; margin: 0px;"><span style="font-family: arial, helvetica, sans-serif;"><span style="color: #000000; font-size: xx-large;"><span style="font-size: medium;"><span style="font-size: 16px; text-decoration: underline;"><strong><span style="line-height: 20px; font-size: 20px;"><span style="text-decoration: underline;">Review Score</span></span></strong></span></span></span></span></p>
<div>
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<div>
<p class="MsoNormal" style="padding-top: 0px; padding-right: 0px; padding-bottom: 10px; padding-left: 0px; margin-top: 0cm; margin-right: 0cm; margin-bottom: 0pt; margin-left: 0cm; text-align: center;"><span style="font-family: 'Times New Roman', Verdana, sans-serif; color: #000000; font-size: xx-large;"><span style="line-height: 20px; font-family: arial, tahoma, verdana;"><img class="alignnone size-full&lt;br&lt;br /&gt; /&gt;&lt;br /&gt; wp-image-845" style="cursor: default; margin-top: 0px; margin-right: 0px; margin-bottom: 10px; margin-left: 0px; display: inline; padding: 0px;" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/4.png" alt="4" width="40" height="60" /><span style="font-size: 72px;"> / </span><img class="alignnone size-full wp-image-444" style="cursor: default; margin-top: 0px; margin-right: 0px; margin-bottom: 10px; margin-left: 0px; display: inline; padding: 0px;" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" alt="5" width="40" height="60" /></span></span></p>
<hr /><span style="color: #000000; font-family: arial, helvetica, sans-serif; font-size: 11px; font-style: italic; line-height: 20px;">The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.</span></div>
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</div>
</div>
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		<title>Talk Is Cheap &#8211; 5/31/10</title>
		<link>http://www.levelfortytwo.com/2010/05/talk-is-cheap-5-31-10/</link>
		<comments>http://www.levelfortytwo.com/2010/05/talk-is-cheap-5-31-10/#comments</comments>
		<pubDate>Mon, 31 May 2010 15:28:16 +0000</pubDate>
		<dc:creator>LevelFortyTwo Staff</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Podcast]]></category>
		<category><![CDATA[Achron]]></category>
		<category><![CDATA[Amy Pond]]></category>
		<category><![CDATA[Looksley's Line Up]]></category>
		<category><![CDATA[Lost]]></category>
		<category><![CDATA[Super Mario Galaxy]]></category>
		<category><![CDATA[Talk Is Cheap]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=4211</guid>
		<description><![CDATA[This week, our heroes Nick and Joel go it alone, with some fancy dialogue on Achron, Looksley&#39;s Line-Up, and the brilliance of Super Mario Galaxy 2. Thrill as they discuss their preferences on character development, Nick&#39;s obsession with Lost, some less-than-veiled words on Amy Pond, and a special bit of hate hate hate on Facebook [...]]]></description>
			<content:encoded><![CDATA[<p>This week, our heroes Nick and Joel go it alone, with some fancy dialogue on <strong><a href="http://www.levelfortytwo.com/2010/05/talk-is-cheap-5-10-10/"><em>Achron</em></a></strong>, <strong><a href="http://www.levelfortytwo.com/2010/05/looksleys-line-up-dsi-review/"><em>Looksley&#39;s Line-Up</em></a></strong>, and the brilliance of <em>Super Mario Galaxy 2</em>. Thrill as they discuss their preferences on character development, Nick&#39;s obsession with Lost, some less-than-veiled words on Amy Pond, and a special bit of hate hate hate on Facebook and Apple.</p>
<p><span style="color: #000000;"><span style="font-size: medium;"><span style="font-family: Times;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;"><span style="color: #000000;"><span style="color: #000000; line-height: 20px;">Send us your thoughts to podcast@levelfortytwo.com.&nbsp;&nbsp;<span style="color: #222222;">You can direct download the episode</span></span></span></span></span></span></span></span></span><span style="color: #000000;"><span style="font-size: medium;"><span style="font-family: Times;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;"><span style="color: #000000;"><span style="color: #000000; line-height: 20px;"><span style="color: #222222;">, or subscribe to the podcast in iTunes&nbsp;<a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=340805099" style="color: #111111; text-decoration: none;"><strong>here</strong></a>.</span></span></span></span></span></span></span></span></span></p>

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		<title>Looksley&#8217;s Line Up</title>
		<link>http://www.levelfortytwo.com/2010/05/looksleys-line-up-dsi-review/</link>
		<comments>http://www.levelfortytwo.com/2010/05/looksleys-line-up-dsi-review/#comments</comments>
		<pubDate>Fri, 28 May 2010 15:48:26 +0000</pubDate>
		<dc:creator>Cody Johnstone</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Nintendo DS]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[3d nintendo ds games]]></category>
		<category><![CDATA[3ds]]></category>
		<category><![CDATA[Looksley's Line Up]]></category>
		<category><![CDATA[looksley's line up review]]></category>
		<category><![CDATA[nintendo 3ds]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=4082</guid>
		<description><![CDATA[3D seems to be all the rage nowadays, with the Playstation 3 making the leap to 3D gaming and Nintendo&#8217;s own 3D enabled handheld to be presented next month. Looksley&#8217;s Line Up is ahead of the curve, a 3D enabled head-tracking game that has you hunting down hidden pictures in a unique puzzle game that [...]]]></description>
			<content:encoded><![CDATA[<p>3D seems to be all the rage nowadays, with the Playstation 3 making the leap to 3D gaming and Nintendo&rsquo;s own 3D enabled handheld to be presented next month. <em>Looksley&rsquo;s Line Up</em> is ahead of the curve, a 3D enabled head-tracking game that has you hunting down hidden pictures in a unique puzzle game that sadly is held back with some hardware limitations.</p>
<p style="text-align: center;"><object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/lEMkgVnzvdE&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/lEMkgVnzvdE&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object></p>
<p><em>Looksley&rsquo;s Line Up</em> is a downloadable DSiWare game that is one of the few games on the service that takes full advantage of the hardware. Some may remember seeing a few short videos of it a few months back as the 3D Japanese DSi game that allowed players to adjust perspective by tilting the DS. The game does this by using the in-ward facing camera to keep track of the player&rsquo;s head to emulate a realistic perspective as though they are looking through a window into a tiny little paper craft world.<br />
	The visual style in <em>Looksley&rsquo;s Line Up</em> is charming and colourful. Each scene, of which there is an impressive variety, has a distinct look to it. All of them are based off famous nursery rhymes or fairy tales making them all instantly recognisable to just about anyone. The game uses clean 3D visuals to build these elaborate scenes. The result is always interesting to look at and explore.</p>
<p>The problem comes up with the awkward calibration problems. When you start playing the game takes a picture of your face so it can judge where your perspective is. However a number of factors can throw off the calibration. If the room is not well lit the simple DSi camera may have trouble judging your face from your background. If the light suddenly changes in the room it may throw off the calibration. I found myself periodically having to recalibrate my camera every so often. Sometimes I would be fine for a level or two, other times I would have to recalibrate up to three times in one level. This is not a game that can be comfortably played on the go.</p>
<p style="text-align: center;"><img alt="" height="272" src="http://www.levelfortytwo.com/wp-content/uploads/VuPXlBlZlovG3nhV2MkvBymHnSwNb1EY(1).jpg" width="408" /></p>
<p>The game itself is a hidden picture puzzle game. You are given a large roster of elaborate set pieces, each with a set of hidden images and letters. When you find all the letters in a level you&rsquo;re done, but for an extra challenge you can try finding the hidden images as well. The words you collect are used to progress though the game&rsquo;s Mario-like over world map that leads to new puzzle boards.</p>
<p>Each board&rsquo;s composition is a feat unto itself. Everything is very deliberately placed and has a purpose on the board. It is all about getting perspective on things. What looks like a jumble of hanging ivy from one angle will become a coiled snake from another. The way that images will just pop out at you as you get into just the right perspective is truly impressive. If you ever get stuck the game also has a number of hidden coins places around the environment that you can collect and spend on hints, akin to the <em>Professor Layton</em> series.</p>
<p style="text-align: center;"><img alt="" height="272" src="http://www.levelfortytwo.com/wp-content/uploads/58xPRPz_1bSYyGDgiCsR5cdDuga0q8v4.jpg" width="408" /></p>
<p><em>Lookley&rsquo;s Line Up</em> is a mix-bag of incredible level designs, rewarding puzzles and frustrating technical limitations that only some of the time held back the quality puzzler. For the 500 points it costs, it features some impressive technology. <em>Looksley&rsquo;s Line Up</em> is a very well developed game and the technical flaws are more a limitation of the DSi hardware than a fault of the developer. But if this is a sign of things to come with the 3DS, I say bring it on!</p>
<p style="margin-bottom: 0in;"><span style="font-size: 16px;"><span style="font-family: arial,helvetica,sans-serif;"><em><font size="+0"><span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span"><span style="text-decoration: underline;"><strong><span style="font-style: normal;">Likes</span></strong></span></span></span></font></em></span></span></p>
<ul>
<li><span style="font-family: arial,helvetica,sans-serif;"><em><span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span">Brilliant level composition for some clever puzzle designs.<br />
		</span></span></em></span></li>
<li><span style="font-family: arial,helvetica,sans-serif;"><em><span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span">Lots of bang for your buck, lots of content for only $5.<br />
		</span></span></em></span></li>
<li><span style="font-family: arial,helvetica,sans-serif;"><em><span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span">Charming visual style and music.&nbsp; <br />
		</span></span></em></span></li>
</ul>
<p><span _fck_bookmark="1" style="display: none;">&nbsp;</span><span _fck_bookmark="1" style="display: none;">&nbsp;</span></p>
<p><span style="font-size: 16px;"><span style="font-family: arial,helvetica,sans-serif;"><em><font size="+0"><span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span"><span style="text-decoration: underline;"><strong>Dislikes<br />
	</strong></span></span></span></font></em></span></span></p>
<ul>
<li><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span">Some issues with camera calibration can be irritating.</span></span><em><span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span"><br />
		</span></span></em></span></span></li>
<li><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><em><span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span">Not ideal for gaming on the go.&nbsp;<br />
		</span></span></em></span></span></li>
</ul>
<p style="text-align: center;"><span style="font-family: arial,helvetica,sans-serif;"><em><font size="3"><span class="Apple-style-span" style="font-size: 12px; font-style: normal;"><span class="Apple-style-span"><span style="font-size: 20px;"><span style="text-decoration: underline;">Review Score<br />
	</span></span></span></span></font></em></span></p>
<p style="text-align: center;"><span style="font-family: arial,helvetica,sans-serif;"><em><font size="3"><span class="Apple-style-span" style="font-size: 12px; font-style: normal;"><span class="Apple-style-span"><span style="font-size: 72px;"><img alt="" height="284" src="http://www.levelfortytwo.com/wp-content/uploads/4(6).png" style="width: 40px; height: 62px;" width="188" />&nbsp;/ </span><img alt="5" class="alignnone size-full wp-image-444" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" style="cursor: default;" width="39" /></span></span></font></em></span></p>
<hr />
<p><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: arial, helvetica, sans-serif; font-size: 11px; font-style: italic; line-height: 20px; ">The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.</span></p>
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		<title>Crackdown 2</title>
		<link>http://www.levelfortytwo.com/2010/05/crackdown-2-preview/</link>
		<comments>http://www.levelfortytwo.com/2010/05/crackdown-2-preview/#comments</comments>
		<pubDate>Thu, 27 May 2010 19:05:25 +0000</pubDate>
		<dc:creator>Erika Szabo</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Previews]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Crackdown]]></category>
		<category><![CDATA[Crackdown 2]]></category>
		<category><![CDATA[freaks]]></category>
		<category><![CDATA[free]]></category>
		<category><![CDATA[open world]]></category>
		<category><![CDATA[open-world genre]]></category>
		<category><![CDATA[roam]]></category>
		<category><![CDATA[Ruffian Games]]></category>
		<category><![CDATA[sandbox genre]]></category>
		<category><![CDATA[The Freaks]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=4184</guid>
		<description><![CDATA[Whether you loved it or hated it, Crackdown was a great representation of an open-world game &#8212; maybe too good.&#160; The game didn&#39;t offer the traditional story-based missions common amongst most sandbox titles, instead players were transported to an island and were given complete freedom right from the get-go: open-world to the extreme.&#160; While Crackdown [...]]]></description>
			<content:encoded><![CDATA[<p>Whether you loved it or hated it, <em>Crackdown</em> was a great representation of an open-world game &#8212; maybe too good.&nbsp; The game didn&#39;t offer the traditional story-based missions common amongst most sandbox titles, instead players were transported to an island and were given complete freedom right from the get-go: open-world to the extreme.&nbsp; While <em>Crackdown</em> lacked direction, it was still as entertaining as ever. The game&#39;s attribute leveling system was a compelling addition that allowed players to max out particular skills including gunmanship, agility and driving skills.&nbsp; Speaking of agility, players were even given a chance to collect all 500 agility orbs throughout the world &#8212; I&#39;m not gonna lie, this had to be one of my favourite pastimes!&nbsp; So whether you liked to collect items, kick the crap out of people or simply explore there was plenty to do for just about any type of player.</p>
<p style="text-align: center;"><img alt="" height="338" src="http://www.levelfortytwo.com/wp-content/uploads/c2pax12a.jpg" width="600" /></p>
<p><em>Crackdown 2</em> proves to be no different.&nbsp; Set 10 years after the events in the first game, the sequel is a new take on the sandbox genre by incorporating darker elements, a horror genre if you will.&nbsp; The Freaks, which are basically mutant brutes, provide an extra challenge to a game that is otherwise unbalanced.&nbsp; While having an over-powered, god-like super soldier can be fun at first, the first <em>Crackdown</em> taught players that such an unbalanced system also makes for little to no challenge.&nbsp; By including the Freaks, there is more to look forward to in terms of challenge, regardless of how little that may be.</p>
<p style="text-align: center;"><img alt="" height="338" src="http://cache.gawker.com/assets/images/9/2009/12/crackdown_2_01.jpg" width="600" /></p>
<p>So aside from this slight increase in challenge, <em>Crackdown 2</em> is essentially <em>Crackdown, <span style="background-color: #fff0f5;">Zombie Edition</span></em>.&nbsp; For someone looking for a game with plenty of freedom, <em>Crackdown 2 </em>should be a welcome addition, but anyone looking to have a more controlled experience might think differently.&nbsp; Ruffian Games has certainly created an entertaining game, but one that is all too relative to personal preference.&nbsp; Even so, let&#39;s hope that <em>Crackdown 2</em> gets the praise it deserves!</p>
<p>Fans or newcomers curious about <em>Crackdown 2</em> won&#39;t have to wait long.&nbsp; The Xbox exclusive is scheduled for release July 6th.&nbsp; Also be sure to visit Ruffian Games&#39; website at <a href="http://www.ruffiangames.com/">http://www.ruffiangames.com/.</a></p>
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		<title>Prince of Persia: The Forgotten Sands</title>
		<link>http://www.levelfortytwo.com/2010/05/prince-of-persia-the-forgotten-sands-review/</link>
		<comments>http://www.levelfortytwo.com/2010/05/prince-of-persia-the-forgotten-sands-review/#comments</comments>
		<pubDate>Tue, 25 May 2010 22:12:59 +0000</pubDate>
		<dc:creator>Michael Brown</dc:creator>
				<category><![CDATA[Featured Content]]></category>
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		<category><![CDATA[prince of persia]]></category>
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		<category><![CDATA[Prince of Persia: Forgotten Sands]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=4169</guid>
		<description><![CDATA[Please note that this is a review for the Xbox 360 and PS3 versions of the game Just in time for the movie, Ubisoft has released the latest installment in the&#160;Prince of Persia series. Back on track with the Sands of Time storyline, Prince of Persia: The Forgotten Sands takes place between the original Sands [...]]]></description>
			<content:encoded><![CDATA[<div style="font-family: Arial, Verdana, sans-serif; font-size: 12px; color: #222222; background-color: #ffffff;">
<p class="MsoNormal" style="text-align: center;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;"><strong>Please note that this is a review for the Xbox 360 and PS3 versions of the game</strong></span></span></span></p>
<p class="MsoNormal"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;">Just in time for the movie, Ubisoft has released the latest installment in the&nbsp;<em>Prince of Persia</em><span style="font-style: normal;"> series. Back on track with the </span><em>Sands of Time</em><span style="font-style: normal;"> storyline, </span><em>Prince of Persia: The Forgotten Sands</em><span style="font-style: normal;"> takes place between the original </span><em>Sands of Time</em><span style="font-style: normal;"> and </span><em>Warrior Within</em><span style="font-style: normal;">.</span></span></span></span></p>
<p class="MsoNormal" style="text-align: center;"><object id="flashObj" width="486" height="412" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=9,0,47,0"><param name="movie" value="http://c.brightcove.com/services/viewer/federated_f9/22881388001?isVid=1" /><param name="bgcolor" value="#FFFFFF" /><param name="flashVars" value="videoId=83787402001&linkBaseURL=http%3A%2F%2Fgamevideos.1up.com%2Fvideo%2Fid%2F29291&playerID=22881388001&domain=embed&dynamicStreaming=true" /><param name="base" value="http://admin.brightcove.com" /><param name="seamlesstabbing" value="false" /><param name="allowFullScreen" value="true" /><param name="swLiveConnect" value="true" /><param name="allowScriptAccess" value="always" /><embed src="http://c.brightcove.com/services/viewer/federated_f9/22881388001?isVid=1" bgcolor="#FFFFFF" flashVars="videoId=83787402001&linkBaseURL=http%3A%2F%2Fgamevideos.1up.com%2Fvideo%2Fid%2F29291&playerID=22881388001&domain=embed&dynamicStreaming=true" base="http://admin.brightcove.com" name="flashObj" width="486" height="412" seamlesstabbing="false" type="application/x-shockwave-flash" allowFullScreen="true" swLiveConnect="true" allowScriptAccess="always" pluginspage="http://www.macromedia.com/shockwave/download/index.cgi?P1_Prod_Version=ShockwaveFlash"></embed></object></p>
<p class="MsoNormal">You start off entering your brother Malik&rsquo;s domain, shown through an almost life-like cutscene (the likes of which are never matched throughout the rest of the game) and begin to chase him down. Malik&rsquo;s kingdom is being invaded, and thus he&rsquo;s decided that the only way he can come out victorious is to unleash Soloman&rsquo;s Army. Unfortunately, this only leads to disastrous results and now a vicious army of sand skeletons are on the hunt.</p>
<p class="MsoNormal">The game sticks to its tried and true platforming mechanics, which have been exceptionally polished in&nbsp;<em>The Forgotten Sands</em><span style="font-style: normal;">. It&rsquo;s funny; the opening tutorials from </span><em>The Forgotten Sands</em><span style="font-style: normal;"> and </span><em>Sands of Time</em><span style="font-style: normal;"> are almost identical. In fact </span><em>The Forgotten Sands</em><span style="font-style: normal;"> overall feels like an HD remake of the </span><em>Sands of Time</em><span style="font-style: normal;">. This allows for a great entry point for new fans of the series, but still allows for die-hards to experience some of the platforming they know and love.</span></p>
<p class="MsoNormal">Unlike the 2008 game, simply&nbsp;titled <em>Prince of Persia</em>,&nbsp;<em>Prince of Persia:</em><span style="font-style: normal;">&nbsp;</span><em>The Forgotten Sands</em><span style="font-style: normal;"> follows a more linear style of gameplay, and also features more combat than the aforementioned title. 2008&rsquo;s game turned out to be one of my unexpected favorites, and </span><em>Forgotten Sands</em><span style="font-style: normal;"> manages to top that in almost every way. The ability to use the Sands of Time is great, and the new mechanic of freezing water makes for great new challenges that test your dexterity while platforming. Just about the only thing I am not a fan of in</span><em>The Forgotten Sands</em><span style="font-style: normal;"> is the combat. In </span><em>Prince of Persia</em><span style="font-style: normal;"> you were able to string together combos for days on end with the help of your partner, Elika. Here, all you can do is press the Square button to attack. Sure, you can pole vault over the enemies and use an aerial slash, but for the most part you just end up mashing the Square button.</span></p>
<p class="MsoNormal" style="text-align: center;"><img align="middle" alt="" height="334" src="http://www.videogamesblogger.com/wp-content/uploads/2010/03/prince-of-persia-the-forgotten-sands-gameplay-screenshot.jpg" style="cursor: default;" width="600" /></p>
<p class="MsoNormal">Overall,&nbsp;<em>The Forgotten Sands</em><span style="font-style: normal;"> is a great game that provides a perfect entry point for new players in the Prince of Persia series. The platforming starts off easy and quickly adds on layers that with challenge even the most dexterous players, however with this said it never becomes quite annoying as to make you throw your controller. For fans of the series, Ubisoft has provided an all-new outing in the original </span><em>Sands of Time</em><span style="font-style: normal;"> storyline, however, if you&rsquo;ve never played a&nbsp;<em>Prince of Persia </em>game, now is your time to get on board.</span></p>
<p class="MsoNormal"><span style="font-size: 16px;"><span style="text-decoration: underline;"><strong>Likes: </strong></span></span></p>
<ul>
<li>Use of your ability to freeze water</li>
<li>Easy to get trophies/achievements</li>
<li>Platforming is top-notch</li>
</ul>
<p class="MsoNormal"><span style="font-size: 16px;"><span style="text-decoration: underline;"><strong>Dislikes: </strong></span></span></p>
<ul>
<li>The Prince looks nothing like Jake Gylennhaal (which does make a difference when you are trying to tie in a movie with a game)</li>
<li>Combat is repetitive</li>
</ul>
<p style="padding-top: 0px; padding-right: 0px; padding-bottom: 10px; padding-left: 0px; text-align: center; margin: 0px;"><span style="font-family: arial, helvetica, sans-serif;"><span style="color: #000000; font-size: xx-large;"><span style="font-size: medium;"><span style="font-size: 16px; text-decoration: underline;"><strong><span style="line-height: 20px; font-size: 20px;"><span style="text-decoration: underline;">Review Score</span></span></strong></span></span></span></span></p>
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<p class="MsoNormal" style="padding-top: 0px; padding-right: 0px; padding-bottom: 10px; padding-left: 0px; margin-top: 0cm; margin-right: 0cm; margin-bottom: 0pt; margin-left: 0cm; text-align: center;"><span style="font-family: 'Times New Roman', Verdana, sans-serif; color: #000000; font-size: xx-large;"><span style="line-height: 20px; font-family: arial, tahoma, verdana;"><img alt="4" class="alignnone size-full&lt;br&lt;br /&gt; /&gt;&lt;br /&gt; wp-image-845" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/4.png" style="cursor: default; margin-top: 0px; margin-right: 0px; margin-bottom: 10px; margin-left: 0px; display: inline; padding: 0px;" width="40" /><span style="font-size: 72px;"> / </span><img alt="5" class="alignnone size-full wp-image-444" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" style="cursor: default; margin-top: 0px; margin-right: 0px; margin-bottom: 10px; margin-left: 0px; display: inline; padding: 0px;" width="40" /></span></span></p>
<hr /><span style="color: #000000; font-family: arial, helvetica, sans-serif; font-size: 11px; font-style: italic; line-height: 20px;">The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.</span></div>
</p></div>
</p></div>
</div>
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		<title>Alan Wake</title>
		<link>http://www.levelfortytwo.com/2010/05/alan-wake-review/</link>
		<comments>http://www.levelfortytwo.com/2010/05/alan-wake-review/#comments</comments>
		<pubDate>Tue, 25 May 2010 19:45:43 +0000</pubDate>
		<dc:creator>Joel Cornell</dc:creator>
				<category><![CDATA[Featured Content]]></category>
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		<category><![CDATA[alan wake]]></category>
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		<category><![CDATA[stephen king]]></category>
		<category><![CDATA[suspense]]></category>
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		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=4121</guid>
		<description><![CDATA[Imagine, if you will, a game of suspense and action, that threatens your expectations. A game where the characters are stock, but interesting; where the combat is solid; and where the inspiration is clear. You&#39;re are now playing:&#160;Alan Wake. The first instinct to avoid with&#160;Alan Wake is expecting a horror game. As such, Alan Wake [...]]]></description>
			<content:encoded><![CDATA[<div><span style="font-size:12px;"><img align="middle" alt="" height="400" src="http://gamernode.com/upload/manager///News Images/Microsoft/alan_wake1266440621.jpg" width="600" /></span></div>
<div><span style="font-size:12px;"><br />
	</span></div>
<div><span style="font-size:12px;"><span style="color: rgb(0, 0, 0); font-family: arial, sans-serif; border-collapse: collapse; ">Imagine, if you will, a game of suspense and action, that threatens your expectations. A game where the characters are stock, but interesting; where the combat is solid; and where the inspiration is clear. You&#39;re are now playing:&nbsp;<em>Alan Wake</em>. </span></span></div>
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<div><span style="font-size:12px;"><span style="color: rgb(0, 0, 0); font-family: arial, sans-serif; border-collapse: collapse; ">The first instinct to avoid with&nbsp;<em>Alan Wake</em> is expecting a horror game. As such, Alan Wake doesn&#39;t contribute any technical innovation to the genre, nor does it foster any sense that your assumed expectations will be met. Rather, keep in mind that&nbsp;<em>Alan Wake</em> is a quality thriller novel built on the classic foundations of suspense gaming, to the point that the story becomes a mechanic. The game makes quite sure you&#39;re aware of this intent, consistently providing characters, events and thinly veiled references to present the sum of all suspense. Yes, this is &quot;H.P. King presents, Resident Evil 4: The Eternal Darkness Zone in LOST, a Danielewski production&quot;, but that&#39;s the point. It&#39;s not entirely frightening, but plays off of your expectations of horror and suspense to a stunning degree. The final product is a compelling and encompassing ride delivered as a successful attempt to transcend a gaming narrative.</span></span></div>
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	</span></div>
<div><span style="font-size:12px;"><span style="color: rgb(0, 0, 0); font-family: arial, sans-serif; border-collapse: collapse; ">In Small Pacific Northwest Mining Town A (aka, &quot;Bright Falls&quot;), you are a crime/suspense writer well versed in the horror inhabiting the town you and your wife are unknowingly vacationing in. Throughout, the characters of&nbsp;<em>Alan Wake</em> are fairly stock, but again, small clich&eacute;s like this seem to be intentional, if not fitting. The plot is original enough and certainly engrossing, but its construction and use are of the highest caliber. Of the many vague and tampered memories Alan still has, one lost memory is of the pages of the transcript he finds scattered throughout the town. These appear to be written by him, but they are telling his story. They tell the future. While vague enough to avoid any spoilers, these pages taken from random points in the past, present and future of the story Alan is in serve to brilliantly enhance the plot and bend the players perception of the specific events and the overarching narrative. There are rather obvious plot&nbsp;occurrences, but it is all part of one of the most&nbsp;ingeniously constructed narrative experiences this generation.</span></span></div>
<div><span style="font-size:12px;"><br />
	</span></div>
<div><span style="font-size:12px;"><img align="middle" alt="" height="345" src="http://gameroncom.files.wordpress.com/2009/02/alan_wake_1.jpg" width="615" /></span></div>
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	</span></div>
<div><span style="font-size:12px;"><span style="color: rgb(0, 0, 0); font-family: arial, sans-serif; border-collapse: collapse; ">The gameplay in&nbsp;<em>Alan Wake</em> is simply solid. It serves as a evenly memorable vehicle for the story and nothing more or less. Darkness is the enemy. It is not the absence of light, but rather something knowing, plotting, hungry, corrupting. Your enemies are darkness become human, and axe-wielding too. On your side, then, is light. It is your gun, your save point and your infantry. Concentrate your flashlight on your enemies to break the darkness keeping them untouchable, then put a few shots from your pistol or shotgun to good use. The shadowy presence you are fighting possesses various axe murderers, some fast, some strong, some big, but also inhabits tractors, gates, allies, trees and houses. Unsure of your state of mind and the proper reality, the dark presence is a deeply threatening and disturbingly real foe. </span></span></div>
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	</span></div>
<div><span style="font-size:12px;"><span style="color: rgb(0, 0, 0); font-family: arial, sans-serif; border-collapse: collapse; ">I hesitate to call this a game while realizing that only a game can produce such an experience. It is built like a first class novel; it unfolds like classic cinema; it is enthralling and captures a sincerely unique experience. Somehow, even the negatives such as stock characters and clearly predictable plot points are still used to great effect. The narrative breaks up severely into chapters, going so far as to feature &quot;Previously On&#8230;&quot; segments, which will work flawlessly with any future DLC. Despite a small excess of tedium, I am surprisingly called back to replay.</span></span></div>
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	</span></div>
<div><span style="font-size:12px;"><img align="middle" alt="" height="346" src="http://www.hardwired.hu/img/wg/2/333/Alan_Wake_69.jpg" width="615" /></span></div>
<div><span style="font-size:12px;"><br />
	</span></div>
<div><span style="font-size:12px;"><span style="color: rgb(0, 0, 0); font-family: arial, sans-serif; border-collapse: collapse; ">I truly hope that <em>Alan Wake</em> is a sign of things to come. As various forms of media have blended together for years elsewhere, this kind of engrossing and nearly meta product exceptionally defines the transition of &quot;game&quot; to &quot;experience&quot;.</span></span></div>
<div>&nbsp;</div>
<div><span style="font-family: arial, sans-serif; color: #000000; font-size: small;"><span style="border-collapse: collapse; font-size: 13px;"><span style="border-collapse: separate; font-family: arial, helvetica, sans-serif; font-size: 16px; color: #222222;"><em><span><span style="font-style: normal;"><span style="color: #000000;"><span style="text-decoration: underline;"><strong><span style="font-style: normal;">Likes</span></strong></span></span></span></span></em></span></span></span></div>
<ul>
<li>
<div><span style="font-size:12px;"><span style="color: rgb(0, 0, 0); font-family: arial, sans-serif; border-collapse: collapse; ">One of the most exceptionally crafted suspense narratives in gaming</span></span></div>
</li>
<li>
<div><span style="font-size:12px;"><span style="color: rgb(0, 0, 0); font-family: arial, sans-serif; border-collapse: collapse; ">Solid combat and mechanics are more a subtle vehicle than a distracting focus</span></span></div>
</li>
<li>
<div><span style="font-size:12px;"><span style="color: rgb(0, 0, 0); font-family: arial, sans-serif; border-collapse: collapse; ">Episodic format is perfectly used for the genre</span></span></div>
</li>
</ul>
<div><span style="font-family: arial, sans-serif; color: #000000; font-size: small;"><span style="border-collapse: collapse; font-size: 13px;"><span style="border-collapse: separate; font-family: arial, helvetica, sans-serif; font-size: 16px; color: #222222;"><em><span><span style="font-style: normal;"><span style="color: #000000;"><span style="text-decoration: underline;"><strong>Dislikes</strong></span></span></span></span></em></span></span></span></div>
<ul>
<li>
<div><span style="font-size:12px;"><span style="color: rgb(0, 0, 0); font-family: arial, sans-serif; border-collapse: collapse; ">Occasionally&nbsp;clich&eacute; or expected</span></span></div>
</li>
<li>
<div><span style="font-size:12px;"><span style="color: rgb(0, 0, 0); font-family: arial, sans-serif; border-collapse: collapse; ">Tedious, but rarely</span></span></div>
</li>
</ul>
<div><span style="font-size:12px;"><br />
	</span></div>
<div><span style="font-size:12px;"><span style="color: rgb(0, 0, 0); font-family: arial, sans-serif; border-collapse: collapse; ">Post-script: If the reference above missed its mark, and if this game holds an interest for you, please check out Mark Danielewski&#39;s novel&nbsp;<em>House of Leaves</em>. It is a brilliantly constructed book, and transcends &quot;novel&quot; in the same manner that&nbsp;<em>Alan Wake</em> transcends &quot;game&quot;. It is also necessary that you buy the record&nbsp;<em>Haunted</em>, by Poe (aka Anne Danielewski). The two are&nbsp;parallax, and the sum of the two is much greater than the already exceptional parts. </span></span></div>
<div>&nbsp;</div>
<div>
<p style="text-align: center;"><span style="font-family: arial, sans-serif; color: #000000; font-size: small;"><span style="border-collapse: collapse; font-size: 13px;"><span style="border-collapse: separate; font-family: Arial, Verdana, sans-serif; font-size: 12px; color: #222222;"><span style="font-family: arial, helvetica, sans-serif;"><em><span style="font-size: small;"><span style="font-size: 12px; font-style: normal;"><span style="color: #000000; font-size: medium;"><span style="font-size: 20px;"><span style="text-decoration: underline;">Review Score </span></span></span></span></span></em></span></span></span></span></p>
<p style="text-align: center;"><span style="font-family: arial, sans-serif; color: #000000; font-size: small;"><span style="border-collapse: collapse; font-size: 13px;"><span style="border-collapse: separate; font-family: Arial, Verdana, sans-serif; font-size: 12px; color: #222222;"><span style="font-family: arial, helvetica, sans-serif;"><em><span style="font-size: small;"><span style="font-size: 12px; font-style: normal;"><span style="color: #000000; font-size: medium;"><img alt="5" class="alignnone size-full wp-image-444" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" style="cursor: default;" title="5" width="39" /><span style="font-size: 72px;"> / </span><img alt="5" class="alignnone&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt; size-full wp-image-444" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" style="cursor: default;" title="5" width="39" /></span></span></span></em></span></span></span></span></p>
<hr /><span style="font-family: arial, sans-serif; color: #000000; font-size: small;"><span style="border-collapse: collapse; font-size: 13px;"><span style="border-collapse: separate; font-family: Arial, Verdana, sans-serif; font-size: 12px; color: #222222;"><span style="font-family: arial, helvetica, sans-serif;"><em><span style="font-size: small;"><span style="font-size: 12px; font-style: normal;"><span style="color: #000000; font-size: medium;"><span style="font-size: 11px;"><em>The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.</em></span></span></span></span></em></span></span></span></span></div>
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		<title>Talk Is Cheap &#8211; 5/24/10</title>
		<link>http://www.levelfortytwo.com/2010/05/talk-is-cheap-5-24-10/</link>
		<comments>http://www.levelfortytwo.com/2010/05/talk-is-cheap-5-24-10/#comments</comments>
		<pubDate>Tue, 25 May 2010 12:33:56 +0000</pubDate>
		<dc:creator>LevelFortyTwo Staff</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Podcast]]></category>
		<category><![CDATA[alan wake]]></category>
		<category><![CDATA[Hayao Miyazaki]]></category>
		<category><![CDATA[indie games]]></category>
		<category><![CDATA[Level Forty Two]]></category>
		<category><![CDATA[Lost Planet 2]]></category>
		<category><![CDATA[Matt Levitan]]></category>
		<category><![CDATA[Prince of Persia: Forgotten Sands]]></category>
		<category><![CDATA[red dead redemption]]></category>
		<category><![CDATA[Split/Second]]></category>
		<category><![CDATA[Talk Is Cheap]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=4139</guid>
		<description><![CDATA[It&#39;s a LevelFortyTwo reunion!&#160; Join Joel, Nick, Erika and Michael (yes, he&#39;s back!) as they talk about tons of things including the&#160;ModNation Racers&#160;launch party (also be sure to check out our interview with Sony Representative Matt Levitan after the closing music!), Nick&#39;s&#160;Lost Planet 2&#160;review, Erika&#39;s&#160;Split/Second&#160;review, Michael&#39;s&#160;Prince of Persia: Forgotten Sands&#160;review, Joel&#39;s&#160;Alan Wake&#160;review, Ian&#39;s&#160;Red Dead Redemptionreview. [...]]]></description>
			<content:encoded><![CDATA[<div style="font-family: Arial, Verdana, sans-serif; font-size: 12px; color: #222222; background-color: #ffffff;">
<p><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: arial, helvetica, sans-serif; ">It&#39;s a LevelFortyTwo reunion!&nbsp; Join Joel, Nick, Erika and Michael (yes, he&#39;s back!) as they talk about tons of things including the<em>&nbsp;ModNation Racers</em>&nbsp;launch party (also be sure to check out our interview with Sony Representative Matt Levitan after the closing music!), Nick&#39;s&nbsp;<strong><a href="http://www.levelfortytwo.com/2010/05/lost-planet-2/"><em>Lost Planet 2</em></a></strong>&nbsp;review, Erika&#39;s&nbsp;<strong><a href="http://www.levelfortytwo.com/2010/05/split-second-review/"><em>Split/Second</em></a></strong>&nbsp;review, Michael&#39;s&nbsp;<em>Prince of Persia: Forgotten Sands</em>&nbsp;review, Joel&#39;s&nbsp;<em>Alan Wake&nbsp;</em>review, Ian&#39;s<strong><a href="http://www.levelfortytwo.com/2010/05/red-dead-redemption-review/"><em>&nbsp;Red Dead Redemption</em></a></strong>review.</span></p>
<div style="font-family: Arial, Verdana, sans-serif; font-size: 12px; color: rgb(34, 34, 34); background-color: rgb(255, 255, 255); ">
<div style="font-family: Arial, Verdana, sans-serif; font-size: 12px; color: rgb(34, 34, 34); background-color: rgb(255, 255, 255); ">
<p><font class="Apple-style-span" color="#000000" face="Times, Verdana, sans-serif"><span class="Apple-style-span" style="font-size: medium;"><span class="Apple-style-span" style="font-family: Times; "><span style="font-size: 12px; "><span style="font-family: arial, helvetica, sans-serif; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">For Indie Compendium they talk about&nbsp;<em><strong><a href="http://www.newgrounds.com/portal/view/536643">Contentric</a></strong></em>,&nbsp;<em><strong><a href="http://www.andyetitmoves.net/">And Yet It Moves</a></strong></em>,&nbsp;<em><strong><a href="http://www.newgrounds.com/portal/view/536088">Robot Wants Puppy</a></strong></em>&nbsp;and&nbsp;<em><strong><a href="http://www.newgrounds.com/portal/view/529817">Robot Wants Kitty</a></strong></em>.&nbsp;</span></span></span></span></span></font></p>
<p><font class="Apple-style-span" color="#000000" face="Times, Verdana, sans-serif"><span class="Apple-style-span" style="font-size: medium;"><span class="Apple-style-span" style="font-family: Times; "><span style="font-size: 12px; "><span style="font-family: arial, helvetica, sans-serif; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">The gang wraps things up with freeform as they talk about&nbsp;<em>Lost</em>&nbsp;finale predictions as well as various Hayao Miyazaki&#39;s films including&nbsp;<em>Nausicaa of the Valley of the Wind</em>,<em>Princess Mononoke</em>,&nbsp;<em>Spirited Away</em>,&nbsp;<em>Laputa: Castle in the Sky</em>&nbsp;and&nbsp;<em>My Neighbor Totoro</em>.</span></span></span></span></span></font></p>
<p><font class="Apple-style-span" color="#000000" face="Times, Verdana, sans-serif"><span class="Apple-style-span" style="font-size: medium;"><span class="Apple-style-span" style="font-family: Times; "><span style="font-size: 12px; "><span style="font-family: arial, helvetica, sans-serif; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><strong>Fast Forward &#8211; 1:08:09</strong>&nbsp;Michael and Erika&#39;s interview with Sony Representative Matt Levitan about ModNation Racers, Sony&#39;s E3 Conference, 3D and Motion Controlled Games.</span></span></span></span></span></font></p>
<p><font class="Apple-style-span" color="#000000" face="Times, Verdana, sans-serif"><span class="Apple-style-span" style="font-size: medium;"><span class="Apple-style-span" style="font-family: Times; "><span style="font-size: 12px; "><span style="font-family: arial, helvetica, sans-serif; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">Also, we will be changing podcast feeds soon due to issues.&nbsp; Please stay tuned for further details!</span></span></span></span></span></font></p>
<p><font class="Apple-style-span" color="#000000" face="Times, Verdana, sans-serif"><span class="Apple-style-span" style="font-size: medium;"><span class="Apple-style-span" style="font-family: Times; "><span style="font-size: 12px; "><span style="font-family: arial, helvetica, sans-serif; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><span style="color: rgb(0, 0, 0); "><span style="color: rgb(0, 0, 0); line-height: 20px; ">Send us your thoughts to podcast@levelfortytwo.com.&nbsp;&nbsp;<span style="color: rgb(34, 34, 34); ">You can direct download the episode&nbsp;<a href="http://www.levelfortytwo.com/podcast/Talk%20Is%20Cheap%205_24_10.mp3" style="color: rgb(17, 17, 17); text-decoration: none; "><strong>here</strong></a>, or subscribe to the podcast in iTunes&nbsp;<a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=340805099" style="color: rgb(17, 17, 17); text-decoration: none; "><strong>here</strong></a>.</span></span></span></span></span></span></span></span></font></p>
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		<title>Red Dead Redemption</title>
		<link>http://www.levelfortytwo.com/2010/05/red-dead-redemption-review/</link>
		<comments>http://www.levelfortytwo.com/2010/05/red-dead-redemption-review/#comments</comments>
		<pubDate>Mon, 24 May 2010 15:16:21 +0000</pubDate>
		<dc:creator>Ian Walker</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[john marston]]></category>
		<category><![CDATA[red dead redemption]]></category>
		<category><![CDATA[red dead redemption review]]></category>
		<category><![CDATA[red dead revolver]]></category>
		<category><![CDATA[rockstar]]></category>
		<category><![CDATA[rockstar games]]></category>
		<category><![CDATA[spaghetti western games]]></category>
		<category><![CDATA[western video games]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=4125</guid>
		<description><![CDATA[To me, no settings are better than space horror and spaghetti western, be it film or video game. The latter is the main focus of Rockstar Games&#39; newest release, Red Dead Redemption. A collaboration between Rockstar San Diego and Rockstar North, Red Dead Redemption serves as a spiritual successor to an older Rockstar release, Red [...]]]></description>
			<content:encoded><![CDATA[<p><!-- 		@page { margin: 0.79in } 		P { margin-bottom: 0.08in } --></p>
<p style="margin-bottom: 0in;">To me, no settings are better than space horror and spaghetti western, be it film or video game. The latter is the main focus of Rockstar Games&#39; newest release, <em>Red Dead Redemption.</em><span style="font-style: normal;"> A collaboration between Rockstar San Diego and Rockstar North, </span><em>Red Dead Redemption</em><span style="font-style: normal;"> serves as a spiritual successor to an older Rockstar release, </span><em>Red Dead Revolver</em><span style="font-style: normal;">, which was released in 2004. Rather than being a straight-forward third-person shooter, however, </span><em>Red Dead Redemption</em><span style="font-style: normal;"> features a living, sandbox world for you to explore, as well as a variety of missions and side stories for you tackle at your leisure. But, can Rockstar&#39;s tried and true gameplay mechanics translate well to such a different time period?</span></p>
<p style="margin-bottom: 0in; font-style: normal;">The game begins with the introduction of John Marston. A former outlaw, John is charged by the U.S. Government with the mission to eliminate the remaining members of his old gang. In order to return to his peaceful family life, John accepts and heads to an abandoned fort named Fort Mercer to deal with a a man who has the most redundant name I&#39;ve ever heard: Bill Williamson. A former rider in John&#39;s old gang, Bill is now the leader of a new gang, and taunts John before having him shot and left outside the fort to die. Bonnie MacFarlane, daughter of a rancher who operates nearby, finds him and helps recuperate from his wounds. Moved by their kindness, John stays on the ranch to help them with various issues that arise, until he moves on to his main goal: killing Bill Williamson.</p>
<p style="margin-bottom: 0in; text-align: center;"><a href="http://www.levelfortytwo.com/wp-content/uploads/2010/05/12.jpg"><img alt="" class="alignnone size-full wp-image-4126" height="346" src="http://www.levelfortytwo.com/wp-content/uploads/2010/05/12.jpg" title="1" width="615" /></a></p>
<p style="margin-bottom: 0in;"><span style="font-style: normal;">After this first bit of story and tutorial, the world becomes your oyster. Like other sandbox worlds, the main story missions are only a small part of the overall game. During your travels you&#39;ll be introduced to an almost overwhelming amount of side stories and background characters, as well as tons of guns and horses that can be purchased. But, every event isn&#39;t confined to structured missions and games, as the barren, dusty landscape will often contain small events you can choose to take part in or ignore. The world of </span><em>Red Dead Redemption</em><span style="font-style: normal;"> is the best definition of &ldquo;living,&rdquo; as numerous types of animal and plant life decorate the rolling hills. Some of the best moments in the game are when these two worlds, the human and animal, collide in situations that are frightening, suspenseful, hilarious, or all of the above at once.</span></p>
<p style="margin-bottom: 0in;"><span style="font-style: normal;">The amount of things the developer is able to shove into the game&#39;s world is always the main draw with games of this genre, and </span><em>Red Dead Redemption</em><span style="font-style: normal;"> never disappoints. But it doesn&#39;t stop there, going one step further to breath life into a game world. This is a world in every sense of the word. As you accept missions from various strangers and work your way through the personal challenges the game throws your way, you&#39;ll become totally immersed in the reality Rockstar has created for you. One of the greatest things is they know the genre and don&#39;t take themselves too seriously. John Marston, the main character, spends almost the whole first third of the game threatening every man he meets with a bullet to the head, but you&#39;ll understand after just a few minutes of spending time with these individuals. Most of the characters you meet, important or otherwise, have various defects that make them as believable as they are entertaining.</span></p>
<p style="margin-bottom: 0in; text-align: center;"><a href="http://www.levelfortytwo.com/wp-content/uploads/2010/05/22.jpg"><img alt="" class="alignnone size-full wp-image-4127" height="346" src="http://www.levelfortytwo.com/wp-content/uploads/2010/05/22.jpg" title="2" width="615" /></a></p>
<p style="margin-bottom: 0in; font-style: normal;">That isn&#39;t to say the amount of things to do in this game is lacking in any way. The aforementioned stranger missions span various locales and stories as you help random folks with their problems, everyday or otherwise. These run the gamut from helping an old man gather flowers for his wife to stopping a cannibal living in the hills outside a town from satiating his hunger with more victims. Personal challenges open up as soon as you peform a certain task, such as picking a desert flower or shooting an animal. Finishing these lines of challenges reward you with stat bonuses, such as a higher ammo capacity or weapon range, and give you a great sense of accomplishment after the time it took to complete them. Much like the challenges, outfit pieces are revealed as soon as you complete one of the prerequisites for creating them. Some of these outfits give you special abilities like cheating at cards or longer Dead Eye time, a kind of slow motion aiming system.</p>
<p style="margin-bottom: 0in;"><span style="font-style: normal;">Although I&#39;ve long been a fan of another Rockstar series, </span><em>Grand Theft Auto</em><span style="font-style: normal;">, it&#39;s always been held back by loose controls and a somewhat sloppy aiming system. Intense gun fights were made frustrating just because it was difficult to get a decent lock on enemies, and seriously detracted from the greatness hidden within those games. Luckily, </span><em>Red Dead Redemption</em><span style="font-style: normal;"> shakes off those chains and offers amazing controls and game mechanics to match the story and setting. I&#39;ve always had a love/hate relationship with auto-aim in games, but it works wonders in this one. Everything, from huge gun battles to one-on-one dueling, is smooth and fluid. Even things that sound complicated, such as steering a horse or wagon while fending off attackers, flow naturally with a few simple gameplay mechanics. The controls and aiming were the one thing I was very worried about when jumping into this game, but Rockstar finally found a formula that worked and implemented it wonderfully.</span></p>
<p style="margin-bottom: 0in; text-align: center;"><a href="http://www.levelfortytwo.com/wp-content/uploads/2010/05/32.jpg"><img alt="" class="alignnone size-full wp-image-4128" height="346" src="http://www.levelfortytwo.com/wp-content/uploads/2010/05/32.jpg" title="3" width="615" /></a></p>
<p style="margin-bottom: 0in;"><span style="font-style: normal;">Another deviation from some of Rockstar&#39;s older series, </span><em>Red Dead Redemption</em><span style="font-style: normal;"> looks just as good as it plays. The cutscenes offer some of the most realistic facial animations I&#39;ve ever seen in a video game, and not much is lost in the transition to gameplay. Dust kicks up realistically with each beating of your horse&#39;s hooves, while brush and tumbleweeds react accordingly to changing wind directions and speed. While it does suffer from the occasional floating character model or glitchy animation, </span><em>Red Dead Redemption</em><span style="font-style: normal;"> is fantastic in motion, and I found myself on more than one occasion blown away by the spectacular scenery they somehow managed to fit into this game with the other content. Matching the aesthetics in quality is the sound design. While the world itself is incredibly engaging alone, musical cues and background ambiance really drive the atmosphere home. The voice acting is, of course, top notch. Even the most eccentric characters, while sometimes a bit over the top, never step over the edge into downright stupidity.</span></p>
<p style="margin-bottom: 0in;"><em>Red Dead Redemption </em><span style="font-style: normal;">is immense, and I mean this in a few different ways. Probably the most tangible would be in the sheer amount of gameplay they managed to fit onto the disc. The wild west is riddled with side missions, saloon games, and secrets as far as the eye can see. Even then, some of the most compelling gameplay moments come from experiencing the randomness and spontaneity of the living world Rockstar has managed to create. </span><em>Red Dead Redemption</em><span style="font-style: normal;"> is also immense in that it&#39;s the first open-world, sand box type game to truly have it all; a huge, living game world with just the right mix of incredible graphics and dynamic atmosphere. It raises the bar for every game to come after it. While I&#39;m excited to see how other developers hope to top this monumental gaming achievement, I&#39;m sure they&#39;re going to have a tough time doing so.</span></p>
<p style="margin-bottom: 0in;"><span style="font-size: 16px;"><span style="text-decoration: underline;"><strong><span style="font-style: normal;">Likes</span><br />
	</strong></span></span></p>
<ul>
<li>Presents a living, breathing world in an incredible way.</li>
<li>Builds off great gameplay with gorgeous visuals and incredible sound and voice acting.</li>
<li>Contains such an enormous amount of things to do, it would almost be impossible to list them all.</li>
</ul>
<p><span style="font-size: 16px;"><span style="text-decoration: underline;"><strong>Dislikes<br />
	</strong></span></span></p>
<ul>
<li>Starts off pretty slow in terms of story.</li>
<li>Has a few graphical hiccups here and there, but nothing major.</li>
<li>Tends to make me ramble when I talk or write about it because it&#39;s simply fantastic.</li>
</ul>
<p style="text-align: center;"><span style="text-decoration: underline;"><span style="font-size: 20px;">Review Score</span></span></p>
<p style="text-align: center;"><img alt="" class="alignnone size-full wp-image-444" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" title="5" width="39" /><span style="font-size: 72px;"> / </span><img alt="" class="alignnone size-full wp-image-444" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" title="5" width="39" /></p>
<hr />
<p><span style="font-size: 11px;"><em>The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.</em></span></p>
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		<title>Split/Second</title>
		<link>http://www.levelfortytwo.com/2010/05/split-second-review/</link>
		<comments>http://www.levelfortytwo.com/2010/05/split-second-review/#comments</comments>
		<pubDate>Wed, 19 May 2010 12:53:38 +0000</pubDate>
		<dc:creator>Erika Szabo</dc:creator>
				<category><![CDATA[Featured Content]]></category>
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		<category><![CDATA[action-racing game]]></category>
		<category><![CDATA[Black Rock Studios]]></category>
		<category><![CDATA[Disney]]></category>
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		<category><![CDATA[racing]]></category>
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		<category><![CDATA[Split/Second]]></category>
		<category><![CDATA[split/second review]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=4050</guid>
		<description><![CDATA[Racing games rarely impress me.&#160; I hardly ever feel pumped before a race and the repetitiveness of the track absolutely kills me.&#160; Of course there are exceptions. Games like Mario Kart 64, Burnout and various arcade racing games, in some way or another, grabbed me.&#160; First off, they have lots of charm.&#160; They each amused [...]]]></description>
			<content:encoded><![CDATA[<p>Racing games rarely impress me.&nbsp; I hardly ever feel pumped before a race and the repetitiveness of the track absolutely kills me.&nbsp; Of course there are exceptions. Games like <em>Mario Kart 64</em>, <em>Burnout</em> and various arcade racing games, in some way or another, grabbed me.&nbsp; First off, they have lots of charm.&nbsp; They each amused me in different ways and more-often-than-not allowed me to be creative on the racetrack &#8212; &#39;creative&#39; as in destroying anything in my path.&nbsp; Somehow that battle element added an extra layer of danger and was disorienting enough to make me forget all about the life-sucking repetitiveness.&nbsp; Now those are games worth remembering.&nbsp;</p>
<p style="text-align: center;"><img alt="" height="338" src="http://www.the-nextlevel.com/media/360/split-second/split-second.jpg" width="600" /></p>
<p>Upon first glance, <em>Split/Second</em> was yet another one of those typical racing games.&nbsp; Sure, the cars looked cool (mesmerizing even) and the graphics looked almost too perfect, but the key aspect of a racing game is the gameplay and, at the time, I had no experience with that.&nbsp; Now does that give me a reason to judge?&nbsp; No, not in the least, and what I&#39;ve learned from this experience is that you should never judge by looks alone because you might miss out on a real gem.&nbsp;</p>
<p style="text-align: center;"><img alt="" height="338" src="http://spawnkill.com/wp-content/uploads/2009/06/split-second-03-12.jpg" width="600" /></p>
<p><em>Split/Second</em> is just that. Imagine a racing game with the fundamental racing game elements such as intense speeds and drift-heavy cars but no speedometer or mini-map.&nbsp; In place of these presumably necessary additions we have more explosives than you can muster.&nbsp; Explosives (generally known as the Power Play mechanic)&nbsp; can be triggered after drifting, drafting, and jumping enough to charge the gauge below your car.&nbsp; Once fully or partially charged (the fuller the gauge, the more powerful the attack), you wait till an icon appears over top your opponent/s car and you let &#39;er rip.&nbsp; At this point, all hell has broken lose: cars, buildings and planes detonate on the track, wrecking balls swing freely into cars and helicopters drop explosive barrels left and right. Maniacally annihilating opponents has never felt quite so rewarding.&nbsp;</p>
<p>In between this action-packed mayhem is a pseudo-reality TV show in which your driver takes part in a 12-episode racing competition.&nbsp; These transitions, specifically the enthusiastic announcer quips, definitely livens the mood and provides an interesting and exciting edge that other racing games, console titles in particular, strive to achieve.&nbsp; With that said, <em>Split/Second </em>shares all the qualities of an arcade racing game, but is portable enough to be played in your living room.&nbsp; Now isn&#39;t that convenient!&nbsp;</p>
<p style="text-align: center;"><img alt="" height="338" src="http://gamewit.blogs.pressdemocrat.com/files/2010/03/SplitSecond1-1024x576.jpg" width="600" /></p>
<p><em>Split/Second</em> is not your traditional racing game.&nbsp; Visuals are saturated in colour and breathtakingly sharp while gameplay is intense and ridiculous.&nbsp; Black Rock Studios has fashioned a racing game that is not afraid to take risks and, most importantly, have fun.&nbsp; <em>Split/Second</em> is ADD and proud of it; however, underneath the reality TV gimmicks and explosions lies a genuine racing game, and a good one at that.&nbsp;</p>
<p style="margin-bottom: 0in;"><span style="font-size: 16px;"><span style="font-family: arial,helvetica,sans-serif;"><em><font class="Apple-style-span"><span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span" style="color: rgb(0, 0, 0);"><span style="text-decoration: underline;"><strong><span style="font-style: normal;">Likes</span><br />
	</strong></span></span></span></font></em></span></span></p>
<ul>
<li><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><font class="Apple-style-span"><span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span" style="color: rgb(0, 0, 0);">Split/Second</span></span></font><em><font class="Apple-style-span"><span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span" style="color: rgb(0, 0, 0);"> is equal parts console racing game and arcade racing game.<br />
		</span></span></font></em></span></span></li>
<li><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><em><font class="Apple-style-span"><span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span" style="color: rgb(0, 0, 0);">Visuals are vibrant, breathtaking and original.<br />
		</span></span></font></em></span></span></li>
<li><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><em><font class="Apple-style-span"><span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span" style="color: rgb(0, 0, 0);">Gameplay is intense and addictive, some of the best yet.&nbsp; <br />
		</span></span></font></em></span></span></li>
</ul>
<p><span style="font-size: 16px;"><span style="font-family: arial,helvetica,sans-serif;"><em><font class="Apple-style-span"><span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span" style="color: rgb(0, 0, 0);"><span style="text-decoration: underline;"><strong>Dislikes<br />
	</strong></span></span></span></font></em></span></span></p>
<ul>
<li><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><font class="Apple-style-span"><span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span" style="color: rgb(0, 0, 0);">Split/Second</span></span></font><em><font class="Apple-style-span"><span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span" style="color: rgb(0, 0, 0);"> is a relatively short game. <br />
		</span></span></font></em></span></span></li>
<li><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><em><font class="Apple-style-span"><span class="Apple-style-span" style="font-style: normal;"><span class="Apple-style-span" style="color: rgb(0, 0, 0);">I don&#39;t want to have to knit-pick, but I guess the game is a little on the shallow side.&nbsp; A little. <br />
		</span></span></font></em></span></span></li>
</ul>
<p style="text-align: center;"><span style="font-family: arial,helvetica,sans-serif;"><em><font class="Apple-style-span" size="3"><span class="Apple-style-span" style="font-size: 12px; font-style: normal;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-size: medium;"><span style="font-size: 20px;"><span style="text-decoration: underline;">Review Score<br />
	</span></span></span></span></font></em></span></p>
<p style="text-align: center;"><span style="font-family: arial,helvetica,sans-serif;"><em><font class="Apple-style-span" size="3"><span class="Apple-style-span" style="font-size: 12px; font-style: normal;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-size: medium;"><img alt="5" class="alignnone size-full wp-image-444" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" style="cursor: default;" title="5" width="39" /><span style="font-size: 72px;">&nbsp;/&nbsp;</span><img alt="5" class="alignnone&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;<br />
size-full wp-image-444" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" style="cursor: default;" title="5" width="39" /></span></span></font></em></span></p>
<hr />
<p><span style="font-family: arial,helvetica,sans-serif;"><em><font class="Apple-style-span" size="3"><span class="Apple-style-span" style="font-size: 12px; font-style: normal;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-size: medium;"><span style="font-size: 11px;"><em>The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.</em></span></span></span></font></em></span></p>
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		<title>Lost Planet 2</title>
		<link>http://www.levelfortytwo.com/2010/05/lost-planet-2/</link>
		<comments>http://www.levelfortytwo.com/2010/05/lost-planet-2/#comments</comments>
		<pubDate>Tue, 18 May 2010 14:38:06 +0000</pubDate>
		<dc:creator>Nick Tringali</dc:creator>
				<category><![CDATA[Featured Content]]></category>
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		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=4014</guid>
		<description><![CDATA[I enjoyed the first Lost Planet. Mechs (or the in game name, a Vital Suit or VS), thermal energy to keep you alive, forbidding environments and terrifying creatures, it all came together nicely despite its flaws. Not so in Lost Planet 2. Its somewhat hard to see where things went wrong, but somewhere along the [...]]]></description>
			<content:encoded><![CDATA[<p><img align="middle" alt="" height="305" src="http://www.ps3informer.com/playstation-3/images/lost_planet_2_icon.jpg" width="550" /></p>
<p>I enjoyed the first Lost Planet. Mechs (or the in game name, a Vital Suit or VS), thermal energy to keep you alive, forbidding environments and terrifying creatures, it all came together nicely despite its flaws. Not so in Lost Planet 2. Its somewhat hard to see where things went wrong, but somewhere along the path of making everything bigger and more of it, LP2 makes a lot of mistakes.&nbsp;</p>
<p>There are good things to be found in LP2. Co-op play takes center stage, both off and online, and is enhanced by multi-person VS suits. You are always accompanied by three AI partners, and I&#39;m pleased to report both the friendly and enemy AI is fairly competent. There&#39;s room for improvement, but overall it almost feels like playing with four other people, albeit a few occasional quirks. Environments are also fantastically detailed and varied. While the original Lost Planet did what it could with a snowed over planet, E.D.N. III has changed since then, bringing about cities, jungles, and deserts.&nbsp;</p>
<p>Thermal energy makes a return, but it feels a bit useless this time around. It made perfect sense when the planet was covered in ice, but venturing around deserts and jungles doesn&#39;t require a constant supply of heat to survive. In Lost Planet, your thermal energy was constantly lowering to keep your body alive, and if you needed to repair yourself or a VS suit, it used up more. In LP2 this all applies sans the constant lowering. Thermal energy is really only kept around if you need to heal yourself.&nbsp;</p>
<p>Even then, the Thermal Energy doesn&#39;t have much impact. When you die, you simply spawn back at any of the data posts (read: checkpoints) you&#39;ve activated along the way; you come back with a fresh chunk of ammo and thermal energy into a persistent world. So any real threat of losing your Thermal Energy evaporates when it becomes easier to die. After a specific amount of respawns you will be forced to restart the chapter however.&nbsp;</p>
<p><img alt="" height="346" src="http://elmundotech.files.wordpress.com/2009/02/capture0009-00000_bmp_jpgcopy.jpg" width="615" /></p>
<p>The entire game is split up into six episodes, each with three missions, each of those divided by three again into chapters. Chapters are sometimes bewilderingly short; one is just a few hallways, some mooks and thats it. A boss battle will fill up a chapter, and some of these are frustratingly long. Its not helped by constant reviving, either. The worst are the bosses that continually regenerate limbs no matter how many times you blow them apart. Normally players are inclined to take out limbs so they aren&#39;t getting swiped at. Its also a natural indication of how long until the boss is killed. But when limbs are perpetually regrown, the process of taking down a boss is extended both mentally and in-game.&nbsp;</p>
<p>The pacing of the missions is skewed a bit too. I try to stay away from topics like level design and pacing, but when I fight two massive Category G Akrid in back to back chapters, something is wrong. Another very apparent flaw is there is no main character, and barely anything of a story. The organizations are still the same, Nevec, the Snow Pirates, and a few new ones, but if you haven&#39;t played LP then you&#39;ll have no idea who these people are. Each episode is played from a different point of view and a few are more compelling, and anything resembling a story doesn&#39;t come into view until about the fourth episode, when all of a sudden &#39;the entire world is in danger of being destroyed.&#39;&nbsp;</p>
<p><img align="middle" alt="" height="346" src="http://www.digitalrendezvous.net/wordpress/wp-content/uploads/2009/03/games-capcom-lost-planet2-02-zoom.png" width="615" /></p>
<p>So is LP2 still fun? It has its moments. If you make it past the boring and unoriginal first few levels, there are some great backdrops and missions to be found. But it comes with a heavy price.</p>
<p>&nbsp;</p>
<div>
<p class="MsoNormal" style="margin-top: 0cm; margin-right: 0cm; margin-bottom: 0pt; margin-left: 0cm; "><span style="font-size: 16px; "><span style="font-family: arial, helvetica, sans-serif; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><font color="#000000"><span class="Apple-style-span"><u><strong><span lang="EN-CA">Likes:</span></strong></u></span></font></span></span></span></p>
<div>
<ul>
<li><span style="font-size: 12px; "><span style="font-family: arial, helvetica, sans-serif; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">New environments and amazing visual</span></span></span></li>
<li><span style="font-size: 12px; "><span style="font-family: arial, helvetica, sans-serif; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">Co-op and AI partners</span></span></span></li>
</ul></div>
<p class="MsoNormal" style="margin-top: 0cm; margin-right: 0cm; margin-bottom: 0pt; margin-left: 0cm; "><span style="font-size: 12px; "><span style="font-family: arial, helvetica, sans-serif; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><font color="#000000"><br />
		</font></span></span></span></p>
<p class="MsoNormal" style="margin-top: 0cm; margin-right: 0cm; margin-bottom: 0pt; margin-left: 0cm; "><span style="font-size: 16px; "><span style="font-family: arial, helvetica, sans-serif; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><font color="#000000"><u><strong><span lang="EN-CA">Dislikes:</span></strong></u></font></span></span></span></p>
<ul>
<li><font class="Apple-style-span" color="#000000" face="arial, helvetica, sans-serif">Weak story</font></li>
<li>Lengthy and tiring boss battles</li>
</ul>
<p style="text-align: center; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; ">&nbsp;<span style="font-family: arial, helvetica, sans-serif; "><font color="#000000" size="7"><font size="4"><span class="Apple-style-span" style="font-size: 16px; text-decoration: underline; "><b><span class="Apple-style-span" style="line-height: 20px; font-size: 20px; "><span style="text-decoration: underline; ">Review Score</span></span></b></span></font></font></span></span></p>
<p style="text-align: center; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: arial, tahoma, verdana; font-size: -webkit-xxx-large; line-height: 20px; "><img alt="4" class="alignnone size-full wp-image-845" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/3.png" style="cursor: default; padding-bottom: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 10px; margin-left: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; " width="40" /><span style="font-size: 72px; ">&nbsp;/&nbsp;</span><img alt="5" class="alignnone size-full wp-image-444" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" style="cursor: default; padding-bottom: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 10px; margin-left: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; " width="40" /></span></p>
<hr /></div>
<p><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: arial, helvetica, sans-serif; font-size: 11px; font-style: italic; line-height: 20px; ">The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.</span></p>
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		<title>Talk Is Cheap &#8211; 5/17/10</title>
		<link>http://www.levelfortytwo.com/2010/05/talk-is-cheap-5-17-10/</link>
		<comments>http://www.levelfortytwo.com/2010/05/talk-is-cheap-5-17-10/#comments</comments>
		<pubDate>Mon, 17 May 2010 15:21:23 +0000</pubDate>
		<dc:creator>LevelFortyTwo Staff</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Podcast]]></category>
		<category><![CDATA[Chaos Faction 2]]></category>
		<category><![CDATA[E3]]></category>
		<category><![CDATA[Future Shop Tech Blog]]></category>
		<category><![CDATA[Greek & Wicked]]></category>
		<category><![CDATA[Limbo]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[Next Gen Player]]></category>
		<category><![CDATA[Paul Hunter]]></category>
		<category><![CDATA[portal]]></category>
		<category><![CDATA[Steam]]></category>
		<category><![CDATA[Talk Is Cheap]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=4029</guid>
		<description><![CDATA[Joining us on this week&#39;s episode of Talk Is Cheap is Paul Hunter, video game blogger for Next Gen Player and the Future Shop Tech Blog.&#160; We talk about this week&#39;s content as well as Steam for Mac (whooo!) and E3 2010 predictions.&#160; From what we&#39;ve concluded, 2010 should be a great year for E3!&#160; [...]]]></description>
			<content:encoded><![CDATA[<p>Joining us on this week&#39;s episode of Talk Is Cheap is Paul Hunter, video game blogger for <strong><a href="http://www.nextgenplayer.com">Next Gen Player</a></strong> and the <strong><a href="http://www.futureshop.ca/techblog">Future Shop Tech Blog</a></strong>.&nbsp; We talk about this week&#39;s content as well as Steam for Mac (whooo!) and E3 2010 predictions.&nbsp; From what we&#39;ve concluded, 2010 should be a great year for E3!&nbsp; What are your predictions?</p>
<p>To wrap things up, we also mentioned several games, teasers and sales on Indie Compendium including <em><strong><a href="http://www.newgrounds.com/portal/view/535370">Chaos Faction 2</a></strong></em>, the <strong><a href="http://www.limbogame.org/">new <em>Limbo</em> in-game teaser</a></strong>, <em><strong><a href="http://www.newgrounds.com/portal/view/535548">Greek &amp; Wicked</a></strong></em> and the <strong><a href="http://store.steampowered.com/sub/4326/">Steam Play Indie Pack</a></strong>.&nbsp; Remember the Steam Pack will only be available until May 19th so get it while you can.&nbsp; Also don&#39;t forget to pick up a <strong><a href="http://store.steampowered.com/freeportal/">f</a><a href="http://store.steampowered.com/freeportal/">ree copy of </a><a href="javascript:void(0)/*304*/"><em>Portal</em></a></strong> before the 24th!</p>
<p>Also on Comic Compendium Joel mentions web comic &quot;Manly Guys Doing Manly Things&quot; which can be found at <a href="http://thepunchlineismachismo.com" target="_blank"><strong>thepunchlineismachismo.com</strong>.<br />
	</a></p>
<p><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: rgb(0, 0, 0);"><span style="color: rgb(0, 0, 0); line-height: 20px;">Send us your thoughts to podcast@levelfortytwo.com. </span></span></span></span>You can direct download the episode <strong><a href="http://www.levelfortytwo.com/podcast/Talk%20Is%20Cheap%205_17_10.mp3">here</a></strong>, or <span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: rgb(0, 0, 0);"><span style="color: rgb(0, 0, 0); line-height: 20px;"><span style="color: rgb(34, 34, 34);">subscribe to the podcast in iTunes&nbsp;<a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=340805099"><strong>here</strong></a>.</span></span></span></span></span></p>
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		<title>Achron</title>
		<link>http://www.levelfortytwo.com/2010/05/achron/</link>
		<comments>http://www.levelfortytwo.com/2010/05/achron/#comments</comments>
		<pubDate>Mon, 17 May 2010 13:10:13 +0000</pubDate>
		<dc:creator>Nick Tringali</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Previews]]></category>
		<category><![CDATA[Achron]]></category>
		<category><![CDATA[Hazardous Software]]></category>
		<category><![CDATA[real time strategy]]></category>
		<category><![CDATA[RTS]]></category>
		<category><![CDATA[time travel]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3958</guid>
		<description><![CDATA[Time travel has been used pretty widely in games. From platformers like Prince of Persia or puzzles like Braid, traveling around in time offers a unique experience only truly accessible in games. But most of these games have been limited in their handling of time travel in order to preserve gameplay. But now, Hazardous Software [...]]]></description>
			<content:encoded><![CDATA[<p><img align="middle" alt="" height="346" src="http://www.levelfortytwo.com/wp-content/uploads/2010/05/achron_concept_2.jpg" style="cursor: default; " width="615" /></p>
<p>Time travel has been used pretty widely in games. From platformers like <em>Prince of Persia</em> or puzzles like <em>Braid</em>, traveling around in time offers a unique experience only truly accessible in games. But most of these games have been limited in their handling of time travel in order to preserve gameplay. But now, Hazardous Software brings us <a href="http://www.achrongame.com"><u>Achron</u></a>, a real time strategy game that allows players to go back in time and freely erase their previous actions and wage wars in the past.</p>
<p>Achron is equipped with a time map, which shows a linear progress of time, up until the past few minutes. The map shows your position in the timeline, other players in the timeline, any battles from the past or present, units, resources, and chronoports, the devices that allow you to send troops back and forth in time.&nbsp;When a player returns to the past an carries out an action, you can&#39;t simply jump to the future to witness its results. Philosophically speaking, no one actually watched the events in the past happen, so in actuality they never did. The time waves set up in Achron act as an observer, carrying all of the actions made in the past to the present. This frees players from having to watch all of their actions in order to make sure they really do happen.&nbsp;</p>
<p><img align="middle" alt="" height="375" src="http://www.levelfortytwo.com/wp-content/uploads/2010/05/iced_demo_2.png" width="600" /></p>
<p>Achron allows you to view the past freely, but in order to alter the past and issue new commands, it will cost chronoenergy. The farther back in time you make your changes, the more chronoenergy is spent. Chronoenergy is recharged at a fixed rate and is independent of other traditional resources. Chronoenergy takes center stage in strategy, as all of your movements in the past require it.&nbsp;</p>
<p>This leads to a new dynamic when waging a war. A typical skirmish might take place like this: Player A sends an army to Player B&#39;s base. In retaliation, Player B sends his army back in time until before Player A&#39;s army was even built, to attack his base. Player A will then go even further back in time, sending previous troops to meet Player B&#39;s army in the past. And so it goes on, until either one&#39;s chrono energy is spent and the changes are carried into the future.&nbsp;As anyone who has touched an RTS knows, this adds several layers of strategy to a fairly normal real time strategy game. Every traditional concept of the RTS genre gets turned on its head, from resource gathering to forming alliances.&nbsp;</p>
<p><img align="middle" alt="" height="384" src="http://www.levelfortytwo.com/wp-content/uploads/2010/05/iced_demo_1.png" style="cursor: default; " width="615" /></p>
<p>Achron is also being released with a score of mod tools for the community. At the moment Achron can import 3D art into the game, along with scripts to customize levels, units, and AI. The terrain and environment can also be changed. Future plans for mod tools include an interface and menu editor; and a level editor to tie in all of the other tools together. Hazardous Software is also releasing the engine behind Achron as well, allowing anyone to utilize the time travel mechanics they&#39;ve developed and implemented in Achron.&nbsp;</p>
<p>Achron can be found <u><a href="http://achrongame.com/site/">here</a></u>, and <u><a href="http://achrongame.com/site/buy-and-download.php">pre-ordering</a></u> it will give you instant access to the alpha, along with any updates and the full game upon release. You can also listen to our <u><a href="http://www.levelfortytwo.com/2010/05/talk-is-cheap-5-10-10/">interview</a>&nbsp;</u>with Chris Hazard, the president of Hazardous Software and lead designer on Achron, to get more information.</p>
<p><img align="middle" alt="" height="346" src="http://www.levelfortytwo.com/wp-content/uploads/2010/05/achron_concept_1.jpg" width="615" /></p>
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		<title>Star Wars: Shadows of the Empire</title>
		<link>http://www.levelfortytwo.com/2010/05/star-wars-shadows-of-the-empire/</link>
		<comments>http://www.levelfortytwo.com/2010/05/star-wars-shadows-of-the-empire/#comments</comments>
		<pubDate>Thu, 13 May 2010 15:17:05 +0000</pubDate>
		<dc:creator>Ian Walker</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[New Game+]]></category>
		<category><![CDATA[Site Blogs]]></category>
		<category><![CDATA[Dash Rendar]]></category>
		<category><![CDATA[Lucasarts]]></category>
		<category><![CDATA[Shadows of the Empire]]></category>
		<category><![CDATA[Star Wars]]></category>
		<category><![CDATA[Star Wars: Shadows of the Empire]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3995</guid>
		<description><![CDATA[When I was a kid, I had only one true love in the world: Star Wars. My dad sat me down to watch them as soon as I could understand what was going on, and we rewatched them countless times over the years as I grew up. Most of what I was interested in from [...]]]></description>
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<p style="margin-bottom: 0in; text-align: center;"><img alt="" class="alignnone size-full wp-image-3047" height="85" src="http://www.levelfortytwo.com/wp-content/uploads/2010/02/Level-Forty-Two.png" title="Level Forty Two" width="600" /></p>
<p style="margin-bottom: 0in;">When I was a kid, I had only one true love in the world: Star Wars. My dad sat me down to watch them as soon as I could understand what was going on, and we rewatched them countless times over the years as I grew up. Most of what I was interested in from that point on was Star Wars related. Books, video games, comics&#8230;I couldn&#39;t get enough. But one area I never really jumped into was the Expanded Universe, further stories that chronicled adventures outside of the main plot. This all changed when I was introduced to a game called <em>Shadows of the Empire</em><span style="font-style: normal;"> for the Nintendo 64.</span></p>
<p style="margin-bottom: 0in;"><span style="font-style: normal;">Set between </span><em>The Empire Strikes Back </em><span style="font-style: normal;">and </span><em>Return of the Jedi</em><span style="font-style: normal;">, </span><em>Shadows of the Empire</em><span style="font-style: normal;"> details the adventures of the mercenary Dash Rendar, a friend of the Rebel Alliance. From my recollection, he is also part of the Han Solo fan club. His demeanor is almost exactly the same as his more famous counterpart, and he dresses about the same too. His transportation furthers my suspicions, as it&#39;s basically a later model of Han&#39;s famous </span><em>Millennium Falcon.</em><span style="font-style: normal;"> But, I digress. Dash&#39;s adventures take him all over the galaxy, from Hoth during the Empire&#39;s invasion to the junkyard planet of Ord Mantell to deal with the bounty hunter IG-88. His story in the game eventually culminates in a battle against the Prince Xizor, who hopes to eliminate Luke Skywalker in an attempt to become the Emperor&#39;s apprentice.</span></p>
<p style="margin-bottom: 0in; text-align: center;"><img alt="" class="alignnone size-full wp-image-3991" height="236" src="http://www.levelfortytwo.com/wp-content/uploads/2010/05/11.jpg" title="1" width="307" /> <img alt="" class="alignnone size-full wp-image-3993" height="236" src="http://www.levelfortytwo.com/wp-content/uploads/2010/05/31.jpg" title="3" width="307" /></p>
<p style="margin-bottom: 0in;"><span style="font-style: normal;">While having a fair amount of backstory to the original trilogy was amazing in its own right, the game really shone with the varied stages that comprised it. Quite a bit of them were generic on-foot, third person perspective shooters, but they controlled extremely well. Others were space battle affairs, as well as a very interesting one involving a speeder bike race. At the time, the graphics were far superior to anything I had seen before it, but haven&#39;t aged gracefully after a recent playthrough. The music, on the other hand, was and still is exceptional. While many of its pieces were taken straight from the movie soundtrack, the originals still carried an epic and graceful quality to them that would fit perfectly in any of the films.</span></p>
<p style="margin-bottom: 0in;"><em>Shadows of the Empire</em><span style="font-style: normal;"> was also a game with a ton of secrets. Scattered across all the levels were hidden Rebel insignias that would unlock special concept art, scenery, and cheat codes after you gathered enough of them. Add onto that varying difficulty levels, and you have a game with a ton of replay potential. The game also becomes surprisingly tough in the last few stages, which makes it that much more satisfying when you reach the conclusion. No spoilers here, but try beating the game at the hardest difficulty (called Jedi, naturally) and marvel at the fantastic plot twists that abound after the credits.</span></p>
<p style="margin-bottom: 0in; text-align: center;"><img alt="" class="alignnone size-full wp-image-3994" height="236" src="http://www.levelfortytwo.com/wp-content/uploads/2010/05/41.jpg" title="4" width="307" /> <img alt="" class="alignnone size-full wp-image-3992" height="236" src="http://www.levelfortytwo.com/wp-content/uploads/2010/05/21.jpg" title="2" width="307" /></p>
<p style="margin-bottom: 0in;"><span style="font-style: normal;">This game is my childhood. While I never had a chance to actually own it myself, I would play it for hours on end whenever I visited my extended family. The day I finally beat it will probably stand in my mind as one of the best video game moments I have ever had for quite some time. The graphics and gameplay haven&#39;t really stood the test of time over the years, but it&#39;s still a pretty fun game to mess around with when you have a few spare minutes. If you can get your hands on a copy, blow the dust off that old Nintendo 64 you have slowly dying in the corner of your room and check it out. You won&#39;t be disappointed.</span></p>
<hr />
<p><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: arial, helvetica, sans-serif; font-size: 11px; font-style: italic; line-height: 20px; ">New Game+ is LevelFortyTwo.com&#39;s blog not just looking back at older games, but also the effort and work that was put into them, as well as the joy of reliving old gaming experiences. Read more about the goal of this blog&nbsp;<a href="http://www.levelfortytwo.com/2010/02/launching-new-game/" style="color: rgb(17, 17, 17); text-decoration: none; "><strong>here</strong></a>.</span></p>
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		<title>Super Street Fighter IV</title>
		<link>http://www.levelfortytwo.com/2010/05/super-street-fighter-iv/</link>
		<comments>http://www.levelfortytwo.com/2010/05/super-street-fighter-iv/#comments</comments>
		<pubDate>Tue, 11 May 2010 13:20:21 +0000</pubDate>
		<dc:creator>Ian Walker</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Capcom]]></category>
		<category><![CDATA[hakan]]></category>
		<category><![CDATA[juri]]></category>
		<category><![CDATA[street fighter 4]]></category>
		<category><![CDATA[street fighter IV]]></category>
		<category><![CDATA[super street fighter 4]]></category>
		<category><![CDATA[super street fighter IV]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3960</guid>
		<description><![CDATA[If you were to randomly ask people on the street to name a fighting game series, most of them would probably give you weird looks and walk away as fast as they could. But those that stuck around to answer your question would more than likely answer, &#8220;Street Fighter.&#8221; Ever since the release of&#160;Street Fighter [...]]]></description>
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<p><span style="font-family:arial,helvetica,sans-serif;">If you were to randomly ask people on the street to name a fighting game series, most of them would probably give you weird looks and walk away as fast as they could. But those that stuck around to answer your question would more than likely answer, &ldquo;Street Fighter.&rdquo; Ever since the release of&nbsp;<em>Street Fighter II</em><span style="font-style: normal; ">&nbsp;in 1991, Capcom has owned the market on the fighting game genre.<span style="font-style: italic; ">&nbsp;</span></span><em>Street Fighter III</em><span style="font-style: normal; ">&nbsp;introduced a totally new fighting system and a cast almost entirely made up of new characters. It was a radical departure from the normal&nbsp;</span><em>Street Fighter</em><span style="font-style: normal; ">&nbsp;formula, but was critically acclaimed up on release and a staple in the fighting game community during Capcom&#39;s nine year break from the main&nbsp;</span><em>Street Fighter</em><span style="font-style: normal; ">&nbsp;series. But then, in 2008,&nbsp;</span><em>Street Fighter IV</em><span style="font-style: normal; ">&nbsp;was distributed to fighting game enthusiasts and casual players alike. An interesting mix of new graphic design and decidedly old school fighting mechanics,&nbsp;</span><em>Street Fighter IV</em><span style="font-style: normal; ">&nbsp;was exactly what fans had been waiting for.</span></span></p>
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<p style="margin-bottom: 0in; text-align: center; "><span style="font-family:arial,helvetica,sans-serif;"><em><font class="Apple-style-span" size="3"><span class="Apple-style-span" style="font-size: 12px; font-style: normal;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-size: medium; "><img alt="1" class="alignnone size-full wp-image-3961" height="346" src="http://www.levelfortytwo.com/wp-content/uploads/2010/05/1.jpg" style="cursor: default; " title="1" width="615" /></span></span></font></em></span></p>
<p style="margin-bottom: 0in; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><em><font class="Apple-style-span"><span class="Apple-style-span" style="font-style: normal; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><span style="font-style: normal; ">Much like with earlier incarnations of the series, Capcom wasn&#39;t content to rest on their laurels after releasing&nbsp;</span><em>Street Fighter IV</em><span style="font-style: normal; ">. Taking much of the community&#39;s feedback into consideration, they began working on a successor almost immediately. Jump ahead two years to 2010, and we are finally able to get our hands on the fruits of their labor:</span><em>Super Street Fighter IV</em><span style="font-style: normal; ">. While tweaking game mechanics and individual characters&#39; play styles is hard enough, Capcom went the extra mile by including two brand new characters, as well as eight extra fighters from the&nbsp;</span><em>Street Fighter II, Street Fighter III,&nbsp;</em><span style="font-style: normal; ">and</span><em>Street Fighter Alpha</em><span style="font-style: normal; ">&nbsp;series. But, there was some doubt in peoples&#39; minds whether this entry into the series was necessary or just a clever marketing ploy.</span></span></span></font></em></span></span></p>
<p style="margin-bottom: 0in; font-style: normal; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><em><font class="Apple-style-span"><span class="Apple-style-span" style="font-style: normal; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">We got lucky this time.</span></span></font></em></span></span></p>
<p style="margin-bottom: 0in; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><em><font class="Apple-style-span"><span class="Apple-style-span" style="font-style: normal; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><em>Street Fighter IV&nbsp;</em><span style="font-style: normal; ">was a great game, but many in the fighting genre community kept their relationship with it in a love/hate limbo. Like most of the games in the series, it was incredibly well made and gorgeous graphics-wise. The main issue, like most fighting games, was with the balance. While the tournament scene saw an amazing diversity in the characters being used on the top level, there were a few individual moves (e.g. Rufus&#39; EX Snake Strike) and characters (e.g. Sagat, Seth) that were seen as either outrageously overpowered or cheap. These complaints were voiced early on, but started to subside as players became more familiar with the game. Still, a vocal minority called for some changes to be made, and it seems Capcom was listening.</span></span></span></font></em></span></span></p>
<p style="margin-bottom: 0in; text-align: center; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><em><font class="Apple-style-span"><span class="Apple-style-span" style="font-style: normal; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><img alt="2" class="alignnone size-full wp-image-3962" height="346" src="http://www.levelfortytwo.com/wp-content/uploads/2010/05/2.jpg" style="cursor: default; " title="2" width="615" /></span></span></font></em></span></span></p>
<p style="margin-bottom: 0in; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><em><font class="Apple-style-span"><span class="Apple-style-span" style="font-style: normal; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><em>Super Street Fighter IV</em><span style="font-style: normal; ">&nbsp;is a different beast entirely. While the returning cast (yes, the whole group from&nbsp;</span><em>SFIV&nbsp;</em><span style="font-style: normal; ">is back) still play almost the same as they did before, a multitude of small tweaks have been implemented to balance a few of the issues from before, such as lowering damage on certain attacks and changing some of the frame data. Along with these small changes come some pretty big ones in the form of the new Ultras. Each character is equipped with two Ultra Combos now that you are allowed to choose from before the match started, much like&nbsp;</span><em>Street Fighter III</em><span style="font-style: normal; ">. Capcom did a great job making sure each Ultra offered two very different things, so that choosing one is mostly based on what character you&#39;re fighting as well as your own individual play style.</span></span></span></font></em></span></span></p>
<p style="margin-bottom: 0in; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><em><font class="Apple-style-span"><span class="Apple-style-span" style="font-style: normal; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><span style="font-style: normal; ">Being a long-time&nbsp;</span><em>Street Fighter</em><span style="font-style: normal; ">&nbsp;fan, Capcom really caught my eye with the huge cast of playable characters they made available in<span style="font-style: italic; ">&nbsp;</span></span><em>Super Street Fighter IV</em><span style="font-style: normal; ">. The entire cast of</span><em>Street Fighter II&nbsp;</em><span style="font-style: normal; ">is now available with the additions of T. Hawk, the stoic Native American grappler, and Dee Jay, the Jamaican kickboxer with a knack for busting out his maracas in victory. Fan favorites Makoto, Dudley, and Ibuki make their way over from the&nbsp;</span><em>Street Fighter III&nbsp;</em><span style="font-style: normal; ">series, as do&nbsp;</span><em>Street Fighter Alpha</em><span style="font-style: normal; ">&nbsp;combatants Adon, Guy, and Cody. Most of these old-school fighters make the transition to the new fighting system cleanly, their different fighting styles looking as fluid and beautiful as ever with the graphical enhancement the newer systems can offer. While Makoto in particular seems to have been given the short end of the stick gameplay wise, the others feel top notch at the time of writing this article.</span></span></span></font></em></span></span></p>
<p style="margin-bottom: 0in; text-align: center; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><em><font class="Apple-style-span"><span class="Apple-style-span" style="font-style: normal; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><img alt="3" class="alignnone size-full wp-image-3963" height="346" src="http://www.levelfortytwo.com/wp-content/uploads/2010/05/3.jpg" style="cursor: default; " title="3" width="615" /></span></span></font></em></span></span></p>
<p style="margin-bottom: 0in; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><em><font class="Apple-style-span"><span class="Apple-style-span" style="font-style: normal; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><span style="font-style: normal; ">Two brand new characters have also been introduced in&nbsp;</span><em>Super Street Fighter IV.</em><span style="font-style: normal; ">&nbsp;Juri is the very first character of Korean origin to find themselves in the cast of fighters, and practices the Korean Taekwondo fighting style. She is also the very first female villain to be introduced, and what a villain she is. Be ready to take a verbal beating along with the physical one when facing a good Juri player. The second new character is&#8230;interesting to say the least. Hakan, a Turkish oil wrestler, bases a large number of his attacks off the slickness that the oil provides. Constantly maintaining oily skin is a huge part of Hakan&#39;s game, as it increases the reach of his moves and makes him much easier to control. Being a grappler, his main strategy is to get as close as possible to his opponent to lay the hurt down, but he also has a variety of wacky moves that make him one of the most oddball characters in the&nbsp;</span><em>Street Fighter&nbsp;</em><span style="font-style: normal; ">universe.</span></span></span></font></em></span></span></p>
<p style="margin-bottom: 0in; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><em><font class="Apple-style-span"><span class="Apple-style-span" style="font-style: normal; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><span style="font-style: normal; ">The gameplay wasn&#39;t the only part of&nbsp;</span><em>Street Fighter IV</em><span style="font-style: normal; ">&nbsp;to receive an upgrade. A plethora of new online modes were introduced, including Team Battle and Endless Battle. The latter itself is incredibly fun, as it recreates the arcade experience very well in an online setting. Only two players can fight at any time, with the winner going on to fight the next challenger. Much like &ldquo;putting your quarter down&rdquo; at the arcade, you have to wait your turn to take on the winner. And once it&#39;s your turn, you have to keep winning if you want to keep playing. This creates a very entertaining environment for the spectators as well as those playing, as you&#39;re allowed to chat while you watch the others play, learning new strategies and just having an all around good time. The netcode has also seen some improvement, it seems, as it&#39;s become much easier to find a good connection with another player. In my play sessions, I only encountered one match where the lag made the game unplayable. This is a huge step forward from&nbsp;</span><em>Street Fighter IV</em><span style="font-style: normal; ">, making this incarnation that much more necessary.</span></span></span></font></em></span></span></p>
<p style="margin-bottom: 0in; text-align: center; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><em><font class="Apple-style-span"><span class="Apple-style-span" style="font-style: normal; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><img alt="4" class="alignnone size-full wp-image-3964" height="346" src="http://www.levelfortytwo.com/wp-content/uploads/2010/05/4.jpg" style="cursor: default; " title="4" width="615" /></span></span></font></em></span></span></p>
<p style="margin-bottom: 0in; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><em><font class="Apple-style-span"><span class="Apple-style-span" style="font-style: normal; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><span style="font-style: normal; ">While the graphics haven&#39;t seen much improvement, it wasn&#39;t really necessary. Capcom has done an amazing job keeping the game two-dimensional while at the same time using three-dimensional character models. The art style is a huge departure from what fans are used to from the series, but it&#39;s a welcome change for the better. The game has also retained the amazing sound quality from the original, with the addition of a new theme song and announcer to keep things fresh. Although many found the original theme song (&ldquo;Indestructible&rdquo;) annoying, I found myself missing its cheesiness every time I booted up&nbsp;</span><em>Super Street Fighter IV</em><span style="font-style: normal; ">. The English voice acting can be a bit grating at times when using a few characters, but overall they&#39;ve done a very good job keeping the same spirit and enthusiasm heard from the Japanese voice actors intact.</span></span></span></font></em></span></span></p>
<p style="margin-bottom: 0in; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><em><font class="Apple-style-span"><span class="Apple-style-span" style="font-style: normal; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><span style="font-style: normal; ">With a game of this nature, one simple question always has to be asked. Was this pseudo-sequel really necessary?&nbsp;</span><em>Super Street Fighter IV</em><span style="font-style: normal; ">&nbsp;does an incredible job building off the winning formula of its predecessor. The fighting system, while not as complex as others in the genre, is very entertaining to use as well as watch from the sidelines. The graphics are an amazing mixture of old and new that sets the bar even higher for those wishing to compete with the series. An eclectic cast of fighters from the past and present offers a little bit of everything for those looking to finally jump head first into the series, each one so varied and different that learning the intricacies of each is a feat in and of itself. So, was&nbsp;</span><em>Super Street Fighter IV&nbsp;</em><span style="font-style: normal; ">necessary?</span></span></span></font></em></span></span></p>
<p style="margin-bottom: 0in; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><em><font class="Apple-style-span"><span class="Apple-style-span" style="font-style: normal; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><span style="font-style: normal; ">Yes. An emphatic, totally satisfied&nbsp;</span><em>yes</em><span style="font-style: normal; ">.</span></span></span></font></em></span></span></p>
<p style="margin-bottom: 0in; "><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;"><em><font class="Apple-style-span"><span class="Apple-style-span" style="font-style: normal; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><span style="text-decoration: underline; "><strong><span style="font-style: normal; ">Likes</span><br />
			</strong></span></span></span></font></em></span></span></p>
<ul>
<li><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><em><font class="Apple-style-span"><span class="Apple-style-span" style="font-style: normal; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">Much more balanced gameplay-wise with the myriad character and move tweaks.</span></span></font></em></span></span></li>
<li><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><em><font class="Apple-style-span"><span class="Apple-style-span" style="font-style: normal; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">Maintains the same high standard of the the game before it in all aspects.</span></span></font></em></span></span></li>
<li><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><em><font class="Apple-style-span"><span class="Apple-style-span" style="font-style: normal; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">The new characters are tons of fun to play with, as are the returning old-school brawlers.</span></span></font></em></span></span></li>
</ul>
<p><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;"><em><font class="Apple-style-span"><span class="Apple-style-span" style="font-style: normal; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><span style="text-decoration: underline; "><strong>Dislikes<br />
			</strong></span></span></span></font></em></span></span></p>
<ul>
<li><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><em><font class="Apple-style-span"><span class="Apple-style-span" style="font-style: normal; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">Eventually, the best characters will be singled out as &quot;cheap&quot; and/or &quot;broken.&quot;</span></span></font></em></span></span></li>
<li><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><em><font class="Apple-style-span"><span class="Apple-style-span" style="font-style: normal; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">Some of the English voice acting can be a bit grating at times.</span></span></font></em></span></span></li>
<li><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><em><font class="Apple-style-span"><span class="Apple-style-span" style="font-style: normal; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">The backgrounds are way too beautiful and full of life. Incredibly distracting.</span></span></font></em></span></span></li>
</ul>
<p style="text-align: center; "><span style="font-family:arial,helvetica,sans-serif;"><em><font class="Apple-style-span" size="3"><span class="Apple-style-span" style="font-size: 12px; font-style: normal;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-size: medium; "><span style="font-size: 20px; "><span style="text-decoration: underline; ">Review Score<br />
			</span></span></span></span></font></em></span></p>
<p style="text-align: center; "><span style="font-family:arial,helvetica,sans-serif;"><em><font class="Apple-style-span" size="3"><span class="Apple-style-span" style="font-size: 12px; font-style: normal;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-size: medium; "><img alt="5" class="alignnone size-full wp-image-444" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" style="cursor: default; " title="5" width="39" /><span style="font-size: 72px; ">&nbsp;/&nbsp;</span><img alt="5" class="alignnone size-full wp-image-444" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" style="cursor: default; " title="5" width="39" /></span></span></font></em></span></p>
<hr />
<p><span style="font-family:arial,helvetica,sans-serif;"><em><font class="Apple-style-span" size="3"><span class="Apple-style-span" style="font-size: 12px; font-style: normal;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-size: medium; "><span style="font-size: 11px; "><em>The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.</em></span></span></span></font></em></span></p>
</p></div>
</div>
<p><!--   --></p>
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		<title>Top Nine Videogame Reporters and Journalists</title>
		<link>http://www.levelfortytwo.com/2010/05/top-nine-videogame-reporters-and-journalists/</link>
		<comments>http://www.levelfortytwo.com/2010/05/top-nine-videogame-reporters-and-journalists/#comments</comments>
		<pubDate>Mon, 10 May 2010 15:30:29 +0000</pubDate>
		<dc:creator>Matthew O&#39;Mara</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Features]]></category>
		<category><![CDATA[Beyond Good and Evil]]></category>
		<category><![CDATA[Clock Tower]]></category>
		<category><![CDATA[Dead Rising]]></category>
		<category><![CDATA[far cry 2]]></category>
		<category><![CDATA[Front Mission]]></category>
		<category><![CDATA[Hitman: Blood Money]]></category>
		<category><![CDATA[Impossible Creatures]]></category>
		<category><![CDATA[Pheonix Wright: Ace Attorney]]></category>
		<category><![CDATA[Silent Hill 4: The Room]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3915</guid>
		<description><![CDATA[Some are action reporters, others prefer to sit down with their subjects and chat. The common thread that ties them all together is their search for the truth.]]></description>
			<content:encoded><![CDATA[<div>Journalists in videogames are as diverse and wideranging as journalists in the real world. Some are action reporters, others prefer to sit down with their subjects and chat. The common thread that ties them all together is their search for the truth. This truth depends on their skills as an observer and actions as a reporter. Good journalism in videogames is about how a character develop a story. And there are a few characters here who have epic stories to tell.</div>
<div>&nbsp;</div>
<div><strong>1. Jade &ndash; Beyond Good and Evil: GC, PC, PS2, Xbox: 2003</strong></div>
<div>&nbsp;</div>
<div>With a laundry list of good deeds, Jade from <em>Beyond Good and Evil</em>&nbsp;is a real action reporter.&nbsp;With the&nbsp;IRIS Network and under&nbsp;the penname &quot;Shauni&quot;, Jade infiltrates and exposes the&nbsp;Alpha Section&ndash;the so called protectors of&nbsp;Hillys&ndash;as a corrupt military organization bent on world domination. Now that&rsquo;s a scoop. What distinguishes Jade is the diversity&nbsp;in which she uses journalism&nbsp;to help save Hillys. Altruism comes in many forms. You can promote the preservation of ecological zones, support a local orphanage or defend the planet from alien invasion. With her camera, Jade exposes&nbsp;lies told by a corrupt military regime and reveals the hidden plot to take over the world.&nbsp;</div>
<div style="text-align: center">&nbsp;<img alt="Jade" class="aligncenter size-full wp-image-3917" height="299" src="http://www.levelfortytwo.com/wp-content/uploads/2010/05/Jade.bmp" width="325" /></div>
<div>It helps to be able to kick a little ass when you&rsquo;re a journalist. Though&nbsp;her interviewees might be a little more intimidated than cooperative, Jade isn&rsquo;t looking for a peaceful solution to&nbsp;save Hillys from its fate. She uses revolutionary journalism as a weapon to fight the Alpha Section.&nbsp;Jade is&nbsp;an action reporter who constantly throws herself into dangerous and life threatening&nbsp;situations. Sometimes you might even forget that she&rsquo;s actually a journalist. With her camera she categorizes the planet&rsquo;s wildlife for future preservation, she finds evidence of the Alpha Section&rsquo;s involvement with extraterrestrial life, the DomZ,&nbsp;and she exposes the truth to the people of Hillys. Journalists in videogames often strive towards finding a definite truth in their reality. Through her investigation, Jade finds out the truth of her existence and why she kicks so much ass.</div>
<div>&nbsp;</div>
<div>Without spoiling her secret it involves a prophecy, her penname and the colour green. Jade&nbsp;finds a larger&nbsp;than life story for&nbsp;IRIS Network, and in the process she finds&nbsp;a personal truth. Journalism isn&rsquo;t always about making headlines or getting onto the front page, for some videogame journalists and real life journalists it&rsquo;s about exploring the self. There always has to be a motivation for a journalist. Jade&#39;s past is obscured and we only know so much about her character. There&#39;s always&nbsp;an exploratory impetus for good journalism and in-depth stories. Jade is a damn fine journalist, and she&rsquo;ll go to any lengths to find the truth even if it takes her into space and beyond. And back here on Earth another journalist is looking for his true identity.</div>
<div>&nbsp;</div>
<div><strong>2. Rex Chance &ndash; Impossible Creatures: PC: 2002</strong></div>
<div>&nbsp;</div>
<div>Rex Chance has what is,&nbsp;possibly, the best name of all videogame journalists. He&rsquo;s a former wartime&nbsp;correspondent who worked during the Spanish Civil War. And in 1936, when fascists attacked&nbsp;a local village, he tried to save a child only to see him die. Disgruntled and disillusioned, he returned home only to be&nbsp;fired from&nbsp;the news agency. A few years later, Rex received a letter from his estranged father Dr. Eric Chanicov. His father had&nbsp;gone missing several years earlier, and in the letter he revealed that his reasearche was being used&nbsp;in the development of&nbsp;Sigma technology. Rex puts on his protagonist boots and war reporter gear and heads out to Isla Variatas, a remote set of islands in the South Pacific.</div>
<div>&nbsp;</div>
<div style="text-align: center">&nbsp;<img alt="Rex" class="aligncenter size-full wp-image-3935" height="251" src="http://www.levelfortytwo.com/wp-content/uploads/2010/05/Rex.bmp" width="325" /></div>
<div>&nbsp;</div>
<div>Rex is also a hybrid semi-creature half-human who has the power to control animals. The game is old, so I can spoil some of the plot on this one. Sigma technology has allowed scientists, like Dr. Chanicov and Upton Julius, to combine creatures and creature more powerful hybrid specimines. Rex just so happens to be&nbsp;the first cross between an animal and a human being.&nbsp;He represents a newer and stronger form of the human species. His&nbsp;awesome name is just an&nbsp;added bonus.&nbsp;Now he has to fight for his life and find out the secret behind his existence.</div>
<div>&nbsp;</div>
<div>Rex takes to his leadership role pretty quick. As an international journalist;&nbsp;he&#39;s seen his fair share of war, blood and fighting.&nbsp;Most couldn&#39;t go from taking a cruise to commanding a legion of half-wolverine half-crocodile mutants in one day. However, the intensity of warfare can really affect a journalist&rsquo;s outlook on life. Ernest Hemmingway was a foreign correspondent&nbsp;during the Spanish Civil War.&nbsp;After he returned, he wrote <em>For Whom the Bell Tolls</em>, a powerful story about an American demo man sent to&nbsp;destroy a bridge. Now, Hemmingway wasn&rsquo;t a genetically created human being. He was just a journalist, but his retelling of the Spanish Civil War provides some insight into the&nbsp;intensity of warfare and&nbsp;how it can change you as a person. When it comes down to it, Rex is pretty hardened&nbsp;and he brings that to his journalism.</div>
<div>&nbsp;</div>
<div>Throughout the game we learn about Rex&#39;s past from his journal. He is constantly writing and detailing his journey with Dr. Lucy Willing. He shows his skills as a leader, a technician and a fighter. You have to wonder, why did Rex get into journalism? It could just be that he has good instincts for danger and his dormant animalistic traits make him more aware of his surroundings. Or it could be that he is obsessed with finding the true nature of his existence. Journalism in videogames is often used as a means of finding personal truths. Investigations are used as a vehicle to drive a journalist towards&nbsp;the truth. Rex receives a letter from his father and investigates the true nature of his existence. <em>Impossible Creatures</em> left players on a huge cliff hanger and I think this game definitely needs a revisit. And speaking of sequels.</div>
<div>&nbsp;<span>&nbsp;</span><span>&nbsp;</span></div>
<div><strong>3. Reuben Oluwagembi&nbsp; &ndash; Far Cry 2: PC, PS3 and Xbox 360: 2008</strong></div>
<div>&nbsp;</div>
<div>Far Cry 2 was a huge departure in the series. Jack Carver disappeared and&nbsp;the player was given the choice of 12 unique, yet silent,&nbsp;characters. The game&rsquo;s plot can be surmised in just one statement: Find and kill The Jackal. This&nbsp;notorious arms dealer&nbsp;has armed the Alliance for Popular Resistance (APR) and the United Front for Liberation (UFL), and it&rsquo;s your job to track him down and eliminate him. It&rsquo;s a real virtual adaptation of Joseph Conrad&rsquo;s <em>Heart of Darkness</em> and Francis Ford Copalla&rsquo;s <em>Apocalypse Now</em>. The problem for you is that the Jackal is like Nietzsche spouting ghost or a spectre, and there are others looking for him.</div>
<div>&nbsp;</div>
<div style="text-align: center"><img alt="Reuben" class="aligncenter size-full wp-image-3939" height="177" src="http://www.levelfortytwo.com/wp-content/uploads/2010/05/Reuben.bmp" width="325" /></div>
<div>&nbsp;</div>
<div>Reuben Oluwagembi is a journalist&nbsp;looking for the Jackal. Your interaction with&nbsp;Reuben&nbsp; in Far Cry 2 is limited as your character doesn&rsquo;t really have a voice. He wants to&nbsp;expose the illegal arms trade in the small nation and&nbsp;he asks you at the beginning of the game to look for the Jackal&rsquo;s tapes&mdash;small bite-sized&nbsp;recordings that have been spread all over the country. The Jackal touts his overman philosophy and believes he has gone beyond the bounds of morality, but that doesn&#39;t mean he condones the brutal level of&nbsp;violence in the small nation. The player kills a lot of people. Essentially, we&nbsp;become apart of the bloody cycle of this trade and you go up against&nbsp;mercenaries who are armed to the teeth. It&rsquo;s easy enough for you&nbsp;to dole back the punishment, but Reuben is just a journalist and he isn&rsquo;t the protagonist.</div>
<div>&nbsp;</div>
<div>A majority of the journalists on this list&nbsp;can either defend themselves or have the miraculous ability to dodge bullets with ease. Reuben is only human and he&rsquo;s looking to write a story.&nbsp;The Jackal, is inaccessible to anyone else other than another mercenary. He can&rsquo;t go out by himself and go looking because he&#39;ll get killed. In one mission, Reuben asks you to rescue a number of journalists that had been captured. They were to be executed or deported from the country, and if you did everything right that won&rsquo;t happen. It&rsquo;s important to him that this story is told and that the world is made aware of the chaos the arms dealing trade has created in this small country. As an observer, Reuben becomes an objective voice on this conflict that you are trapped within. His observations as a journalist form an empathic bridge for the player exposing the true nature of the game&#39;s violence. The saddest part of all of this is that Reuben&rsquo;s story was ignored by the international press. He plans to publish his story on his blog.</div>
<div>&nbsp;</div>
<div>You can check out his blog here: <a href="http://reubenblog.typepad.com/">http://reubenblog.typepad.com/</a>.</div>
<div>&nbsp;</div>
<div><strong>4. Frank West &ndash; Dead Rising: Xbox 360: 2006</strong></div>
<div>&nbsp;</div>
<div>Looking for a scoop on what he thought was a riot,&nbsp;Frank West&nbsp;goes to Willamette, Colorado and finds himself in the middle of a zombie infestation. With no other journalists in sight he has an inside scoop on a story the government is trying to cover up. He has the ultimate exclusive. Unlike Rex above, Frank&rsquo;s intervention and interference in the situation goes beyond his role as a journalist. In order to survive, he has to wait&nbsp;72 hours until Ed Deluca, his chartered helicopter pilot, returns to save him and his scoop.&nbsp;Frank initially goes into this situation looking for a story, but it evolves into something much deadlier. Frank is really more of an action hero than a photo journalist, and zombie smashing has to go against some part of the journalism code of ethics. Hell with it this game is about causing undead mayhem and saving lives. Frank is one of the toughest videogame journalists ever,&nbsp;he knows how to knock out a zombie and take a fantastic photograph.</div>
<div>&nbsp;</div>
<div style="text-align: center"><img alt="Frank West" class="aligncenter size-full wp-image-3918" height="182" src="http://www.levelfortytwo.com/wp-content/uploads/2010/05/Frank-West.bmp" width="325" /></div>
<div>&nbsp;</div>
<div>
<p>Frank has reported on wars and shows his skills as a natural leader. And in a time of crisis, like a zombie infestation, having someone who knows what to do and where to go&mdash;the roof in this case&mdash;is essential to survival. Think of&nbsp;Dead&nbsp;Rising&nbsp;as George A. Romero&rsquo;s <em>Dawn of the Dead</em> simply with a journalist instead of two cops, a flyboy and a lady. The fun and the danger are both there, but the atmosphere changes with the character&#39;s vocations. Journalists don&rsquo;t get in the way of their stories. They aren&rsquo;t supposed to get involved and start bashing heads at a riot. In a videogame, where&rsquo;s the fun in just being an observer. Sometimes you just want to be involved in what is going on around you. Yet, Frank finds himself up against a greater opponent.</p>
<p>&nbsp;</p>
<div>He&rsquo;s going up against the zombie invasion and a mass government conspiracy to cover up this incident. <em>Dead Rising </em>has&nbsp;six endings. Some end with Frank escaping to tell his tale of zombies, victims and survival. One ends with him being kidnapped by government forces leaving his fate unknown. Another has the zombie infestation going nationwide affecting the whole of the United States. In Tatsunoko&nbsp;versus Capcom we see Frank standing by some lockers with his co-workers. So maybe his story was told, but as we&#39;ve seen in the trailers for <em>Dead Rising 2</em> the zombie infestation has spread. And he isn&#39;t the only journalist who&#39;s had to deal with the undead.</div>
</div>
<div><strong>5. Joseph Schriber &ndash; Silent Hill 4: The Room: PC, PS2, Xbox: 2004</strong></div>
<div>&nbsp;</div>
<div>An in-depth investigation into a serial killer and the occult sounds interesting.&nbsp;Who wouldn&rsquo;t want an interesting subject like Walter Sullivan? Joseph Schriber is an investigative reporter who led an expos&eacute; into The Order, a cult running the Wish House, an orphanage in Silent Hill. As a fan of the survival horror genre, you know&nbsp;when &ldquo;Silent Hill&rdquo;, &ldquo;orphanage&rdquo; and &ldquo;cult&rdquo; are all in the same sentence that&nbsp;you might just want to stay home. As a journalist, well that&rsquo;s another story.</div>
<div>&nbsp;</div>
<div style="text-align: center"><img alt="Joseph Schreiber" class="aligncenter size-full wp-image-3919" height="203" src="http://www.levelfortytwo.com/wp-content/uploads/2010/05/Joseph-Schreiber.bmp" width="325" /></div>
<div>&nbsp;</div>
<div>Joseph Schriber lived in room 302 in South Ashfield Heights, an apartment complex in&nbsp;a small town not too far from Silent Hill.&nbsp; We learn of his fate from a small diary that&#39;s passed under Henry Townshend&#39;s door. His diary reveals that Walter Sullivan is more than&nbsp;just an ordinary killer. His investigation revealed that Walter had committed suicide in prison and&nbsp;his body disappeared. Joseph went one step further and dug up Walter&#39;s grave only to find his body gone and the numbers 11/21 marked&nbsp;in the&nbsp;empty&nbsp;coffin. Those numbers represent the 21 murders Walter has to commit in order to revive his mother who has been manifested in his psyche. It&rsquo;s a long story. The interesting part of all this is Joseph was able to decipher all of this and The Order&rsquo;s influence over Walter. His diary&#39;s red pages&nbsp;help Henry defeat Walter and return some order to Ashfield Heights.</div>
<div>&nbsp;</div>
<div>Going overseas for&nbsp;a story is&nbsp;a typical&nbsp;endeavour for a journalist. International reporters travel to every end of the Earth looking for stories. Joseph Schreiber travelled into Walter Sullivan&rsquo;s psyche to find his story. He literally went&nbsp;into Walter&#39;s&nbsp;&ldquo;Other Worlds&rdquo;.&nbsp; Joseph even returns from the afterlife as a spirit to help guide Henry, now that&rsquo;s dedication to your craft. What&#39;s more none of the analysis of the game or the development of the mythos could have occurred without his investigation.&nbsp;Joseph Schriber found himself an amazing subject for an unprecedented investigative report. Yet there are other serial killers out there terrorizing the media with their myths.</div>
<div>&nbsp;</div>
<div><strong>6. Nolan Campbell &ndash; Clock Tower: PS 1996</strong></div>
<div>&nbsp;</div>
<div>What&rsquo;s up with videogame journalists and serial killers? It&rsquo;s like they have a death wish. Nolan Campbell is a relatively young reporter for the Oslo Week Newspaper and he&#39;s embroiled in the murderous plot of the Scissor Man. Unlike some of the other journalists here, Nolan is a little bit of a bad one. I can respect that he&rsquo;s looking for a scoop and the Scissor Man, but it&rsquo;s more than a little strange to romantically hound Jennifer, a 15-year-old and clearly disturbed individual. Still with his cameraman Tim, the two&nbsp;make a formitable teamand manage&mdash;if you play your cards right&mdash;to help defeat the Scissor Man. Finding images of Nolan is next to impossible, so here&#39;s a photo of director Christopher Nolan and B movie star Bruce Campbell.</div>
<div>&nbsp;</div>
<div style="text-align: center"><img alt="Bruce Campbell" class="aligncenter size-full wp-image-3920" height="201" src="http://www.levelfortytwo.com/wp-content/uploads/2010/05/Bruce-Campbell.bmp" width="325" /></div>
<div>&nbsp;</div>
<div>What distinguishes Nolan from the other journalists&mdash;so far&mdash;is that he&rsquo;s just a third-rate writer looking for a story. He has no grand altruistic vision driving him towards protecting Jennifer and defeating the Scissor Man. He&rsquo;s just in the wrong place at the journalistically right time.&nbsp;He&#39;s just a little more unscrupulous than some of the other characters on this list. There are certain boundaries that you have to abide by when writing a story. No making up names, avoid misquotes like the Scissor Man and use the utmost discretion when approaching a subject.&nbsp;Nolan and Tim investigate the Scissor Man myth and find themselves in the middle of a tense situation. In a few scenarios they survive and in others they end up either roasted in a fireplace or shoved into a wine barrel. That&rsquo;s a morbid fate for two reporters looking a big scoop. However, like most of the journalists on this list Nolan and Tim have ultimately redeemable characteristics and traits.</div>
<div>&nbsp;</div>
<div>In a few of the game&rsquo;s scenarios, Nolan actually helps Jennifer defeat the Scissor Man. In one ending, he distracts the large-fulcrum wielding maniac until she casts a sealing spell. He redeems himself a little and managed to make himself out as a good journalist. As far as I know, Nolan never actually published his story about the Scissor Man and his ordeal. Well, he&rsquo;s more than just a sleazebag asking Jennifer out on a date just to derive some &ldquo;truth&rdquo; out of his investigation. He is searching for the truth and though he may have some odd mannerisms and off putting characteristics, he is a journalist in search of a story. He finds it, but there are things worse than serial killers out there.</div>
<div>&nbsp;</div>
<div><strong>7. Rick Henderson &ndash; Hitman: Blood Money: PC, PS2, Xbox 360: 2006</strong></div>
<div>&nbsp;</div>
<div>A journalist can work his or her entire life towards getting one good story, and that scoop of the century seldom comes looking for us. Rick Henderson is a journalist with the First Edition, a newspaper dealing with both international and national affairs. In <i>Hitman: Blood Money</i>, he&rsquo;s lured to Alexander Leland Cayne&rsquo;s estate assuming the former Pentagon director wants to talk about the attack on the White House or his plans for retirement. What Rick found&nbsp;was the story of a lifetime. Alex had the Hitman.</div>
<div>&nbsp;</div>
<div style="text-align: center"><img alt="Rick Henderson" class="aligncenter size-full wp-image-3945" height="183" src="http://www.levelfortytwo.com/wp-content/uploads/2010/05/Rick-Henderson.bmp" width="345" /></div>
<div>&nbsp;</div>
<div>The Hitman is like a myth, a ghoul or goblin made up to scare politicians and&nbsp;the world&#39;s corrupt&nbsp;into being good. He&#39;s really the result of a cloning experiment designed around creating the perfect human being. He was made from the genes of four of his previous targets (Lee Hong, Pablo Ochoa, Franz Fuchs, and Arkadij Jegorov) and some from his creator Professor Ort-Meyer. The nature over nurture problem comes into existence, he kills the Professor, ending the production of Hitman 48&rsquo;s, and Hitman 47 mystifies himself as the International Contract Agency&rsquo;s deadliest assassin. Rick stares, mouth open as Alex tells him all this. In journalism this is called a &ldquo;Get&rdquo;. Fortunately and the unfortunately for Rick, this &ldquo;Get&rdquo; gets him killed.</div>
<div>&nbsp;</div>
<div>Rick&#39;s&nbsp;last words are, &ldquo;Your secret is safe with me! I swear to God, I won&rsquo;t tell a soul!&rdquo; Now, he knows, Hitman knows and I know that any journalist worth his salt would go right to printers with this kind of story. With the overwhelming evidence at the scene and the evidence produced by Alex, Rick could easily account for the hundreds of unaccounted murders and assassinations that have taken place over the last twenty years! Now this&mdash;as Alex comments early in the game&mdash;is the type of &ldquo;good journalism&rdquo; Rick is known for. Unfortunately for him, his story is left unpublished and he ends up as another casualty of the Hitman. Hmm&hellip; but he did have his recorder with him and even the best clean up teams can be sloppy sometimes. This is truly the mark of a good journalist.</div>
<div>&nbsp;</div>
<div><strong>8. Lotta Hart &ndash; Pheonix Wright: Ace Attorney: GBA 2001, Ace Attorney Series</strong></div>
<div>&nbsp;</div>
<div>How does one describe Lotta Hart? Born in the Heart of the Heartland, Lotta is a hot blooded, Osaka accented&mdash;akin to a Southern accent in the United States&mdash; photographer whose first claim to fame involved a UFO and a wedding. She&rsquo;s steeped in the paranormal and has been heavily involved in Pheonix Wright&rsquo;s case file. She&rsquo;s kind of annoying and has a penchant for getting into &ldquo;a lotta&rdquo; trouble, but she&rsquo;s a damn fine photographer and she has a huge fro to boot.</div>
<div>&nbsp;</div>
<div style="text-align: center"><img alt="360688-praa_lotta_hart_large" class="aligncenter size-full wp-image-3921" height="325" src="http://www.levelfortytwo.com/wp-content/uploads/2010/05/360688-praa_lotta_hart_large.bmp" width="181" /></div>
<div>&nbsp;</div>
<div>As a journalist, Lotta leaves a lotta to be desired. Okay enough with the puns. She&rsquo;s a photographic journalist who lives by a strict journalistic ideology. If she has a source, evidence or an insight into a case; she&rsquo;ll protect it no matter what. That&rsquo;s professional, but it makes things difficult for Pheonix. In Justice for All, she becomes a key witness in two different murders. In the first case, Maya Fey had been accused of murder after she had channelled a dead spirit. In&nbsp;the second&nbsp;case Juan Corrida, a television superstar, had been murdered and Lotta&rsquo;s photographs become key pieces of evidence in the case. The problem is she needs to be coaxed into giving testimony.</div>
<div>&nbsp;</div>
<div>Journalism is about helping people, defeating tyranny and finding the truth. That&rsquo;s the ideal. Sometimes journalism can be just about finding that scoop or that claim to fame. Lotta is a good journalist and photographer, but when someone&rsquo;s life is in danger c&rsquo;mon, just C&rsquo;MON! Especially when it&rsquo;s a friend like Maya. Still, any journalist can respect the protection of sources and information. Just when it&rsquo;s a life or death situation you might want to rethink your ideology, especially when Franchizka von Karma pops out the whip.</div>
<div>&nbsp;</div>
<div><strong>9. Frederick Lancaster&nbsp;&ndash; Front Misson: SNES 1995, Wonder Swan Colour 2002 and DS 2007</strong></div>
<div>&nbsp;</div>
<div>How many journalists can claim to be an accomplished Wanzer pilot? Frederick Lancaster is an Oceania Community Union war reporter who joins the Carrion Crows, a crack team of mercenaries hired to combat the United States of the New Continent. Huffman Island becomes the&nbsp;focal point of the OCU and the USN&rsquo;s conflict, and he&#39;s right in the thick of it. Lancaster&rsquo;s really not much of a fighter, but he&rsquo;s quite a journalist and he has a giant mech! Imagine the interview you could get.&nbsp;You could literally pull people into interview and meetings. But he&rsquo;s just there as a reporter and as an observer, and the only pulling Frederick does is info out of the Carrion Crows, and he has quite a beat.</div>
<div>&nbsp;</div>
<div style="text-align: center"><img alt="Frederick Lancaster 2" class="aligncenter size-full wp-image-3923" height="325" src="http://www.levelfortytwo.com/wp-content/uploads/2010/05/Frederick-Lancaster-21.bmp" width="281" /></div>
<div>&nbsp;</div>
<div>War reporting and videogame journalism make a good combination. It means that a character like Frederick can fight for his life and keep his wits about him. Combat in Front Mission is visceral. Wanzers, derived from German &ldquo;Wanzer Panzer&rdquo; meaning &ldquo;walking tank&rdquo;, are giant duelling mechs that can battle over any terrain. Fredick isn&rsquo;t an accomplished pilot, but travelling with the Crows&nbsp;means that he has to know how to defend himself, properly pilot a giant mechanical tank,&nbsp;travel light with a constantly moving caravan of soldiers and learn how to maintain his machine. Most journalists I know have trouble waking up in the morning. Frederick Lancaster is tough stuff.</div>
<div>&nbsp;</div>
<div>Admittedly, Frederick is one of the worst pilots you can have on your team. He&rsquo;s weak and the only skill he excels at is the &ldquo;Evade&rdquo; skill, which is kind of funny and rather apt. Journalists in war zones have a tendency dodge bullets, but not always. Journalism is a dangerous career choice, especially during times of war.&nbsp;Frederick is quite a journalist and he makes an appearance in Front Mission 4, seasoned and still reporting. One thing about his character that can be deceiving is his stance with the OCU. He fought with the Carrion Crows, not because he wanted to defeat the USN, but because he saw a story in the mercenaries. Journalists are supposed to objectively observe their surroundings and write stories. The change they create comes after and from the reactions of his or her audience.</div>
<div>&nbsp;</div>
<div style="text-align: center">***</div>
<div>Journalism in videogames is used as a tool to help characters develop their stories. Whether it&#39;s Frank West beating down some zombies or Jade revealing a large extraterrestrial conspiracy, journalists seek the truth so audiences can get a bigger picture of the world around them. That&#39;s really what journalism is all about. Each of these characters has a story and we become their audience.</div>
<div>&nbsp;</div>
<div>There are a few more videogame journalists out there still. <em>Heavy Rain</em>&#39;s Madison Paige and <em>Uncharted</em>&#39;s Elena Fisher are two, and the crews from <em>Siren: Blood Curse</em> and <em>Michigan: Report From Hell.</em> Leave a comment and let me know if there are any that I missed.</div>
]]></content:encoded>
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		<title>Talk Is Cheap &#8211; 5/10/10</title>
		<link>http://www.levelfortytwo.com/2010/05/talk-is-cheap-5-10-10/</link>
		<comments>http://www.levelfortytwo.com/2010/05/talk-is-cheap-5-10-10/#comments</comments>
		<pubDate>Mon, 10 May 2010 15:20:49 +0000</pubDate>
		<dc:creator>LevelFortyTwo Staff</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Podcast]]></category>
		<category><![CDATA[Achron]]></category>
		<category><![CDATA[Chris Hazard]]></category>
		<category><![CDATA[Hazardous Software]]></category>
		<category><![CDATA[RTS]]></category>
		<category><![CDATA[Talk Is Cheap]]></category>
		<category><![CDATA[time travel]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3925</guid>
		<description><![CDATA[Joining us on this week&#39;s episode of Talk Is Cheap is Chris Hazard, founder of Hazardous Software and head developer of Achron, an RTS that freely allows time travel. Joel, Nick, and Erika discuss the many variations of strategy and concepts of time travel.&#160; Erika also discusses TOJam, where indie developers come together in Toronto [...]]]></description>
			<content:encoded><![CDATA[<p>Joining us on this week&#39;s episode of Talk Is Cheap is Chris Hazard, founder of Hazardous Software and head developer of <strong><a href="http://achrongame.com/site/">Achron</a>, </strong>an RTS that freely allows time travel. Joel, Nick, and Erika discuss the many variations of strategy and concepts of time travel.&nbsp;</p>
<div>Erika also discusses TOJam, where indie developers come together in Toronto for three days to make a game, along with discussions about Gears of War, and what makes apparently simple games far more complex. We also discussed three games in Indie Compendium:&nbsp;<span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: arial,sans-serif; font-size: 13px; border-collapse: collapse;"><b><a href="http://www.indiegames.com/blog/2010/05/freeware_game_pick_hero_core_d.html#more">Hero Core</a>,&nbsp;<span class="Apple-style-span" style="font-weight: normal;"><b><a href="http://www.newgrounds.com/portal/view/534961">Enough Plumbers</a>, </b></span></b><span class="Apple-style-span" style="font-weight: normal;">and&nbsp;</span><b><span class="Apple-style-span" style="font-weight: normal;"><b><span class="Apple-style-span" style="font-weight: normal;"><b><a href="http://www.newgrounds.com/portal/view/533302">Sydney Shark</a>.</b></span></b></span></b></span></div>
<p><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: rgb(0, 0, 0);"><span style="color: rgb(0, 0, 0); line-height: 20px;">Send us your thoughts to podcast@levelfortytwo.com.&nbsp;&nbsp;</span></span></span></span>You can direct download the episode <a downloads="" href="http://www.levelfortytwo.com/podcast/Talk%20Is%20Cheap%205_10_10.mp3"><strong>here</strong></a>, or <span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: rgb(0, 0, 0);"><span style="color: rgb(0, 0, 0); line-height: 20px;"><span style="color: rgb(34, 34, 34);">subscribe to the podcast in iTunes&nbsp;<a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=340805099"><strong>here</strong></a>.</span></span></span></span></span></p>
<p></p>
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		<itunes:duration>1:17:07</itunes:duration>
		<itunes:subtitle>Joining us on this week&#39;s episode of Talk Is Cheap is Chris Hazard, founder of Hazardous Software and head developer of Achron, an RTS that ...</itunes:subtitle>
		<itunes:summary>Joining us on this week&#39;s episode of Talk Is Cheap is Chris Hazard, founder of Hazardous Software and head developer of Achron, an RTS that freely allows time travel. Joel, Nick, and Erika discuss the many variations of strategy and concepts of time travel.&#160;
Erika also discusses TOJam, where indie developers come together in Toronto for three days to make a game, along with discussions about Gears of War, and what makes apparently simple games far more complex. We also discussed three games in Indie Compendium:&#160;Hero Core,&#160;Enough Plumbers, and&#160;Sydney Shark.
Send us your thoughts to podcast@levelfortytwo.com.&#160;&#160;You can direct download the episode here, or subscribe to the podcast in iTunes&#160;here.

</itunes:summary>
		<itunes:keywords>Featured Content, Podcast</itunes:keywords>
		<itunes:author>LevelFortyTwo.com</itunes:author>
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		<title>Trust us, TOJam is more appealing than it sounds</title>
		<link>http://www.levelfortytwo.com/2010/05/trust-us-tojam-is-more-appealing-than-it-sounds/</link>
		<comments>http://www.levelfortytwo.com/2010/05/trust-us-tojam-is-more-appealing-than-it-sounds/#comments</comments>
		<pubDate>Fri, 07 May 2010 15:36:32 +0000</pubDate>
		<dc:creator>Erika Szabo</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Features]]></category>
		<category><![CDATA[game developers]]></category>
		<category><![CDATA[George Brown College]]></category>
		<category><![CDATA[indie games]]></category>
		<category><![CDATA[The Toronto Independent Game Development Jam]]></category>
		<category><![CDATA[TOJam]]></category>
		<category><![CDATA[Toronto]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3889</guid>
		<description><![CDATA[More often than not, when we&#39;re thinking of a video game, we&#39;re not thinking of the composition of the game.&#160;&#160; Art, music, game mechanics and story generally are what take center stage and without surprise, these features are some of the most important when evaluating a game.&#160; However what we seem to forget is that [...]]]></description>
			<content:encoded><![CDATA[<div class="im">More often than not, when we&#39;re thinking of a video game, we&#39;re not thinking of the composition of the game.&nbsp;&nbsp; Art, music, game mechanics and story generally are what take center stage and without surprise, these features are some of the most important when evaluating a game.&nbsp; However what we seem to forget is that there are various people involved in the creation of a video game &#8212; sometimes more, sometimes less.&nbsp; It&#39;s not only the game itself that&#39;s stimulating gamer&#39;s minds, but it&#39;s the developers of these games that make it happen.&nbsp;</div>
<div class="im">&nbsp;</div>
<p style="text-align: center;"><img alt="DSC_0646" class="aligncenter size-large wp-image-3891" height="299" src="http://www.levelfortytwo.com/wp-content/uploads/2010/05/DSC_0646-1024x680.jpg" title="DSC_0646" width="450" /></p>
<p style="text-align: center;"><em><span style="font-size: 11px;">Checking out one team&#39;s survival/horror multi-player game (there&#39;s me in the black/white dress).<br />
	</span></em></p>
<p>From April 23 &#8211; 25th, people got to experience game production first hand at The Toronto Independent Game Development Jam (or TOJam for short), a free, annual game-making event open to the public (this year held at George Brown College).&nbsp; Here&#39;s the goal: Finish a good, small indie game in 3 days.&nbsp; TOJam isn&#39;t a competition, it&#39;s a chance for devs to harness their knowledge and talent and make the best game possible.</p>
<p>For the fifth year in a row, TOJam has welcomed devs from all over North America to make games of all genres.&nbsp; Each year, the event has been growing steadily, this time with over 180 participants.&nbsp; Whether created by a one-man team or elaborate groups, each game (70 in all) had a unique look and feel.&nbsp;</p>
<p style="text-align: center;"><img alt="DSC_0643" class="aligncenter size-large wp-image-3890" height="299" src="http://www.levelfortytwo.com/wp-content/uploads/2010/05/DSC_0643-1024x680.jpg" title="DSC_0643" width="450" /></p>
<p style="text-align: center;"><em><span style="font-size: 11px;">&nbsp;The devs tried out several of the games as well. <br />
	</span></em></p>
<p>Although everyone, whether participant or guest, was able to test out each team&#39;s game, there&#39;s still a lot of polishing to do before TOJam Arcade.&nbsp; TOJam Arcade will be a casual pub event in which each game will be showcased for 30 minutes each on 9 projectors.&nbsp; It&#39;s free, open to the public, and will be held late May. The games from TOJam 5 will eventually be posted on the <strong><a href="http://www.tojam.ca">official TOJam website</a></strong>, but until then, you can always check out ones from <strong><a href="http://www.tojam.ca/games_2009/default.asp">previous years</a></strong>.&nbsp;</p>
<p>Until then, check out these photos from TOJam:</p>

<a href='http://www.levelfortytwo.com/2010/05/trust-us-tojam-is-more-appealing-than-it-sounds/dsc_0643/' title='DSC_0643'>DSC_0643</a>
<a href='http://www.levelfortytwo.com/2010/05/trust-us-tojam-is-more-appealing-than-it-sounds/dsc_0646/' title='DSC_0646'>DSC_0646</a>
<a href='http://www.levelfortytwo.com/2010/05/trust-us-tojam-is-more-appealing-than-it-sounds/dsc_0647/' title='DSC_0647'>DSC_0647</a>
<a href='http://www.levelfortytwo.com/2010/05/trust-us-tojam-is-more-appealing-than-it-sounds/dsc_0649/' title='DSC_0649'>DSC_0649</a>
<a href='http://www.levelfortytwo.com/2010/05/trust-us-tojam-is-more-appealing-than-it-sounds/dsc_0650/' title='DSC_0650'>DSC_0650</a>
<a href='http://www.levelfortytwo.com/2010/05/trust-us-tojam-is-more-appealing-than-it-sounds/dsc_0652/' title='DSC_0652'>DSC_0652</a>
<a href='http://www.levelfortytwo.com/2010/05/trust-us-tojam-is-more-appealing-than-it-sounds/dsc_0680/' title='DSC_0680'>DSC_0680</a>
<a href='http://www.levelfortytwo.com/2010/05/trust-us-tojam-is-more-appealing-than-it-sounds/dsc_0683/' title='DSC_0683'>DSC_0683</a>
<a href='http://www.levelfortytwo.com/2010/05/trust-us-tojam-is-more-appealing-than-it-sounds/dsc_0685/' title='DSC_0685'>DSC_0685</a>

<p>&nbsp;</p>
<p><em>Photos courtesy of Matthew O&#39;Mara</em></p>
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		<title>Making History II</title>
		<link>http://www.levelfortytwo.com/2010/05/making-history-ii-preview/</link>
		<comments>http://www.levelfortytwo.com/2010/05/making-history-ii-preview/#comments</comments>
		<pubDate>Thu, 06 May 2010 15:17:27 +0000</pubDate>
		<dc:creator>Joel Cornell</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Previews]]></category>
		<category><![CDATA[Chris Parsons]]></category>
		<category><![CDATA[Making History]]></category>
		<category><![CDATA[Making History 2]]></category>
		<category><![CDATA[making history ii preview]]></category>
		<category><![CDATA[Muzzy Lane Software]]></category>
		<category><![CDATA[strategy]]></category>
		<category><![CDATA[world war 2]]></category>
		<category><![CDATA[WWII]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3876</guid>
		<description><![CDATA[Who says games can&#39;t teach you stuff?! I think it&#39;s safe to say your average strategy gamer can tell you more about world history, economics and military tactics than your average college student.&#160;Making History II is one of those brilliant examples of an experience that&#39;s a blast to play at whatever level of &#34;core&#34; you [...]]]></description>
			<content:encoded><![CDATA[<div style="font-family: Arial, Verdana, sans-serif; font-size: 12px; color: #222222; background-color: #ffffff; ">
<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: rgb(0, 0, 0); ">Who says games can&#39;t teach you stuff?! I think it&#39;s safe to say your average strategy gamer can tell you more about world history, economics and military tactics than your average college student.&nbsp;<em>Making History II</em> is one of those brilliant examples of an experience that&#39;s a blast to play at whatever level of &quot;core&quot; you like, while leaving you quite eager to chat with friends about the finer points of the political stage in Brazil in the 1930s or the economic subtleties of Monaco in the 1940s.</span></span></span></p>
<p style="text-align: center; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: rgb(0, 0, 0); "><img alt="" height="348" src="http://www.levelfortytwo.com/wp-content/uploads/MHII_Ethnicity.jpg" style="cursor: default; " width="600" /></span></span></span></p>
<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: rgb(0, 0, 0); ">Though the time span of&nbsp;<em>MH2</em> is relatively short (early 1930s through late 1940s), the scope is monumental. You choose just one specific country to represent, but if the country existed during this time period, you can play it. From South Africa to Monaco to Thailand, you&#39;re not restricted to the popular countries like Japan or the US. Thus, the goal of the game is quite different than the majority of strategy games. Don&#39;t just try to turn the map your color, &#39;cause playing as Luxembourg, you&#39;re quite unlikely to wind up invading Russia. Rather, consider your options while playing as Egypt and run with what you&#39;ve got. Each turn is a week, so the pace at which you make your decisions is somewhat more delicate.&nbsp;As your end goal will differ greatly with your choice of country and how history plays out (e.g., you can&#39;t rely on Japan to bomb Pearl Harbor on December 7th, though their economic and military status certainly makes them prone to that decision), so will the myriad &quot;winning&quot; conditions. The game sets each of the 100+ countries as they were in the early 1930s, simulating their actual economic, military and cultural settings. So when you pick Germany, you&#39;ll be set to begin your rampage through Europe, but perhaps this time they&#39;ll do things through diplomacy instead.</span></span></span></p>
<p style="text-align: center; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: rgb(0, 0, 0); "><img alt="" height="348" src="http://www.levelfortytwo.com/wp-content/uploads/MHI_Romania1.jpg" style="cursor: default; " width="600" /></span></span></span></p>
<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: rgb(0, 0, 0); ">During your turn, your options extend far further than &quot;attack, defend or build&quot;. As the screen above shows, the depth to which you can barter, trade, infiltrate, exercise diplomacy or invade means you can play the game at many levels. If you want to expand the American empire to all reaches of the globe in a few hours, you can just build up your army, sacrificing your people, culture and economy, and go to war. At the same time, you can spend hours deploying troops to destroy an enemy territory&#39;s arms factories, planning your diplomatic future with an ally, or creating puppet states or colonies out of recently captured countries, all in just a single turn. To deepen things even further, countries are divided into smaller territories or regions, meaning you can&#39;t invade New York City and capture that along with the entire Midwest. Similarly, cities are also separated into districts, so you can choose to infiltrate specific production or culture centers of each city, for the intended effect..</span></span></span></p>
<p style="text-align: center; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: rgb(0, 0, 0); "><img alt="" height="348" src="http://www.levelfortytwo.com/wp-content/uploads/MHII_Region_Management2.jpg" style="cursor: default; " width="600" /></span></span></span></p>
<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: rgb(0, 0, 0); ">A big problem with strategy games this deep is the fact that most people can&#39;t set aside 18 hours straight to finish a game. Thus, the turn timer. Player turns all take place simultaneously, meaning you all make your plans, end the turn, and watch history unfold. To ease everyone&#39;s time constraints, simply set the turn timer to any increment (i.e. 24 hours). &nbsp;Make sure you log in and take your turn before the timer expires, and you can all keep up with history without having to hang out at your friend&#39;s house all weekend. This means one game can last for months, perhaps sped up a bit when you all can sit down for a few hours, then returning to a longer turn timer. The fact that you will be able to take your turn playing the full game in a browser allows even more accessibility and ease of play.</span></span></span></p>
<p style="text-align: center; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: rgb(0, 0, 0); "><img alt="" height="348" src="http://www.levelfortytwo.com/wp-content/uploads/MHII_German-Polish_Border.jpg" style="cursor: default; " width="600" /></span></span></span></p>
<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: rgb(0, 0, 0); ">The origin of the first&nbsp;<em>Making History</em> was an educational tool. Eventually, so much progress was made that a fully fledged strategy game emerged. The sequel is even more refined; this is a deep as strategy gets. Fortunately, you don&#39;t need to be a history professor to make proper decisions regarding the future of your nation. Although, keeping Wikipedia handy wouldn&#39;t be a bad idea. For an in-depth look at the game with Muzzy Lane&#39;s product manager Chris Parsons, check out his guest appearance on our podcast from 4/26/2010! You can pre-order the game&nbsp;<a href="http://www.impulsedriven.com/mhist2">here</a> or check the trailer&nbsp;<a href="http://www.youtube.com/watch?v=9sy-InI4M7Y">here</a>. Launch day is May 25th, 2010 with a price point of $39.99.</span></span></span></p>
</div>
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		<title>Free For All</title>
		<link>http://www.levelfortytwo.com/2010/05/free-for-all/</link>
		<comments>http://www.levelfortytwo.com/2010/05/free-for-all/#comments</comments>
		<pubDate>Wed, 05 May 2010 15:22:05 +0000</pubDate>
		<dc:creator>Ian Walker &#38; Michael Brown</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Features]]></category>
		<category><![CDATA[Geekdom]]></category>
		<category><![CDATA[Site Blogs]]></category>
		<category><![CDATA[fcbd]]></category>
		<category><![CDATA[free comic book day]]></category>
		<category><![CDATA[free comic book day 2010]]></category>
		<category><![CDATA[free comic books]]></category>
		<category><![CDATA[Geek's Guide To Brainwashing]]></category>
		<category><![CDATA[getting started on comic books]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[iron man 2]]></category>
		<category><![CDATA[list of great comics]]></category>
		<category><![CDATA[marvel comic app for ipad]]></category>
		<category><![CDATA[what comics should i read?]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3865</guid>
		<description><![CDATA[It’s not very often that you’ll come across an industry wide promotion, and even less likely that you’ll get something for free, but that’s just what Free Comic Book Day is. Every year on the first Saturday in May the masses flock to their local comic to choose from a few select issues provided by [...]]]></description>
			<content:encoded><![CDATA[<p><!--StartFragment--></p>
<p class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; ">It’s not very often that you’ll come across an industry wide promotion, and even less likely that you’ll get something for free, but that’s just what Free Comic Book Day is. Every year on the first Saturday in May the masses flock to their local comic to choose from a few select issues provided by the various publishers (Marvel, DC, Boom, Image, etc.). It’s something unseen in any other industry, and provides a great entry point for newcomers in the comic universe. Most of the free comics are either issue #1 or 0 so those who attend don’t have to worry about copious amounts of backlog (as is frequently the case). Ian Walker and I decided to tag-team this article and provide different perspectives on what we think of Free Comic Book Day and what other industries can learn from it.</span></span></span></p>
<div style="font-family: Arial, Verdana, sans-serif; font-size: 12px; color: #222222; background-color: #ffffff; ">
<p class="MsoNormal" style="text-align: center; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><img style="cursor: default; " src="http://laironline.net/fi/fi1.jpg" alt="" width="600" height="211" align="middle" /></span></span></span></p>
<p class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><strong>Ian: </strong><span style="font-weight: normal; ">For me, comics have always been an entertainment medium just out of reach. While I was always a fan of self-contained narratives like Watchmen or Johnny the Homicidal Maniac, the caped adventures were daunting mountains I hoped to one day climb. Of course I was familiar with the more famous heroes, but the sheer amount of back story and expanded universes boggled my mind every time I would try to dive in. Luckily for me, Free Comic Book Day changed all of that. When I first heard about the special event, it immediately grabbed my attention. A free introduction into something I&#8217;ve always had interest in? Count me in. Early Saturday afternoon I grabbed a friend of mine that was also interested, hopped in the car, and drove downtown to our local comic book shop. Being completely new made me nervous at first, but I was soon dragged deep into the abyss of comic overload.</span></span></span></span></p>
<p class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; ">Which is definitely not a bad thing.</span></span></span></p>
<p class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; ">Free Comic Book Day is all about new beginnings, much like the various reboots and resurrections you&#8217;ll find in their pages. Even if your knowledge on the subject is as limited as mine, you&#8217;ll find something you are interested in. The comics available on FCBD are also extremely varied, ranging from the standard superhero in a cape to other lesser known fare such as slice-of-life humor and wild west supernatural shootouts. Now, just three days after attending my first FCBD, I&#8217;m hooked. Because of the free comics, I found a couple of series I really enjoyed and plan on heading down to the same comic shop today to grab some of the new issues. And, more importantly, Free Comic Book Day managed to turn two more casual observers into avid readers who will be for some time.</span></span></span></p>
<p class="MsoNormal" style="text-align: center; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><img style="cursor: default; " src="http://havefuncollectibles.com/yahoo_site_admin/assets/images/FCBD2009_061.125141516.jpg" alt="" width="602" height="452" align="middle" /></span></span></span></p>
<p class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><strong>Michael: </strong><span style="font-weight: normal; ">A few years ago the comic industry was on the decline and many people were unsure if it would survive. However it’s usually at times like this when some of the greatest ideas are born, and thus in 2002, Free Comic Book Day was launched. FCBD is always on the first Saturday in May, and usually ties in with a major movie adaptation of a comic book. For instance, last year FCBD was the day after <em>X-Men Origins: Wolverine</em> was released and this year it was just before <em>Iron Man 2</em> released. Excited by the hype of the movie, many consumers are drawn into the store because in all honesty, who doesn’t love free stuff?</span></span></span></span></p>
<p class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; ">However, FCBD isn’t just about getting a free comic, it’s also about exposing yourself to new things. Sometimes you end up really enjoying one of your free issues and thus continue to read the series. Many stores also offer sales such as discounted back issues or savings on Trade Paperback volumes. What’s great about Free Comic Book Day is its ability to breathe new life into the industry. By providing a few free issues publishers are able to expand their grasp and reach new readers who can suddenly become die-hard fans.</span></span></span></p>
<p class="MsoNormal" style="text-align: center; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><img style="cursor: default; " src="http://www.wired.com/images_blogs/gadgetlab/2010/04/the-marvel-comics-app-on-the-ipad.jpeg" alt="" width="550" height="500" align="middle" /></span></span></span></p>
<p class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><strong>Ian: </strong><span style="font-weight: normal; ">As we look into the future of comics and comic book shops, an few interesting topics are raised. How long can physical copies continue to be made in a world that&#8217;s constantly shifting to paper-less media? Will big name companies such as Marvel or DC have to shift their focus to think more digitally, or will hardcore collectors be enough to keep physical copies on the market? Although I&#8217;m extremely new to the scene, there&#8217;s a slight sense of satisfaction that comes with having a tangible copy of something, whether it be a video game, book, or graphic novel, that is very hard to match with digital downloading. But on the other hand, using devices like the iPad offer a much more efficient and easier alternative to storing and transporting comics with you. Ultimately, that&#8217;s up to the consumers to decide with the way they spend their money.</span></span></span></span></p>
<p class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><strong>Michael:</strong> As Ian mentioned, while other paper-based mediums are dying, the comic book industry is actually regaining popularity. Over the past few years it has consistently proven to innovative and try new things, and with the launch of the iPad comic books seem to be finding an even larger audience than it has seen in recent years. While I think that digital comics are a great idea, I for one would still like to have physical copies of my comics. Perhaps in the next couple of years we will see the creation of digital download codes included with each issue purchased (similar to a digital copy of a movie when purchased on Blu-ray). The future of the comic industry is unknown, but with many new ways to reach consumers the only logical way to go is up, up and away!</span></span></span></p>
<hr />
<p class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; ">In case you missed Free Comic Book Day we have compiled a list of a few comics you might be interested in. Please note all comics listed below are also linked to provide more information.</span></span></span></p>
<ul style="margin-top: 0in; " type="disc">
<li class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><strong><a href="http://en.wikipedia.org/wiki/Invincible_(comics)">Invincible</a></strong></span></span></span></li>
<li class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><a href="http://en.wikipedia.org/wiki/The_Walking_Dead"><strong>The Walking Dead</strong></a></span></span></span></li>
<li class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><a href="http://en.wikipedia.org/wiki/Y_the_last_man"><strong>Y: The Last Man</strong></a></span></span></span></li>
<li class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><a href="http://en.wikipedia.org/wiki/Irredeemable"><strong>Irredeemable</strong></a></span></span></span></li>
<li class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><a href="http://en.wikipedia.org/wiki/Preacher_comic"><strong>Preacher</strong></a></span></span></span></li>
<li class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><a href="http://en.wikipedia.org/wiki/Scalped"><strong>Scalped</strong></a></span></span></span></li>
<li class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><a href="http://en.wikipedia.org/wiki/Batman_Hush"><strong>Batman: Hush</strong></a></span></span></span></li>
<li class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; ">Batman:<strong> <a href="http://en.wikipedia.org/wiki/Batman:_The_Long_Halloween">The Long Halloween</a> </strong>&amp;<strong> <a href="http://en.wikipedia.org/wiki/Batman:_Dark_Victory">Dark Victory</a></strong></span></span></span></li>
<li class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><a href="http://en.wikipedia.org/wiki/The_Goon"><strong>The Goon</strong></a></span></span></span></li>
<li class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><a href="http://en.wikipedia.org/wiki/Superman_Red_Son"><strong>Superman: Red Son<br />
</strong></a></span></span></span></li>
<li class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><a href="http://en.wikipedia.org/wiki/Watchmen"><strong>Watchmen<br />
</strong></a></span></span></span></li>
<li class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><a href="http://en.wikipedia.org/wiki/Johnny_the_Homicidal_Maniac"><strong>Johnny the Homicidal Maniac<br />
</strong></a></span></span></span></li>
<li class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><a href="http://en.wikipedia.org/wiki/Squee"><strong>Squee<br />
</strong></a></span></span></span></li>
<li class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><a href="http://en.wikipedia.org/wiki/Batman:_Cacophony"><strong>Batman: Cacophony<br />
</strong></a></span></span></span></li>
<li class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><a href="http://en.wikipedia.org/wiki/The_Green_Hornet"><strong>Green Hornet (2009/2010)<br />
</strong></a></span></span></span></li>
<li class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><a href="http://en.wikipedia.org/wiki/Marvel_Noir#Iron_Man_Noir"><strong>Iron Man NOIR</strong></a></span></span></span></li>
</ul>
</div>
<p><!--EndFragment--></p>
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		<title>Simple Yet Complex</title>
		<link>http://www.levelfortytwo.com/2010/05/simple-yet-complex/</link>
		<comments>http://www.levelfortytwo.com/2010/05/simple-yet-complex/#comments</comments>
		<pubDate>Tue, 04 May 2010 15:31:27 +0000</pubDate>
		<dc:creator>Ian Walker</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Features]]></category>
		<category><![CDATA[bay 12 games]]></category>
		<category><![CDATA[complex]]></category>
		<category><![CDATA[dwarf fotress]]></category>
		<category><![CDATA[mr. driller]]></category>
		<category><![CDATA[Pokemon]]></category>
		<category><![CDATA[simple]]></category>
		<category><![CDATA[slaves to armok]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3843</guid>
		<description><![CDATA[With a good portion of video games, what you see is what you get. While there&#39;s a gradual learning curve to keep the game interesting, the underlying game mechanics become familiar incredibly early in the game. As you make your way through the story a few new things may be thrown your way, but as [...]]]></description>
			<content:encoded><![CDATA[<p style="margin-bottom: 0in">With a good portion of video games, what you see is what you get. While there&#39;s a gradual learning curve to keep the game interesting, the underlying game mechanics become familiar incredibly early in the game. As you make your way through the story a few new things may be thrown your way, but as soon as things began to ramp up you have all you need in your arsenal to reach the conclusion. An interesting handful of games, however, are sadistic in their approach. On the surface they seem simple, maybe even too simple. You comprehend the few bits of knowledge you need to play the game almost instantly. But as you continue, you begin to realize something: there&#39;s more here than meets the eye. These are games that hide their complexity, only to release the avalanche when you least expect it.</p>
<p style="margin-bottom: 0in">Puzzle games are huge culprits in this arena. Tetris, which all of you should know about by now, contains only one simple objective: don&#39;t fail. But with this objective come a slew of player-imposed goals, e.g. beating a high score, only scoring points with Tetrises, reaching the highest difficulty, etc. Tetris is a game you can literally play for hours if you become good enough, but getting there requires incredible reflexes and an extensive knowledge of where and when to place the game&#39;s seven different puzzle pieces, as well as what positions work in what situations. Tetris is probably the best example of this phenomenon, but let&#39;s take a look at some other franchises.</p>
<p style="margin-bottom: 0in;text-align: center"><img alt="mr. driller" class="alignnone size-full wp-image-3846" height="327" src="http://www.levelfortytwo.com/wp-content/uploads/2010/05/mr.-driller.jpg" width="615" /></p>
<p style="margin-bottom: 0in">Mr. Driller is a series of games that continues where Dig Dug left off. Originally conceived as <em>Dig Dug 3</em><span style="font-style: normal">, Mr. Driller follows the exploits of Susumu Hori, the son of Dig Dug&#39;s hero, Taizou Hori. Susumu shares his father&#39;s love for digging, but does so instead with the eponymous drill. But, unlike Dig Dug, Mr. Driller has no enemies for you to destroy. The main focus of the game is to drill deeper and deeper through various countries, while maintaining your air supply and trying to to get squished by the unstable rock walls you can&#39;t help creating. Each level has a depth goal that you have to reach in order to complete the stage, which of course increases as the levels become more difficult. </span></p>
<p style="margin-bottom: 0in;font-style: normal">For the most part, the Mr. Driller games are pretty simple. Drill down, gather air tanks, don&#39;t die. The real challenge comes with how you score points. As you begin to drill, you&#39;ll notice that there are different colored blocks. If four of the same-colored blocks manage to touch, they disappear and net you a score bonus. Along with the breakable blocks come more durable ones that decrease the amount of air you have left upon breaking them. These gain even more points upon being matched up, and usually surround valuable air tanks that extend your play time. Add to these factors multiple characters with different abilities, and you&#39;re going to be hooked or quite a long time, no matter which version of the game you play.</p>
<p style="margin-bottom: 0in;font-style: normal">Mr. Driller begins with an extremely easy goal: make it to the bottom of the stage. But adding to this a puzzle system that nets more points and the added goal of matching colored blocks, you begin to see the complex core of the game that makes it truly memorable.</p>
<hr />
<p style="margin-bottom: 0in;text-align: center"><img alt="Pokémon_logo_English" class="alignnone size-full wp-image-3847" height="227" src="http://www.levelfortytwo.com/wp-content/uploads/2010/05/Pokémon_logo_English.png" width="615" /></p>
<p style="margin-bottom: 0in"><span style="font-style: normal">A very well known series that also exhibits this type of complexity against initial simplicity is </span><em>Pokemon</em><span style="font-style: normal">. Every game in the series is pretty easy from beginning to end. Besides the weakest of the weak, you can basically grab any team of Pokemon you want and stick with them through the whole game. But Nintendo, insidious as ever, included a few odd gameplay mechanics even in the earliest incarnations of the Pokemon franchise. Individual values and effort values, abbreviated as IV and EV respectively, are two sets of special stats that make each Pokemon unique on a very base level. Most fans of the series have no idea of their existence, as the values of both are hidden.</span></p>
<p style="margin-bottom: 0in;font-style: normal">As fans became aware of these hidden values, various programs were utilized in an attempt to find out how they work and what effect they had on the Pokemon they were training. Over time, IVs and EVs became an important part of Pokemon tournaments. It&#39;s become so prevalent that one cannot hope to advance far into a tournament unless you&#39;ve done a good job EV training your Pokemon. You can read more about IV and EV training at Bulbapedia by following these links:</p>
<p style="margin-bottom: 0in;font-style: normal;text-align: center"><strong><a href="http://bulbapedia.bulbagarden.net/wiki/IV">http://bulbapedia.bulbagarden.net/wiki/IV</a> |&nbsp; <a href="http://bulbapedia.bulbagarden.net/wiki/EV">http://bulbapedia.bulbagarden.net/wiki/EV</a></strong></p>
<hr />
<p style="margin-bottom: 0in;font-style: normal">While puzzle games hide their complexity with simple rules and others do so with extremely lax difficulty, there&#39;s a select few that keep the most elaborate parts of their gameplay hidden behind decidedly archaic graphics. Sometimes, these graphics make the game more confusing than it has to be.</p>
<p style="margin-bottom: 0in;text-align: center"><a href="http://i42.tinypic.com/r7ukxe.gif" target="_blank"><img alt="Curses-tileset" class="alignnone size-full wp-image-3844" height="186" src="http://www.levelfortytwo.com/wp-content/uploads/2010/05/Curses-tileset.gif" width="307" /></a> <a href="http://i42.tinypic.com/2hykjug.gif" target="_blank"><img alt="Mayday-tileset" class="alignnone size-full wp-image-3845" height="186" src="http://www.levelfortytwo.com/wp-content/uploads/2010/05/Mayday-tileset.gif" width="307" /></a></p>
<p style="margin-bottom: 0in;text-align: center"><span style="font-size: 11px"><em>(click on the images for the larger versions)</em></span></p>
<p style="margin-bottom: 0in"><span style="font-style: normal">The biggest culprit of this is an indie game called </span><em>Dwarf Fortress</em><span style="font-style: normal">. A game with a complete ASCII graphics interface, much of the complexity comes from sitting down and learning what each letter, number, and symbol stands for in relation to the </span><em>Dwarf Fortress </em><span style="font-style: normal">world. After getting that in order, you are introduced to the actual gameplay, which is even more elaborate than the graphics. Fans of the game find much satisfaction in constructing a self-sufficient fortress after extensive research into the in-depth gameplay mechanics. In my humble opinion, </span><em>Dwarf Fortress</em><span style="font-style: normal"> is probably the most complex game out there at the moment, and the programmers continually amaze me with the little details they&#39;ve accounted for within the game&#39;s code.</span></p>
<p style="margin-bottom: 0in"><span style="font-style: normal">One problem I had with </span><em>Dwarf Fortress</em><span style="font-style: normal"> upon first playing it was the graphics. You eventually get used to them, but I was worried the only difficulty the game offered was trying to decipher what you were seeing and getting used to such a low-tech way of presenting a video game world. Luckily, various tilesets are available for download that make the game much easier on the eyes, and actually show that the game has much more depth to offer. The pictures above show the difference in graphics, from the original on the left to one with a tileset on the right. Feel free to check out <em>Dwarf</em> <em>Fortress</em> in all its frustrating awesomeness by following this link:<br />
	</span></p>
<p style="margin-bottom: 0in;text-align: center"><strong><a href="http://www.bay12games.com/dwarves/"><span style="font-style: normal">http://www.bay12games.com/dwarves/</span><br />
	</a></strong></p>
<p style="margin-bottom: 0in;font-style: normal">So there you have it, a few malicious game series that choose to reel you in with simple gameplay mechanics and graphics, only to latch onto you and never let go upon revealing the true depth beneath the surface. While each one does so in completely different ways, they&#39;ll surprise you when you finally dig in and try out the more complex gameplay mechanics.</p>
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		<title>Marcus Fenix, Cultural Icon</title>
		<link>http://www.levelfortytwo.com/2010/05/marcus-fenix-cultural-icon/</link>
		<comments>http://www.levelfortytwo.com/2010/05/marcus-fenix-cultural-icon/#comments</comments>
		<pubDate>Mon, 03 May 2010 15:50:20 +0000</pubDate>
		<dc:creator>Matthew O&#39;Mara</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Features]]></category>
		<category><![CDATA[DeVotchKa]]></category>
		<category><![CDATA[Gary Jules]]></category>
		<category><![CDATA[Gears of War]]></category>
		<category><![CDATA[Gears of War 2]]></category>
		<category><![CDATA[Gears of War 3]]></category>
		<category><![CDATA[Heron Blue]]></category>
		<category><![CDATA[How It Ends]]></category>
		<category><![CDATA[Kevin Riepl]]></category>
		<category><![CDATA[Mad World]]></category>
		<category><![CDATA[Steve Jablonsky]]></category>
		<category><![CDATA[Sun Kil Moon]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3803</guid>
		<description><![CDATA[How many times when you were fighting the Locust horde did you think of these trailers?]]></description>
			<content:encoded><![CDATA[<div>
<div style="font-family: Arial, Verdana, sans-serif; font-size: 12px; color: rgb(34, 34, 34); background-color: rgb(255, 255, 255); ">
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">There&#39;s something mesmerising about the&nbsp;<em>Gears of War&nbsp;</em>trailers and&mdash;very honestly&mdash;they can make me a little teary.&nbsp;The feelings of nostalgia and melancholy&nbsp;you get from these ads and their musical accompaniment is an orchestrated effort to engage the viewer within a metanarrative through these localized sections of the story. These trailers develop Marcus Fenix and the COGS as&nbsp;modern day war torn and tragic heroes.&nbsp;How many times when you were fighting the Locust horde did you think of these trailers? How many times did you remember the melancholy feeling you got from Mad World, How It Ends and Heron Blue, the songs accompanying each of these dramatic and amazing ads?</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
			</span></span></span></div>
<div style="text-align: center; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><img alt="Gears of War 1" class="aligncenter size-full wp-image-3806" height="301" src="http://www.levelfortytwo.com/wp-content/uploads/2010/05/Gears-of-War-1.jpg" style="cursor: default; " width="481" /></span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">There&#39;s a chronology here&nbsp;that&nbsp;adds to&nbsp;Marcus Fenix&rsquo;s development as a character and cultural icon. When I say &quot;Cultural Icon,&quot; I mean how his character has evolved in the public sphere. We all know who he is just by his appearence, though not all of us might know him by name.&nbsp;Fenix starts off in &ldquo;Mad World&rdquo; alone running through empty streets, defeating giant enemies. You see the enormity of the conflict he is going into. Then in &ldquo;Last Day&rdquo; we see a revitalized yet nostalgic Fenix with some of his comrades. It is<em>Gears of War 2</em>&nbsp;and appropriately the trailer features two soliders, Marcus Fenix and Dominic Santiago, looking at one another. The development of brotherhood is a huge theme of the games. Dominic saved Marcus at the beginning of the first game and they are still together fighting the in the second. In &ldquo;Ashes to Ashes&rdquo; we see Dominic running alone through a field of ash and petrified bodies, much like Fenix in &ldquo;Mad World&rdquo;. Here we see the continuation of the imagery from the first trailer of broken statues and still figures. However, instead of being left alone to die, Fenix rescues him&mdash;much like how Dom rescued him&mdash;and they fight. Again: brotherhood, friendship, warfare, fighting and continuity.</span></span></span></div>
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">It&rsquo;s important to note that Kevin Riepl and Steve Jablonsky composed the ingame soundtracks for the series. Mad World, How It Ends and Blue Heron were written and performed by Gary Jules, DeVotchKa and Sun Kil Moon, respectively. Of course, all this changes when the player makes the jump to the in-game action.&nbsp;</span></span></span></div>
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<div style="text-align: center; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><img alt="Gears of War 2" class="aligncenter size-full wp-image-3808" height="275" src="http://www.levelfortytwo.com/wp-content/uploads/2010/05/Gears-of-War-2.jpg" style="cursor: default; " width="481" /></span></span></span></div>
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">I spoke with three&nbsp;people about these ads. I showed them the ad itself and guaged their reaction. Then I let them listen just to the musical track with a lyrics sheet. This article is based on their emotional responses and how their insights reveal Marcus Fenix&#39;s cultural status and the ideals he represents.</span></span></span></div>
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">When striving towards the thematic analysis of trailers, one has to be aware of the context they are created in. In other words, you have to look at the entire series and the ads that have accompanied them. We&rsquo;ll be moving from trailer to trailer in this article discussing each and then moving on. We&#39;ll be developing a few overarching questions about the series and about Fenix&#39;s character within these trailers. Each trailer adds another layer of emotional complexity to his character. Can we consider Gears of War as&nbsp;an emotional or empathetic game? This is how these ads build Marcus Fenix&rsquo;s character alongside a general continuous stream of sounds and images. Does his cinematic personality equate to his ingame persona?</span></span></span></div>
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><strong>Mad World</strong></span></span></span></div>
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">&quot;It&#39;s the one verses the many,&rdquo; said Jeyan Jeganathan, a student and journalist. &ldquo;It feels as though there has been a constant struggle with the enemy and it&rsquo;s just another ordinary day.&rdquo; As a soldier in the Coalition of Ordered Governments, Fenix regularily finds himself fighting for his life. He&rsquo;s a veteran of the Pendulum Wars and at the start of<em>Gears of War</em>&mdash;the first game&mdash;we find him incarcerated for dereliction of duty. Fenix abandoned his post to try to save his father, Professor Adam Fenix. He ended up in Jacinto Maximum Security Prison. He waited there four years with the scum of Sera and was rescued by Dominic Santiago. Moving parrallel to the trailer is this feeling of abandonment and confinement.&nbsp;We&nbsp;feel as though we are alone in the world, both in the trailer and in the game.&nbsp;</span></span></span></div>
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">&ldquo;As a gamer, I feel the challenge of saving the lives of humans from this horde,&rdquo; said Jeyan. &ldquo;It&rsquo;s ironic how the ad is filled with images of intense combat, but is drowned in this very soft music.&nbsp;The bass, or lower sounding instruments, carry the load of the song. The low pitch accompanied with his unique voice make the song very emotional.&rdquo; Certainly in these ads we see a dichotomy between the actual in-game action and the tone created through these songs. From a reading of the lyrics Jules&rsquo; Mad World is exposing the&nbsp;monotony of&nbsp;life in the modern world. Take a look at some of the lyrics from the song:</span></span></span></div>
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">Goin&#39; nowhere, goin&#39; nowhere<br />
			Their tears are fillin&#39; up their glasses<br />
			No expression, no expression<br />
			Hide my head I want to drown my sorrow<br />
			No tomorrow, no tomorrow</span></span></span></div>
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">&ldquo;My interpretation of the lyrics were of a guy with sort of a blank face, almost expressionless or trying to hide it,&rdquo; said Jeyan. &ldquo;He brings up his childhood, probably a happy moment in his life, and tries to relive those times.&rdquo; These lyrics show an emotional stagnation and a standstill in human development. In the trailer, Fenix and his war with the Locust horde is portrayed in a similar and almost depressing light. At the end of the trailer we see him fighting an immense Corpser, alone and without any of his squadmates.&nbsp;This represents the enormity of the war Fenix fighting in. It&#39;s personal war.</span></span></span></div>
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">The&nbsp;trailer&#39;s&nbsp;imagery affects how we view his character. At the start of the ad, Fenix is looking into a puddle and a rain drop stirs it. At the same time the song cues in with its lyrics, &ldquo;familiar faces, warn out places and warn out faces&rdquo;. We literally see a warn out face that is scarred like Fenix. Instead of falling into the pit, Fenix moves on and fights the Locust horde, unable to escape his inevitable demise. A little dramatic on my part there, but this is the kind of analysis these ads draw out of the viewer. As he runs through the empty streets alone he&nbsp;ducks into a building.&nbsp;The light contrasts to the darkness outside.&nbsp;However, the light reveals a Corpser and thus we see that his reality light and dark are one in the same. There&#39;s no element or any amount of good that will save you when facing down a horde of enemies, alone. This is like&nbsp;a dream for Fenix.&nbsp;</span></span></span></div>
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">There is one lyric in the song that reads, &ldquo;The dreams in which I&#39;m dyin&#39;/Are the best I&#39;ve ever had.&rdquo; If you pause and think about the nature of the song and the style of game it&rsquo;s accompanying, does it really match up? What is it about these ads which mesmerize both gamers and critics alike? There&rsquo;s something beautiful about them; however, it isn&rsquo;t something ephemeral or something that just affects the viewer once. They affect how we view Marcus Fenix&rsquo;s development as a character and cultural icon. And this becomes more apparent how Gears does this is the second trailer.</span></span></span></div>
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><strong>Last Day</strong></span></span></span></div>
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">&ldquo;The Advertisement is quite thought provoking,&rdquo; said Sameeha Zay, a student. &ldquo;The&nbsp;ad is an emotional roller coaster&nbsp;showing the sacrifice the soldiers are willing to take after questioning the harsh reality of possibly not returning home.&rdquo; We see Marcus, Dominic, Augustus and another other indistinct character&mdash;probably Baird&mdash;in the trailer. This takes place after the events of the first game when it was discovered that the horde survived the detonation of the Light Mass bomb. In &ldquo;Last Day&rdquo; we see as the COGS prepare to assault the Locust horde and Queen below ground. We also see them recuperating from the events of the first game, both physically and emotionally.</span></span></span></div>
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">&ldquo;I felt the emotions of confusion and internal conflict,&rdquo; said Sameeha. &ldquo;These feelings may be a relevant for soldiers in real life when they prepare to fight in the name of their country while leaving behind their family and friends knowing that death may be inevitable.&rdquo; You know what Fenix and Dominic have to lose and what they have lost; and you know the hell that they are descending towards. And as a player, this struggle literally becomes your hell. The immense amount of violence, both viscerally and psychologically has affected every one of these characters. Are they totally desensitized like so many other soldiers represented in videogames? No, they are human. In fact, they are some of the few humans left on Sera. This is conflict that the ad wishes to explore and develop.</span></span></span></div>
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">As they descend&nbsp;underground they descend into themselves, the conflict surrounding them and the planet they are trying to save. Is Sera really worth all of this anguish and suffering on the part of the COGS? It really isn&rsquo;t, but saving the people that you love, Maria Flores in Dom&rsquo;s case, just might be. Dominic is one of the more conflicted characters in the series. Both his parents-in-law, his son and daughter were killed on Emergence Day. Four years later, Maria, who, at the time, was struggling with depression, left Dominic. Ever since, he&rsquo;s been looking for his wife Maria and we see this desire in the &ldquo;Last Day&rdquo;.</span></span></span></div>
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">Dominic is a tragic figure within the series and he contrasts with the other characters in the ad. Marcus Fenix has himself and Augustus Cole has his solitude, but Dominic only has his longing for his missing wife. The ad&rsquo;s song, &ldquo;How it Ends&rdquo; by DeVotchKa really accompanies this theme of loss. &ldquo;The song alone was an interesting piece,&rdquo; said Sameeha &ldquo;The various tones used, bent a nerve in me. It had an eerie, suspicious feel to it with the many instruments being used, for example: the various violins and drums. The singer&rsquo;s voice had many highs and lows suggesting a change in emotions in the lyrics.&rdquo; From a reading of the lyrics you can see that &ldquo;How it Ends&rdquo;, is about the inevitability of death and the fa&ccedil;ade we wear protecting ourselves from this realization. &ldquo;The shaky voice of the singer may have represented fear and is emphasized in the lyrics of, &lsquo;there is no escape&rsquo;. The song has religious undertones, referring to the struggle with faith knowing what is right but still putting oneself through a struggle hoping to be saved by religion.&rdquo;</span></span></span></div>
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">When&nbsp;placed beside Marcus Fenix and Dominic Santiago, this song and the ad have a powerful affect on their development as cultural icons. We see them as comrades facing down the Locust Horde. This conflict becomes the centre of both their development as characters and how they develop along side the players of the series. It is no longer Fenix running through the streets alone. He has comrades fighting alongside him and this develops his role as a leader. And this calling comes to a head in the final trailer for&nbsp;<em>Gears of War 3</em>.</span></span></span></div>
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><strong>Ashes to Ashes</strong></span></span></span></div>
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">&ldquo;The beginning of the trailer brought thoughts of hopelessness and despair,&rdquo; said Dinosha Ravichandra, a student. &ldquo;As final destruction lingers only seconds away. It is at the 46-second mark where another comrade aids to your fall and shoots your enemy down. You begin to realize that the end is not too near, your comrades will fight to the very end, and that you&#39;re not alone.&rdquo; In &ldquo;Ashes to Ashes&rdquo; we see a bedraggled Dominic running through a field of ash. This refers back to the first trailer &ldquo;Mad World&rdquo; where we see Marcus Fenix running alone through a deserted city. If we contrast the two trailers a few emerging themes seen in the first game become full fledge images in this trailer. It has gone from being alone to being surrounded by comrades.</span></span></span></div>
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">&ldquo;This song constricts feeling of an inevitable loss with images of killing and death,&rdquo; said Dinosha. &ldquo;The song writer states his emotions through his deeply thought lyrics in which he states, &lsquo;Until the magic morning hour, like poison it succumbs her&rsquo;&rdquo;. &lsquo;A breath of soot into her lungs; A life, a journeys end in one&rsquo; she dies, however, it is clear that her thoughts still linger in the writers head, and taunts him of her memory.&rdquo; The song reflects a theme that compares to how Maria&rsquo;s death affected Dominic. After he falls, Dominic looks up and sees a petrified woman with a child. Marcus saves him and shows that although he may have lost his family, his comrades are still with him and fighting. Even if he wanted to stop fighting because he&#39;s tired and alone, Dominic must fight because he&#39;s a COG and his comrades as counting on him to fight.</span></span></span></div>
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">Over the period of the three trailers, Fenix and Dom have built up a visible brotherhood. Fenix is alone in the first trailer, they are together in the second, and in the third&mdash;although tired and beaten down&mdash;they remain together. It&rsquo;s a hopeful sign for the COGS even if they are in full retreat and surrounded by their enemies. &ldquo;This song has a negative undertone, yet elicits the want to win and conquer,&rdquo; said Dinosha. &ldquo;You&#39;d want to remove this pain of some sort, by killing your enemies and conquering the battle.&nbsp;This song nicely ties the game together, and that gloomy melancholic vibe, makes you want to end it by destroying all that you can &#8211; virtual enemies.&rdquo;</span></span></span></div>
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">From a reading of the song&rsquo;s lyrics themes of death, sleep and rebirth become apparent. This again contrasts to &ldquo;Mad World&rdquo;. Heron Blue&rsquo;s lyrics:</span></span></span></div>
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">Constricts and chokes like ruthless vines<br />
			To sleep she overtakes her?</span></span></span></div>
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">Her room is painted Heron Blue<br />
			Lit by candlelight and chandelier<br />
			And from her headboard perched so high<br />
			A million dreams have passed her</span></span></span></div>
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<div style="border-bottom-width: medium; border-bottom-style: none; border-bottom-color: initial; border-left-width: medium; border-left-style: none; border-left-color: initial; padding-bottom: 0in; padding-left: 0in; padding-right: 0in; border-top-width: medium; border-top-style: none; border-top-color: initial; border-right-width: medium; border-right-style: none; border-right-color: initial; padding-top: 0in; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
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<div style="border-bottom-width: medium; border-bottom-style: none; border-bottom-color: initial; border-left-width: medium; border-left-style: none; border-left-color: initial; padding-bottom: 0in; padding-left: 0in; padding-right: 0in; border-top-width: medium; border-top-style: none; border-top-color: initial; border-right-width: medium; border-right-style: none; border-right-color: initial; padding-top: 0in; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">In &ldquo;Mad World&rdquo; the song is paired with the images of fading objects like the statue and the building surrounding Fenix, yet he is intact. The song&rsquo;s lyrics speak about falling into a dream and dying. &ldquo;Heron Blue&rdquo; lyric&rsquo;s are as though written from within the dream, as though the speaker&rsquo;s subject has already died. If we analyse both trailers and see the comparisons between them we can see the development of themes in the game and in the series. The human dream on Sera is dying, if not already dead. Marcus, Dominic and the remaining members of Delta Squad are the last remnants of this dream who are now just fighting to survive. It&rsquo;s no longer a matter of Fenix losing his father or Dominic losing his wife. This is the struggle of humanity against adversity and death&rsquo;s inevitability.</span></span></span></div>
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<div style="border-bottom-width: medium; border-bottom-style: none; border-bottom-color: initial; border-left-width: medium; border-left-style: none; border-left-color: initial; padding-bottom: 0in; padding-left: 0in; padding-right: 0in; border-top-width: medium; border-top-style: none; border-top-color: initial; border-right-width: medium; border-right-style: none; border-right-color: initial; padding-top: 0in; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">What we see in this trailer is the development of Marcus Fenix and Dominic Santiago as cultural icons. We see the development of a brotherhood throughout the trailers and how they espouse humanity&rsquo;s ideals. Never giving up, never leaving a brother or sister behind and defending what is right and good is all apart of the message these trailers help place onto the game series. &quot;Last Day&quot; solidifies their struggle for the public and for those who are unfamiliar to the series, but familiar with the ads. There is a general progression and a micro-narrative we can see here. They develop as characters both in the game and on your television screen.</span></span></span></div>
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">So where does all this analysis take us? It&rsquo;s going to be awhile (April next year) before<em>Gears of War 3</em>&nbsp;is released, and in less than a year from now all of this analysis might come in handy when trying to predict the series&rsquo; end. I can already make one prediction, though it is grave.</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
			</span></span></span></div>
<div style="text-align: center; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><img alt="wallpaper_gears_of_war_11_1600" class="aligncenter size-full wp-image-3810" height="355" src="http://www.levelfortytwo.com/wp-content/uploads/2010/05/wallpaper_gears_of_war_11_16001.jpg" style="cursor: default; width: 468px; height: 336px; " width="480" /></span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
			</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">Marcus Fenix is going to die. Each song shares a common thread. Death. It&#39;s a theme present within each of these ads and&nbsp;<em>Gears of War 3</em>&nbsp;marks the end of the series. From what we have seen and how well each of these characters have been built as cultural icons, they have to die.</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
			</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">Marcus Fenix is a heroic figure in the videogame world. He&rsquo;s badass, courageous and he believes in his ideals, though I can see his leadership role conflicting with his mortality. If I could predict anything, Marcus will die protecting Dominic from the Locust horde.</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
			</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">This is all speculation, but can you really imagine a happy ending for these characters? When someone says Marcus Fenix, what is the first thought that comes to mind? Mad World, How It Ends, Heron Blue? He is a walking icon of death&rsquo;s inevitability and as we saw in the first trailer he can&rsquo;t keep running away from it. Though Fenix has his squad to back him up, as a leader and as the protagonist he will have to make a sacrifice. In what form this will come in is totally up to speculation.</span></span></span></div>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
</p></div>
</div>
]]></content:encoded>
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		<title>Endless Ocean: Blue World</title>
		<link>http://www.levelfortytwo.com/2010/04/endless-ocean-blue-world-review/</link>
		<comments>http://www.levelfortytwo.com/2010/04/endless-ocean-blue-world-review/#comments</comments>
		<pubDate>Fri, 30 Apr 2010 17:47:28 +0000</pubDate>
		<dc:creator>Erika Szabo</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Wii]]></category>
		<category><![CDATA[Endless Ocean]]></category>
		<category><![CDATA[Endless Ocean: Blue World]]></category>
		<category><![CDATA[exploration]]></category>
		<category><![CDATA[nintendo]]></category>
		<category><![CDATA[Nintendo Wii]]></category>
		<category><![CDATA[review]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3719</guid>
		<description><![CDATA[Let me tell you a secret: I love nature programs.&#160; I don&#39;t care if it&#39;s Nature, Planet Earth or Wild America, I have loved these shows since I was young.&#160; The ways in which animals interact with their environments has always astonished me and is something I still care deeply about.&#160; Unfortunately, I have had [...]]]></description>
			<content:encoded><![CDATA[<p>Let me tell you a secret: I love nature programs.&nbsp; I don&#39;t care if it&#39;s <em>Nature</em>, <em>Planet Earth</em> or <em>Wild America</em>, I have loved these shows since I was young.&nbsp; The ways in which animals interact with their environments has always astonished me and is something I still care deeply about.&nbsp; Unfortunately, I have had little time to watch these programs because of my busy schedule, but luckily for me I found my fix.</p>
<p><em>Endless Ocean: Blue World</em> is not your typical game.&nbsp; In fact, it plays more like an interactive nature program.&nbsp; The second title in the <em>Endless Ocean</em> series, <em>Blue World</em> is essentially a return to the original adventure/exploration title, but has added several improvements along the way.&nbsp; Known by many as being yet another example of a Wii &quot;non-game&quot;, <em>Blue World</em> has differentiated itself&nbsp; from its predecessor by offering far more vast environments as well as more believable dangers.</p>
<p style="text-align: center;">&nbsp;</p>
<p style="text-align: center;"><img alt="" height="273" src="http://media.avclub.com/images/media/game/637/endless-ocean_jpg_595x325_crop_upscale_q85.jpg" width="500" /></p>
<p>
	Unlike its predecessor, <em>Blue World </em>now offers more expansive, natural habitats to explore.&nbsp; Whether swimming through the Antarctic&rsquo;s Wendell Ocean or South American channels, the game educates players by introducing them to the environment&#39;s sea life.&nbsp; From here, players can read their log to find out more about the species as well as touch and feed them.&nbsp; Occasionally, the player will come across more dangerous animals which, unlike before, have to be pacified with a new item called the Pulsar gun.&nbsp; If that weren&#39;t enough, the gun can also be used to heal sick animals (probably one of my favourite features in the game).&nbsp; Another new item in the <em>Endless Ocean</em> series is the Multi-Sensor, a tool used to find hidden treasures.&nbsp; Both items definitely add an extra element to the gameplay (or lack thereof in this case) and provide an addicting experience.&nbsp;</p>
<p style="text-align: center;">&nbsp;</p>
<p style="text-align: center;"><img alt="" height="274" src="http://www.videogamesblogger.com/wp-content/uploads/2010/01/endless-ocean-2-fish-wallpaper.jpg" width="500" /></p>
<p><em>Blue World</em> never intends to be what it&#39;s not.&nbsp; The game definitely takes a risk by offering as little gameplay as possible, but still encourages players to explore and learn about their surroundings &#8212; just like any good nature program.&nbsp; Environments are vibrant and lush, offering players much more variation in their playtime.&nbsp; In addition, an added sense of challenge has been added with the use of the Pulsar gun even if this challenge is close to miniscule.&nbsp; However that&#39;s not the point.&nbsp; The point is to relax and enjoy the ride.&nbsp; With so many combat-heavy games being released, <em>Endless Ocean: Blue World</em> is clearly a welcome change.</p>
<p class="MsoNormal" style="margin: 0cm 0cm 0pt;"><span style="font-family: 'Times New Roman',Verdana,sans-serif; color: rgb(0, 0, 0); font-size: xx-large;"><span style="font-size: 32px;"><span style="font-size: 16px;"><span style="text-decoration: underline;"><strong><span style="font-family: arial,helvetica,sans-serif;"><span lang="EN-CA"><span><span style="font-family: 'Times New Roman',Verdana,sans-serif; color: rgb(0, 0, 0); font-size: xx-large;"><span style="font-size: 32px;"><span style="font-size: 16px;"><span style="text-decoration: underline;"><strong><span style="font-family: arial,helvetica,sans-serif;"><span lang="EN-CA"><span>Likes:</span></span></span></strong></span></span></span></span></span></span></span></strong></span></span></span></span></p>
<ul>
<li><span style="font-family: 'Times New Roman',Verdana,sans-serif; color: rgb(0, 0, 0); font-size: xx-large;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span lang="EN-CA">There&#39;s tons to see and collect in this game. </span></span></span></span></li>
<li><span style="font-family: 'Times New Roman',Verdana,sans-serif; color: rgb(0, 0, 0); font-size: xx-large;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span lang="EN-CA">The game&#39;s environments are expansive and incredibly lush. </span></span></span></span></li>
<li><span style="font-family: 'Times New Roman',Verdana,sans-serif; color: rgb(0, 0, 0); font-size: xx-large;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span lang="EN-CA"><em>Endless Ocean: Blue World</em> offers a relaxing experience few games do nowadays. </span></span></span></span></li>
</ul>
<p class="MsoNormal" style="margin: 0cm 0cm 0pt;"><span style="text-decoration: underline;"><strong><span style="font-family: arial,helvetica,sans-serif;"><span lang="EN-CA"><span><span style="font-family: 'Times New Roman',Verdana,sans-serif; color: rgb(0, 0, 0); font-size: xx-large;"><span style="font-size: 16px;"><span style="text-decoration: underline;"><strong><span style="font-family: arial,helvetica,sans-serif;"><span lang="EN-CA"><span>Dislikes:</span></span></span></strong></span></span></span></span></span></span></strong></span></p>
<ul>
<li><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span lang="EN-CA"><em>Endless Ocean: Blue World</em> doesn&#39;t offer nearly enough challenges.</span></span></span></li>
<li><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span lang="EN-CA">While at first interesting, the game&#39;s story </span></span></span>slowly becomes more and more uninteresting.</li>
</ul>
<p style="text-align: center;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: rgb(0, 0, 0); font-size: xx-large;"><span style="font-size: medium;"><span style="font-size: 16px; text-decoration: underline;"><strong><span style="line-height: 20px; font-size: 20px;"><span style="text-decoration: underline;">Review Score</span></span></strong></span></span></span></span></p>
<div>
<div>
<div>
<p class="MsoNormal" style="text-align: center; margin: 0cm 0cm 0pt;"><span style="font-family: 'Times New Roman',Verdana,sans-serif; color: rgb(0, 0, 0); font-size: xx-large;"><span style="line-height: 20px; font-family: arial,tahoma,verdana;"><img alt="4" class="alignnone size-full&lt;br&lt;br /&gt; /&gt;&lt;br /&gt; wp-image-845" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/4.png" style="padding: 0px; margin: 0px 0px 10px; cursor: default;" width="40" /><span style="font-size: 72px;"> / </span><img alt="5" class="alignnone size-full wp-image-444" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" style="padding: 0px; margin: 0px 0px 10px; cursor: default;" width="40" /></span></span></p>
<hr /><span style="color: rgb(0, 0, 0); font-family: arial,helvetica,sans-serif; font-size: 11px; font-style: italic; line-height: 20px;">The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.</span></div>
</p></div>
</div>
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		<title>Who Knew Math Was Fun?</title>
		<link>http://www.levelfortytwo.com/2010/04/who-knew-math-was-fun/</link>
		<comments>http://www.levelfortytwo.com/2010/04/who-knew-math-was-fun/#comments</comments>
		<pubDate>Wed, 28 Apr 2010 21:32:23 +0000</pubDate>
		<dc:creator>Michael Brown</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[New Game+]]></category>
		<category><![CDATA[Nintendo DS]]></category>
		<category><![CDATA[Site Blogs]]></category>
		<category><![CDATA[ds puzzle games]]></category>
		<category><![CDATA[picross 3d]]></category>
		<category><![CDATA[picross ds]]></category>
		<category><![CDATA[polarium]]></category>
		<category><![CDATA[Professor Layton]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3787</guid>
		<description><![CDATA[Well to be clear it&#8217;s not exactly math, but it&#8217;s a very interesting variation that makes for a refreshing experience in the puzzle genre; one I never embarked on upon it&#8217;s initial release. But with&#160;Picross 3D&#160;launching next week I figured it was time I finally gave the original,&#160;Picross DS, a shot. The game has you [...]]]></description>
			<content:encoded><![CDATA[<p><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times, Verdana, sans-serif; font-size: medium; "><img alt="Level Forty Two" class="aligncenter size-full wp-image-3047" height="85" src="http://www.levelfortytwo.com/wp-content/uploads/2010/02/Level-Forty-Two.png" style="cursor: default; " width="600" /></span></p>
<div style="font-family: Arial, Verdana, sans-serif; font-size: 12px; color: rgb(34, 34, 34); background-color: rgb(255, 255, 255); ">
<p class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">Well to be clear it&rsquo;s not exactly math, but it&rsquo;s a very interesting variation that makes for a refreshing experience in the puzzle genre; one I never embarked on upon it&rsquo;s initial release. But with&nbsp;<i>Picross 3D</i><span style="font-style: normal; ">&nbsp;launching next week I figured it was time I finally gave the original,&nbsp;</span><i>Picross DS</i><span style="font-style: normal; ">, a shot.</span></span></span></span></p>
<p class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">The game has you unveil squares on a grid to reveal a picture inside. Thus giving the game it&rsquo;s name,&nbsp;<i>Picross</i><span style="font-style: normal; ">&nbsp;or picture crossword. Each column and row has corresponding numbers, sometimes there are multiple numbers listed (always in order), all of which are meant to tell you how many squares you should tap. It&rsquo;s up to you to find out where these squares are in the grid based off of the number clues provided. It might sound confusing initially, but the game explains it very well. After a few seconds you&rsquo;ll find yourself hopelessly addicted.&nbsp;</span></span></span></span></p>
<p class="MsoNormal" style="text-align: center; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><img align="middle" alt="" height="311" src="http://www.anaitgames.com/wp-content/uploads/2007/08/picross_ds.jpg" style="cursor: default; " width="416" /><br />
		</span></span></span></p>
<p class="MsoNormal">&nbsp;</p>
<p class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><o:p></o:p></span></span></span></p>
<p class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">I&rsquo;ve always been a fan of puzzle games, others including the&nbsp;<a href="http://www.levelfortytwo.com/2010/04/i-love-my-layton/"><strong><i>Professor Layton</i></strong></a><span style="font-style: normal; ">&nbsp;series and</span><i>Polarium</i><span style="font-style: normal; ">, so it&rsquo;s no shock that I enjoyed&nbsp;</span><i>Picross DS</i><span style="font-style: normal; ">, I just didn&rsquo;t expect to enjoy it so much. It&rsquo;s a neat little concept that allows for a pick and play style of gameplay. Slowly getting increasingly difficult, the game really challenges you by its last few puzzles.</span></span></span></span></p>
<p class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">I&rsquo;m sure that there have been plenty of people who have compared this game to Sudoku just from a quick glance, but that couldn&rsquo;t be farther from the truth. Sure both use a grid and numbers but here you&rsquo;re discovering a picture hidden within as opposed to re-arranging the same nine numbers over and over again.</span></span></span></p>
<p class="MsoNormal" style="text-align: center; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><img align="middle" alt="" height="225" src="http://i.testfreaks.com/images/products/600x400/175/picross-ds.441775.jpg" style="cursor: default; " width="250" />&nbsp;<img align="middle" alt="" height="225" src="http://gbatemp.net/img/nds-boxart/static/5989.png" style="cursor: default; " width="250" /></span></span></span></p>
<p class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">The music isn&rsquo;t anything stellar in this game, but I&rsquo;d highly recommend it to anyone looking for a good puzzle game. There&rsquo;s quite a few puzzles that will challenge even the most brilliant of minds, and hey, even if you get through all of the puzzles after a few days of dedicated play you&rsquo;ll at least have&nbsp;<i>Picross 3D</i><span style="font-style: normal; ">&nbsp;to feed your new addiction!</span></span></span></span></p>
<p class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">Picross DS&nbsp;<i>launched in 2007</i><span style="font-style: normal; ">. Picross 3D&nbsp;</span><i>launches on May 3<sup>rd</sup>&nbsp;2010</i><span style="font-style: normal; ">.</span></span></span></span></p>
<hr />
<p><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-size: 11px; font-style: italic; ">New Game+ is LevelFortyTwo.com&#39;s blog not just looking back at older games, but also the effort and work that was put into them, as well as the joy of reliving old gaming experiences. Read more about the goal of this blog&nbsp;<a href="http://www.levelfortytwo.com/2010/02/launching-new-game/"><strong>here</strong></a>.</span></span></p>
</div>
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		<title>Talk Is Cheap &#8211; 4/26/10</title>
		<link>http://www.levelfortytwo.com/2010/04/talk-is-cheap-4-26-10/</link>
		<comments>http://www.levelfortytwo.com/2010/04/talk-is-cheap-4-26-10/#comments</comments>
		<pubDate>Tue, 27 Apr 2010 16:09:32 +0000</pubDate>
		<dc:creator>LevelFortyTwo Staff</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Podcast]]></category>
		<category><![CDATA[Adobe]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[Chris Parsons]]></category>
		<category><![CDATA[Deadly Premonition]]></category>
		<category><![CDATA[Doctor Who]]></category>
		<category><![CDATA[Making History 2]]></category>
		<category><![CDATA[monster hunter tri]]></category>
		<category><![CDATA[Muzzy Lane Software]]></category>
		<category><![CDATA[The Expendables]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3779</guid>
		<description><![CDATA[Talk is Cheap gets historical! Product manager Chris Parsons of Muzzy Lane Software sits down with Joel &#38; Nick to chat about the upcoming Making History II. The gang also talks some Deadly Premonition (aka Twin Peaks), Monster Hunter Tri, Doctor Who, Adobe vs Apple and The Expendables. Send us your thoughts to podcast@levelfortytwo.com.&#160;&#160;You can [...]]]></description>
			<content:encoded><![CDATA[<p>Talk is Cheap gets historical! Product manager Chris Parsons of Muzzy Lane Software sits down with Joel &amp; Nick to chat about the upcoming <em>Making History II</em>. The gang also talks some <em>Deadly Premonition</em> (aka <em>Twin Peaks</em>), <em>Monster Hunter Tri</em>, <em>Doctor Who</em>, <em>Adobe</em> vs <em>Apple</em> and <em>The Expendables</em>.</p>
<p><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: rgb(0, 0, 0);"><span style="color: rgb(0, 0, 0); line-height: 20px;">Send us your thoughts to podcast@levelfortytwo.com.&nbsp;&nbsp;</span></span></span></span>You can direct download the episode&nbsp;<a href="http://www.levelfortytwo.com/podcast/Talk%20Is%20Cheap%204_26_10.mp3"><strong>here</strong></a>, or <span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: rgb(0, 0, 0);"><span style="color: rgb(0, 0, 0); line-height: 20px;"><span style="color: rgb(34, 34, 34);">subscribe to the podcast in iTunes&nbsp;<a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=340805099"><strong>here</strong></a>.</span></span></span></span></span></p>

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			<enclosure url="http://www.levelfortytwo.com/podpress_trac/feed/3779/0/Talk-Is-Cheap-4-26-10.mp3" length="31255427" type="audio/mpeg" />
		<itunes:duration>1:26:48</itunes:duration>
		<itunes:subtitle>Talk is Cheap gets historical! Product manager Chris Parsons of Muzzy Lane Software sits down with Joel &#38; Nick to chat about the upcoming Making ...</itunes:subtitle>
		<itunes:summary>Talk is Cheap gets historical! Product manager Chris Parsons of Muzzy Lane Software sits down with Joel &#38; Nick to chat about the upcoming Making History II. The gang also talks some Deadly Premonition (aka Twin Peaks), Monster Hunter Tri, Doctor Who, Adobe vs Apple and The Expendables.
Send us your thoughts to podcast@levelfortytwo.com.&#160;&#160;You can direct download the episode&#160;here, or subscribe to the podcast in iTunes&#160;here.
[podcast]http://www.levelfortytwo.com/podcast/Talk%20Is%20Cheap%204_26_10.mp3[/podcast]
</itunes:summary>
		<itunes:keywords>Featured Content, Podcast</itunes:keywords>
		<itunes:author>LevelFortyTwo.com</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
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	</item>
		<item>
		<title>Monster Hunter Tri</title>
		<link>http://www.levelfortytwo.com/2010/04/monster-hunter-tri-review/</link>
		<comments>http://www.levelfortytwo.com/2010/04/monster-hunter-tri-review/#comments</comments>
		<pubDate>Thu, 22 Apr 2010 14:10:28 +0000</pubDate>
		<dc:creator>Ian Walker</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Wii]]></category>
		<category><![CDATA[Capcom]]></category>
		<category><![CDATA[monster hunter]]></category>
		<category><![CDATA[monster hunter 3]]></category>
		<category><![CDATA[monster hunter tri]]></category>
		<category><![CDATA[Nintendo Wii]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3765</guid>
		<description><![CDATA[In my humble opinion, nothing makes a game more compelling and ultimately gratifying than it kicking your ass over and over again with little remorse. Unfortunately, some games do this with gimmicks like high-leveled bosses that require frustrating amounts of grinding or blatant cheating on the computer&#39;s part. The rest, on the other hand, accomplish [...]]]></description>
			<content:encoded><![CDATA[<p style="margin-bottom: 0in;">In my humble opinion, nothing makes a game more compelling and ultimately gratifying than it kicking your ass over and over again with little remorse. Unfortunately, some games do this with gimmicks like high-leveled bosses that require frustrating amounts of grinding or blatant cheating on the computer&#39;s part. The rest, on the other hand, accomplish their difficulty a different way. While at first these games may seem like the others, you soon find an underlying level of strategy and preparation that will blow your mind.</p>
<p style="margin-bottom: 0in;"><em>Monster Hunter</em><span style="font-style: normal;"> is one of those series.</span></p>
<p style="margin-bottom: 0in;"><span style="font-style: normal;">The series&#39; newest release, </span><em>Monster Hunter Tri </em><span style="font-style: normal;">for the Wii</span><em>, </em><span style="font-style: normal;">marks its first appearance on a Nintendo console. A series long heralded for its crushing difficulty, it makes use of an interesting set of weapons and a varied amount of wild game to hunt with them. And while the single player experience is satisfying in itself, the real fun comes when you jump online with three fellow hunters, combining different strategies and weapon sets to take down the most dangerous prey.</span></p>
<p style="margin-bottom: 0in; text-align: center;"><img alt="1" class="alignnone size-full wp-image-3766" height="346" src="http://www.levelfortytwo.com/wp-content/uploads/2010/04/1.jpg" width="615" /></p>
<p style="margin-bottom: 0in;"><span style="font-style: normal;">The game begins with your arrival in the small coastal settlement called Moga Village. The village is in a crisis with the sudden appearance of all sorts of monsters, rivaling the already dangerous wildlife they have to deal with on an everyday basis. The village chief commissions you as the town&#39;s newest monster hunter, and asks you to deal with basically every problem they&#39;ll have from here on out. Help comes in the form of the chief&#39;s son, as well as various other locals. After a bit of a tutorial, the bare bones story is kicked into the backseat, and you&#39;re given free reign to explore, take on quests, and get to know the surrounding areas and their wildlife.</span></p>
<p style="margin-bottom: 0in;"><span style="font-style: normal;">Like I mentioned before, the game has a new addition in the form of the tutorial. The first few quests all involve learning a bit of the gameplay, and it takes up a decent chunk of the early game. While it doesn&#39;t explain all the small intricacies of the game or battle system, it gives newer players (like myself) a chance to jump in without leaving frustrated. Veterans of the franchise may find it tedious, but it soon opens up the same exciting gameplay they know and love.</span></p>
<p style="margin-bottom: 0in; text-align: center;"><img alt="2" class="alignnone size-full wp-image-3767" height="346" src="http://www.levelfortytwo.com/wp-content/uploads/2010/04/2.jpg" width="615" /></p>
<p style="margin-bottom: 0in;"><span style="font-style: normal;">One of the most interesting things in the </span><em>Monster Hunter</em><span style="font-style: normal;"> series is the varied types of weapons you can choose from when you go on hunts. Choosing a weapon type that suits you well is an incredibly important decision, not only because of the punishing nature of the game but also because you&#39;ll spend a lot of the time upgrading that weapon. You can jump from one weapon to another without a penalty, but the cost of upgrading multiple weapon types will eventually add up, when it could have been more viable to focus on one type and stuck with it. You gain the materials necessary to upgrade your armor and weapons from, you guessed it, the monsters. After defeating one, you can carve its remains for spoils such as bones or hides. The harder the monster is to fell, the better materials you&#39;ll get. You can also gain materials from the environment, and sometimes the way monsters interact with the environment around them affects the spoils you can carve from their bodies. The constancy of the ecological system is just one of the small details that makes this game so engrossing.</span></p>
<p style="margin-bottom: 0in;"><span style="font-style: normal;">Unfortunately, not all of the difficulty is fair. Some of it comes from the game&#39;s clunky combat controls. Not that they aren&#39;t responsive, because they are, but it sometimes feels like your character should be doing more for the amount of effort you put into controlling him/her. You&#39;ll eventually get the hang of fighting and the nuances associated with the different monsters you have to hunt, but it still feels like something could have been tightened up when the battle system was being created.</span></p>
<p style="margin-bottom: 0in; text-align: center;"><img alt="3" class="alignnone size-full wp-image-3768" height="346" src="http://www.levelfortytwo.com/wp-content/uploads/2010/04/3.jpg" width="615" /></p>
<p style="margin-bottom: 0in;"><span style="font-style: normal;">While the Wii is much less powerful than the PS3 or Xbox 360, the graphics Capcom managed to churn out on a weaker system are nothing short of impressive. The cutscenes that play out before each new region are gorgeous, with sweeping sand and water effects that haven&#39;t been seen on the system before. They do take a step down when actual gameplay is in effect, but are still very good for all the Wii&#39;s shortcomings. The animations are incredibly fluid and the weapon designs are top notch. You&#39;ll never be confused as to what weapon you have equipped as each one has been crafted wonderfully by the designers over at Capcom.</span></p>
<p style="margin-bottom: 0in;"><em>Monster Hunter Tri</em><span style="font-style: normal;"> may have been the first game in the series that I sunk a lot of time into, but the strange niche that it seems to occupy in the game market hasn&#39;t been lost on me. The strategy and preparation that go into each important hunt is what truly makes the game shine, as well as the multiple weapon type and the separate tactics that go along with them. While the combat may be a bit clunky compared to other third-person games of this nature, the rest of the game more than makes up for the few simple shortcomings. You&#39;ve got me hooked, Capcom. I can&#39;t wait for more.</span></p>
<p style="margin-bottom: 0in;"><span style="font-size: 16px;"><span style="text-decoration: underline;"><strong><span style="font-style: normal;">Likes</span> </strong></span></span></p>
<ul>
<li>Crushing difficulty forces you to think and create strategies without being cheap.</li>
<li>Pushes the Wii to its limits graphics-wise, which totally pays off.</li>
<li>Fun singleplayer, but the multiplayer is where its at. Hunting with friends is so fun its scary.</li>
</ul>
<p><span style="font-size: 16px;"><span style="text-decoration: underline;"><strong>Dislikes </strong></span></span></p>
<ul>
<li>The tutorial, while helpful to newbies, will frustrate veterans to no end.</li>
<li>Combat controls are clunky, even after you get used to them.</li>
<li>The game is definitely not for everyone, and will probably be very polarizing.</li>
</ul>
<p style="text-align: center;"><span style="font-size: 20px;"><span style="text-decoration: underline;">Review Score</span></span></p>
<p style="text-align: center;"><img alt="4" class="alignnone size-full wp-image-845" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/4.png" width="40" /><span style="font-size: 72px;"> / </span><img alt="5" class="alignnone size-full wp-image-444" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" width="39" /></p>
<hr />
<p style="text-align: center;"><em><span style="font-size: 11px;">The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible. </span></em></p>
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		<title>Splinter Cell: Conviction</title>
		<link>http://www.levelfortytwo.com/2010/04/splinter-cell-conviction-review/</link>
		<comments>http://www.levelfortytwo.com/2010/04/splinter-cell-conviction-review/#comments</comments>
		<pubDate>Wed, 21 Apr 2010 15:28:29 +0000</pubDate>
		<dc:creator>Joel Cornell</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[2010]]></category>
		<category><![CDATA[conviction]]></category>
		<category><![CDATA[espionage]]></category>
		<category><![CDATA[montreal]]></category>
		<category><![CDATA[Sam Fisher]]></category>
		<category><![CDATA[splinter cell]]></category>
		<category><![CDATA[spy]]></category>
		<category><![CDATA[tom clancy]]></category>
		<category><![CDATA[ubisoft]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3741</guid>
		<description><![CDATA[It&#8217;s been four years since our last excursion with Mr. Fisher, and Ubisoft has certainly been spending their time wisely. The sixth installment in the series takes some great steps forward in stealth gameplay and narrative presentation, while keeping the core elements of the series intact. Part of being a super stealthy spy is having [...]]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s been four years since our last excursion with Mr. Fisher, and Ubisoft has certainly been spending their time wisely. The sixth installment in the series takes some great steps forward in stealth gameplay and narrative presentation, while keeping the core elements of the series intact.</p>
<p style="text-align: center;"><img src="http://www.levelfortytwo.com/wp-content/uploads/SCC_screen2.JPG" alt="" width="600" height="338" /></p>
<p>Part of being a super stealthy spy is having the superior training that lets you act quickly and with deadly efficiency. Too many espionage games fail at providing this because of troublesome cameras, unpredictable AI, poorly built aiming mechanisms, etc. Luckily, <em>Conviction</em> avoids most of these issues with ease. &#8220;Mark and  Execute&#8221; technique allows you to pick a number of targets (based on your currently equipped firearm) within line of sight and swiftly and silently pwn them with the push of a button. Earn this ability by performing a hand-to-hand takedown, and use it as you see fit. The other big mechanic is &#8220;Last Known Position&#8221;, a basic marker for the player showing where the enemies assume you are, allowing for you to flank with ease. These two additions plus the otherwise solid mechanics make for some brilliant espionage executions. Despite Sam&#8217;s occasional inability to jump onto a ledge or hide behind the proper cover, the controls are quite fluid. Also, the &#8220;interactive&#8221; interrogation scenes are handsome enough, but are a step down from the likes of 2005&#8242;s <em>The Punisher</em>.</p>
<p>Although the combat techniques at your disposal have deepened considerably, your arsenal isn&#8217;t quite what it was. You&#8217;re given a wide array of pistols, assault rifles, shotguns and equipment (EMPs, flash bangs, cameras, etc), but as you spend most of your time creeping through the shadows trying to be quiet, you tend to avoid any non-silenced weapons (75% of your weapons). Additionally, your various kinds of vision and ammo have been removed. This seems more like a decision to concentrate on the narrative and combat, instead of hinder the player&#8217;s capacity, and it works well.</p>
<p style="text-align: center;"><img src="http://www.levelfortytwo.com/wp-content/uploads/SCC_screen3.JPG" alt="" width="600" height="338" /></p>
<p>The story unfolds like the best of classic espionage fiction. Anyone with a knowledge of the <em>Splinter Cell</em> saga will be instantly rapt, while a newcomer will find simply another great spy experience. However, the experience is not a long one, clocking in at just over six hours, but that&#8217;s okay. It&#8217;s quite rare to be able to sit down with a game and a high quality narrative and finish it in a sitting or two. Sure, it may leave you wanting more after a few hours, but that&#8217;s what the multiplayer is for. The multiplayer Co-op modes are quite excellent, but make sure you&#8217;re playing with a friend. A fairly high level of coordination is required to get into the latter difficulties, and trying to pull it off by yourself or with someone you just met can be spotty at best. Co-op doesn&#8217;t feature the leveling systems we&#8217;re now used to in our multiplayer, but that doesn&#8217;t keep it from being seriously addictive.</p>
<p><em>Splinter Cell</em> has progressed by leaps and bounds. Like past games in the series, each encounter is something like a puzzle. Read the situation, detect the patterns, account for unforeseen liabilities, and execute with ease. What has changed is how much more fast paced and fluid the combat is. Expect the best <span style="text-decoration: line-through;">Jack Bauer</span> <span style="text-decoration: line-through;">James Bond</span> Sam Fisher game so far, and plenty of quality multiplayer to keep you playing.</p>
<p class="MsoNormal"><span style="font-size: 16px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;"><span style="text-decoration: underline;"><strong>Likes:</strong></span></span></span></span></p>
<ul>
<li><span style="font-family: arial, helvetica, sans-serif; color: #000000;">Top tier espionage gaming.</span></li>
<li><span style="font-family: arial, helvetica, sans-serif; color: #000000;">Well paced, not overdrawn and engrossing (enough) narrative.</span></li>
<li><span style="font-family: arial, helvetica, sans-serif; color: #000000;">Fluid controls and combat.</span></li>
</ul>
<p class="MsoNormal"><span style="font-size: 16px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;"><span style="text-decoration: underline;"><strong>Dislikes:</strong></span></span></span></span></p>
<ul>
<li><span style="font-family: arial, helvetica, sans-serif; color: #000000;">No versus mode</span></li>
<li><span style="font-family: arial, helvetica, sans-serif; color: #000000;">Occasional inability to perform a simple physical task can be frustrating</span></li>
</ul>
<p style="text-align: center;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000; font-size: xx-large;"><span style="font-size: medium;"><span style="font-size: 16px; text-decoration: underline;"><strong><span style="line-height: 20px; font-size: 20px;"><span style="text-decoration: underline;">Review Score</span></span></strong></span></span></span></span></p>
<div>
<div>
<div>
<p class="MsoNormal" style="text-align: center; margin: 0cm 0cm 0pt;"><span style="font-family: 'Times New Roman', Verdana, sans-serif; color: #000000; font-size: xx-large;"><span style="line-height: 20px; font-family: arial,tahoma,verdana;"><img class="alignnone size-full&lt;br&lt;br /&gt; /&gt;&lt;br /&gt; wp-image-845" style="cursor: default; padding: 0px; margin: 0px 0px 10px;" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/4.png" alt="4" width="40" height="60" /><span style="font-size: 72px;"> / </span><img class="alignnone size-full wp-image-444" style="cursor: default; padding: 0px; margin: 0px 0px 10px;" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" alt="5" width="40" height="60" /></span></span></p>
<hr /><span style="color: #000000; font-family: arial,helvetica,sans-serif; font-size: 11px; font-style: italic; line-height: 20px;">The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.</span></div>
</div>
</div>
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		<title>Talk Is Cheap &#8211; 4/21/10</title>
		<link>http://www.levelfortytwo.com/2010/04/talk-is-cheap-4-21-10/</link>
		<comments>http://www.levelfortytwo.com/2010/04/talk-is-cheap-4-21-10/#comments</comments>
		<pubDate>Wed, 21 Apr 2010 15:21:51 +0000</pubDate>
		<dc:creator>LevelFortyTwo Staff</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Podcast]]></category>
		<category><![CDATA[god eater]]></category>
		<category><![CDATA[international gaming]]></category>
		<category><![CDATA[Splinter Cell: Conviction]]></category>
		<category><![CDATA[Wario Ware: DIY]]></category>

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		<description><![CDATA[&#161;Videojuegos internacional! ビデオゲーム国際! Gaming Internationally! Tune in this week for some great discussions on how one&#39;s location around the world impacts our geekery. Joel (US) is joined by staff writer Justin Potts (Japan), along with the creator of Commissioned Comic, Obsidian (Colombia) and freelance writer and former Lv42-er, Gareth Meredith (UK). The gang talks some&#160;God [...]]]></description>
			<content:encoded><![CDATA[<p><span style="color: #000000; font-family: Times; font-size: medium;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: 12px;">&iexcl;Videojuegos internacional! </span></span></span><span style="font-size: 12px;"><span style="font-family: arial,sans-serif; line-height: 25px;">ビデオゲーム国際</span></span><span style="font-family: arial,sans-serif; line-height: 25px;">! Gaming Internationally! Tune in this week for some great discussions on how one&#39;s location around the world impacts our geekery. Joel (US) is joined by staff writer Justin Potts (Japan), along with the creator of Commissioned Comic, Obsidian (Colombia) and freelance writer and former Lv42-er, Gareth Meredith (UK). The gang talks some&nbsp;<em>God Eater</em>,&nbsp;<em>Splinter Cell: Conviction</em>, and&nbsp;<em>Wario Ware: DIY</em>, complete with some choice words about internet piracy.</span></p>
<div style="font-family: Arial,Verdana,sans-serif; font-size: 12px; color: #222222; background-color: #ffffff;">
<p><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;"><span style="color: #000000; line-height: 20px;">Send us your thoughts to podcast@levelfortytwo.com. </span></span></span></span>You can direct download the episode&nbsp;<a href="http://www.levelfortytwo.com/podcast/Talk%20Is%20Cheap%204_21_10.mp3"><strong>here</strong></a>, or<span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;"><span style="color: #000000; line-height: 20px;"><span style="color: #222222;">subscribe to the podcast in iTunes&nbsp;<a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=340805099"><strong>here</strong></a>.</span></span></span></span></span></p>

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		<itunes:duration>2:27:46</itunes:duration>
		<itunes:subtitle>&#161;Videojuegos internacional! ビデオゲーム国際! Gaming Internationally! Tune in this week for some great discussions on how one&#39;s location around the world impacts our geekery. Joel (US) ...</itunes:subtitle>
		<itunes:summary>&#161;Videojuegos internacional! ビデオゲーム国際! Gaming Internationally! Tune in this week for some great discussions on how one&#39;s location around the world impacts our geekery. Joel (US) is joined by staff writer Justin Potts (Japan), along with the creator of Commissioned Comic, Obsidian (Colombia) and freelance writer and former Lv42-er, Gareth Meredith (UK). The gang talks some&#160;God Eater,&#160;Splinter Cell: Conviction, and&#160;Wario Ware: DIY, complete with some choice words about internet piracy.

	Send us your thoughts to podcast@levelfortytwo.com. You can direct download the episode&#160;here, orsubscribe to the podcast in iTunes&#160;here.
	[podcast]http://www.levelfortytwo.com/podcast/Talk%20Is%20Cheap%204_21_10.mp3[/podcast]

</itunes:summary>
		<itunes:keywords>Featured Content, Podcast</itunes:keywords>
		<itunes:author>LevelFortyTwo.com</itunes:author>
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		<title>What the Coffee Said</title>
		<link>http://www.levelfortytwo.com/2010/04/what-the-coffee-said/</link>
		<comments>http://www.levelfortytwo.com/2010/04/what-the-coffee-said/#comments</comments>
		<pubDate>Tue, 20 Apr 2010 15:15:55 +0000</pubDate>
		<dc:creator>Matthew O&#39;Mara</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Features]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Access Games]]></category>
		<category><![CDATA[David Lynch]]></category>
		<category><![CDATA[Deadly Premonition]]></category>
		<category><![CDATA[Death of the Author]]></category>
		<category><![CDATA[Francis York Morgan]]></category>
		<category><![CDATA[Rainy Woods]]></category>
		<category><![CDATA[Roland Barthes]]></category>
		<category><![CDATA[Swery]]></category>
		<category><![CDATA[Twin Peaks]]></category>

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		<description><![CDATA[At a glance, these slightly off-kilter, enigmatic and—frankly—weird characters have a lot in common, but soon their ties unravel. ]]></description>
			<content:encoded><![CDATA[<div>We all have rituals. Some roll out of bed just to one side, others put their left foot out the door first. It&rsquo;s just one of those things we do as human beings. And as small as they may seem, these quirks make us subconsciously unique. Another example, did you know that how a person takes their coffee can say a lot about their personality? There are people who take their coffee black as the midnight on a moonless night, or as clear as a crisp spring morning. FBI Special agent Dale Cooper of&nbsp;<em>Twin Peaks&nbsp;</em>and FBI Special agent Francis York Morgan of <em>Deadly Premonition</em> are two of these people. At a glance, these slightly off-kilter, enigmatic and&mdash;frankly&mdash;weird characters have a lot in common, but as you deconstruct their common ties things start to unravel.</div>
<div>&nbsp;</div>
<div style="text-align: center;"><img alt="Deadly Premonition 1" class="aligncenter size-full wp-image-3725" height="450" src="http://www.levelfortytwo.com/wp-content/uploads/2010/04/Deadly-Premonition-1.jpg" style="width: 513px; height: 281px;" width="800" /></div>
<div>&nbsp;</div>
<div>Back in 2007, <em>Deadly Premonition </em>appeared at Tokyo Game Show as <em>Rainy Woods</em>. Then the game&rsquo;s inspiration was rather blatant. Two little guys sitting in lounge chairs talking to FBI Special agent David Young Henning (later renamed to York); the imagery was an obvious reference to <em>Twin Peaks</em>. This aside, people and critics noticed <em>Rainy Woods</em>. Whether it was for the game&rsquo;s inspired take on a cult television series or its enigmatic presentation, we were intrigued. Something about it resonated with both the television buffs and videogame critics. Renamed and released in February of this year, <em>Deadly Premonition</em> saw mixed reviews. Two reviews in particular, one from Erik Brudvig from IGN and one from Jim Sterling of Destructoid, really caught my attention.</div>
<div>&nbsp;</div>
<div>Both reviewer sat on opposite&nbsp;ends of the scoring spectrum, Brudvig giving <em>Deadly Premonition</em> a two out of ten and Sterling giving it a perfect score, respectively. Both reviews mention&nbsp;Greenvale&#39;s quirky inhabitants, the game&#39;s poor gameplay mechanics, agent York&rsquo;s insane personality and the game&rsquo;s resemblance to <em>Twin Peaks</em>. <em>Deadly Premonition</em> isn&#39;t a good experience, nor is it a bad one. It is&nbsp;a re-envisioning of <em>Twin Peaks</em> and it is an homage to the series, however, it is neither better nor worse than the source material. <em>Deadly Premonition</em> stands on its own. The reviews&nbsp;connect&nbsp;David Lynch&rsquo;s television series to the game, but they miss out on another and far greater connection to the television series than agent York or seeking &ldquo;FK&rdquo; in your coffee.</div>
<div>&nbsp;</div>
<div>To understand this game, we have to look at creator and director Hidetaka &quot;Swery&quot; Suehiro of Access Games.</div>
<div>&nbsp;</div>
<div>Obviously there&rsquo;s something to be said for taking inspiration a little too far. Sure, <em>Deadly Premonition</em> can be equated with <em>Twin Peaks</em>&mdash;York with Cooper and so on&mdash;but in 2001, Swery worked on <em>Extermination</em>, a survival-horror title for the PS2. The best way to describe the game is if you took John Carpenter, gave him an entire team of programmers and told him to make a game a la <em>The Thing</em> and <em>Resident Evil 2</em>. The result would have been <em>Extermination</em>, which, by the way, is a cinematic gem. It might have been a little underrated by critics, but it still held its own against the larger, big budget titles at the time. <em>Extermination</em> worked&nbsp;because it&nbsp;adopted gameplay fundamentals and thematic devices from its source materials. As an auteur, Swery has made himself known as an inspired game designer. When I say &ldquo;inspired&rdquo;, I mean he has good ideas, but he lifts themes from other games and integrates them into his own. Just look at <em>Spy Fiction</em> (2004). It has a clear ties to <em>Metal Gear Solid</em> and <em>Splinter Cell</em>, yet the game cannot be called flawed just uninspired. The difference with <em>Deadly Premonition</em> is that Swery has lifted his inspiration from an entirely different medium. He has integrated television into his game.</div>
<div>&nbsp;</div>
<div style="text-align: center;"><img alt="Too much coffee" class="aligncenter size-full wp-image-3726" height="296" src="http://www.levelfortytwo.com/wp-content/uploads/2010/04/Too-much-coffee.bmp" style="width: 470px; height: 296px;" width="470" /></div>
<div>&nbsp;</div>
<div>As soon as we recognize, &ldquo;Hey that&rsquo;s just <em>Twin Peaks</em>&rdquo; we stumble into the first problem when analyzing this game. Right about now the normal critic would say something to the tune of &ldquo;You&rsquo;re stuck in a cultural fallacy and you have to remain objective when experiencing a game.&rdquo; This is true, but can we objectivity experience a videogame? Acknowledging that the game is indeed inspired by Lynch&rsquo;s television series is the problematic first step in gaining an understanding of the game, but what aspects should you be comparing? Characters are a good place to start. Agent York, Agent Cooper; Anna Graham, Laura Palmer; Pot Lady, Log Lady; there are similarities here; however, the characters begin to contradict one another as the game progresses. Saying, &quot;Hey that&#39;s Twin Peaks because York likes coffee&quot; is a shallow interpretation of the game&#39;s take on the television series. In fact, York and Cooper couldn&rsquo;t be more different. Sure there&rsquo;s the coffee business, but that only appears once or twice in the game. Lynch makes use of the coffee on several occasions throughout the show. We have to look at the themes, the substance of the auteur.</div>
<div>&nbsp;</div>
<div><em>Deadly Premonition</em> is like <em>Twin Peaks</em> because imitation and adoration is a part of Swery&rsquo;s inspiration. Try to say that sentence five times fast. To put it simply, directors of films use certain themes in their work. David Lynch often uses auditory imagery to fool his viewers. Characters in <em>Twin Peaks</em> will often hear sounds, but they will be unable to interpret them. The most&nbsp;notable example of this is Cooper&rsquo;s dream. He sits there looking at the Dwarf, Laura Palmer&rsquo;s clone and his surroundings with a completely dumbfounded look. What they say (in a kind of backwards, forwards semi-langauge)&nbsp;in this dream sequence&nbsp;does not&nbsp;sync up with what Cooper senses. This is why there are subtitles in the sequence. Lynch has a visible style and direction to his themes.</div>
<div>&nbsp;</div>
<div>David Lynch is an auteur.</div>
<div>&nbsp;</div>
<div>Swery is a&nbsp;developer who has studied genre conventions closely. Swery knows what works and what doesn&rsquo;t. He also has the task of taking into account what works for the active player as well as&nbsp;his audience. <em>Deadly Premonition</em> combines survival-horror, free-roaming and shooting sections. It is a good example of the post-modern pastiche, not that in a negative connotation, but in a positive and interesting way. Games like <em>Extermination</em>, <em>Spy Fiction</em> and <em>Deadly Premonition</em> (all coincidentally ending with &ldquo;tion&rdquo;) are part of Swery&rsquo;s iauteurism. He is known for making games that are inspired by other works. This may seen like a loose bit of reasoning, however, it is a theme present&nbsp;in many of his other games.&nbsp;This indicates that he does have a style and direction to his themes.</div>
<div>&nbsp;</div>
<div>Swery is an auteur.</div>
<div>&nbsp;&nbsp;</div>
<div>We don&rsquo;t see videogames in the same light as a film. Gamers&nbsp;often invalidate the themes used by videogame designers in favour of&nbsp;their own&nbsp;subjective understanding of gameplay and aesthetics. Only when&nbsp;Hideo Kojima forces us to sit through an hour-and-a-half-long cinematic do we consider him a director.&nbsp;Unlike a film, unlike a book, poem, speech or play; a videogame must first jar gamers out of their &ldquo;It&rsquo;s just a game&rdquo; mentality.&nbsp;There are a few recognized auteurs in videogame land. Kojima, Shigeru, Carmack, Shafer, Mikami, Suda and so on, but how often do we consciously ask, &ldquo;I wonder what the guys who made Peggle were thinking? Is there an underlying metaphor in the game?&rdquo; This is a reflection of the gamer mindset and not the gamer himself or herself. This is what makes <em>Deadly Premonition</em> such an exciting game. It puts an onus on the player to experience both the game and the source material. It engages the audience on a deeper level. It&#39;s a self-conscious experience in this way because it adheres so well to Swery&#39;s auteurism.</div>
<div>&nbsp;</div>
<div style="text-align: center;"><img alt="Swery" class="aligncenter size-full wp-image-3727" height="480" src="http://www.levelfortytwo.com/wp-content/uploads/2010/04/Swery.jpg" style="width: 266px; height: 349px;" width="360" /></div>
<div>&nbsp;</div>
<div>There&rsquo;s a misunderstanding about videogames that should be cleared up. Some say that&nbsp;they are too reliant on the subjective experience of the gamer for analysis.&nbsp;According to Roland Barthes, a French structuralist and philosopher, our experiences with the material is the only way to understand literature.&nbsp;Roland Barthes argues in <em>The Death of the Author</em> that if readers rely on the author as a point of origin then the text is flawed. The problem lies in the reader limiting their ability to explore a text through the inclusion of the author&rsquo;s disposition, mannerisms and their identity as the story&rsquo;s point of origin. He wrote:</div>
<div>&nbsp;</div>
<div><em><span>The image of literature to be found in ordinary culture is tyrannically centered on the author, his person, his life, his tastes, his passions, while criticism still consists for the most part in saying that Baudelaire&rsquo;s work is the failure of Baudelaire the man, Van Gogh&rsquo;s his madness, Tchaikovsky&rsquo;s his vice. The explanation of a work is always sought in the man or woman who produced it, as if it were always in the end, through the more or less transparent allegory of the fiction, the voice of a single person, the author &lsquo;confiding&rsquo; in us.</span></em><br />
	&nbsp;</div>
<div>If we do look at <em>Deadly Premonition</em> without knowledge of Swery&rsquo;s auteurism or that it is&nbsp;an homage&nbsp;to <em>Twin Peaks</em>, the game loses a fair amount of detail. We can&#39;t make a correct analysis of the game without pouring in our own subjective understanding of the experience. The game becomes nothing more than a work of fiction derived from an author we cannot know and a television series most are unable to fully comprehend. Then videogames, as understood by many as a completely subjective experience,&nbsp;are the ultimate medium in this respect. What other medium gives the audience the same level of freewill as a videogame? Everything is open to interpretation, of course, but how often are they open to the will of the viewer? This is what makes the game so fascinating.</div>
<div>&nbsp;</div>
<div>In the paragraph above, Barthes argues that the author can mislead the reader to false conclusions. Now, following that logic, if one were to take a stance whereby Swery and <em>Twin Peaks</em> were used as markers for predisposing themselves to <em>Deadly Premonition</em>, then the initial judgment of the game would prevent players from having an open experience. By focusing on the game&rsquo;s inspiration, we take away from the true subjective game experience that is derived from us. We subconsciously sabotage ourselves. Now we see an underlying contradiction to this form of logic. On the one hand our subjectivism allows us to place a cultural connotation onto our game experience. This allows us to fully grasp what the game is all about, and, according to Barthes, this is the freest form of interpretation. However, if we place a cultural connotation onto our experience we taint our understanding of the game as a stand-alone experience.</div>
<div>&nbsp;</div>
<div>This is getting complicated.</div>
<div>&nbsp;</div>
<div style="text-align: center;"><img alt="deadly-premonition-screens-9" class="aligncenter size-large wp-image-3728" height="281" src="http://www.levelfortytwo.com/wp-content/uploads/2010/04/deadly-premonition-screens-9-1024x576.jpg" width="500" /></div>
<div>&nbsp;</div>
<div>When it comes to videogames, one has to look at them with a kind of cultural significance. Hell, owning a console is enough of a status symbol as it is an artifact of our culture.&nbsp;To understand Barthes, one has to realize that he was a literary critic in constant transformation. Often I wonder what Barthes would have thought about videogames, and I&rsquo;m sure he would have embraced them.&nbsp;</div>
<div>&nbsp;</div>
<div>Can we understand videogames objectively? No, probably not. Can a novel, poem or play be understood objectively, or be understood objectively. According to Barthes, not really. A videogame comes with a set of assumptions as we engage with the medium. What console? Who made it? What kind of game is it?&nbsp;What score did the game receive? These are just some of the questions that we ask as gamers when we engage a videogame.&nbsp;<em>Deadly Premonition</em> goes against these conventions and attacks the player on a different level of cultural understanding.</div>
<div>&nbsp;</div>
<div>One aspect of this article that has to be made clear is that auteur and author are interchangeable, at least in my mind. The role of the auteur is to have a vision, an overall set of themes that they pursue through film. It&rsquo;s a theory proposed back in 1948 by Alexandre Astruc. He said that film had evolved to a point where a director&rsquo;s body of work could be analyzed and trends in visual style could be found. This seems like an obvious observation, why wouldn&rsquo;t there be a study of this in the first place? Similarly an author&mdash;like Bradbury&mdash;will use similar themes and images throughout his or her work. Whether or not this is done to reach a grand vision is entirely up to speculation.</div>
<div>&nbsp;</div>
<div>I have a theory about Agent York. In the game he makes tons of references to old films like <em>Tremors</em>, <em>Back to the Future</em> and&mdash;funnily enough&mdash;<em>Ferris Bueller&rsquo;s Day Off</em>. These films were all apart of an 80&rsquo;s mindset and tradition. They were fun and&nbsp;starred prolific actors who now dominate our feelings of nostalgia.&nbsp;Some of that is lost on me (born 1991). <em>Twin Peaks</em> was a cult television show that received international acclaim, and it wasn&#39;t&nbsp;just a Western/localized phenomena either. It&rsquo;s my theory that Agent York, with his strange mannerisms and similarities, watched the show and used Agent Cooper as an example of how a FBI Special agent should act. It&rsquo;s all speculation, but characters like York who often mirror their creators, is a big film and television buff. It would make sense that as the son of a FBI Agent he would look up to similar figures, so Agent Cooper with his enigmas and contradictions would seem like&nbsp;the perfect analogue, a perfect source mateiral to imitate. Much like <em>Twin Peaks</em> and David Lynch&nbsp;are to Swery.</div>
<div>&nbsp;</div>
<div style="text-align: center;"><img alt="Dwery" class="aligncenter size-full wp-image-3729" height="443" src="http://www.levelfortytwo.com/wp-content/uploads/2010/04/Dwery.jpg" style="width: 470px; height: 296px;" width="733" /></div>
<div>&nbsp;</div>
<div>Is <em>Deadly Premonition</em> a copy of <em>Twin Peaks</em>, an homage or is it something more? It is difficult to make definite assumptions in a medium as young as videogames. They are an open field for critics of all dispositions. Swery, and developers like him, represent an evolution in the development community. Certainly there are other games based on various mediums and forms of literature, but can we classify this experience? Like Barthes&rsquo; theories, videogames are a constantly evolving phenomena. The medium has its auteur, its classifications and its limitations, but there&rsquo;s such potential in them. Whether you take your coffee black, with two sugars or with a splash of cr&egrave;me, how you create that perfect cup of joe is entirely your subjective preference. It can make you happy, calm, moody or jumpy, but when you get that kick start to your day, it feels good.&nbsp;We all have rituals. I take my tea black, one sugar and with a teaspoon of two per cent milk. Coffee stunts your growth, you know.</div>
]]></content:encoded>
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		<title>Cave Story</title>
		<link>http://www.levelfortytwo.com/2010/04/cave-story-review/</link>
		<comments>http://www.levelfortytwo.com/2010/04/cave-story-review/#comments</comments>
		<pubDate>Thu, 15 Apr 2010 16:26:26 +0000</pubDate>
		<dc:creator>Erika Szabo</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Wii]]></category>
		<category><![CDATA[Cave Story]]></category>
		<category><![CDATA[Cave Story remake]]></category>
		<category><![CDATA[indie game]]></category>
		<category><![CDATA[nintendo]]></category>
		<category><![CDATA[Nintendo Wii]]></category>
		<category><![CDATA[Pixel]]></category>
		<category><![CDATA[remake]]></category>
		<category><![CDATA[Studio Pixel]]></category>
		<category><![CDATA[wiiware]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3680</guid>
		<description><![CDATA[The appeal of indie games has certainly grown within the last few years.&#160; Games like Machinarium, Braid, Canabalt, World of Goo, Meat Boy and N+ have challenged the boundaries of gaming while also distorting time.&#160; I say that because indie games are, without a doubt, the closest thing we have to retro gaming.&#160; Indie games [...]]]></description>
			<content:encoded><![CDATA[<p>The appeal of indie games has certainly grown within the last few years.&nbsp; Games like <i>Machinarium</i>, <em><span style="font-style: italic;">Braid, Canabalt, World of Goo, Meat Boy </span></em>and <em><span style="font-style: italic;">N+ </span></em>have challenged the boundaries of gaming while also distorting time.&nbsp; I say that because indie games are, without a doubt, the closest thing we have to retro gaming.&nbsp; Indie games somehow establish the sense of nostalgia and whimsy retro titles do today even though they are anything but retro.&nbsp; Indie games encapsulate everything we loved about retro games and offer us gameplay elements that may not have been used in the past.&nbsp; The&nbsp; juxtaposition of the past and present definitely adds an extra layer of wonder and innovation.&nbsp; One game in particular that has affected gamers young and old has been Studio Pixel&#39;s freeware magnum opus <em>Cave Story</em>, or <em>Doukutsu Monogatari</em>.&nbsp;</p>
<p style="text-align: center;">
	<img alt="" height="413" src="http://www.levelfortytwo.com/wp-content/uploads/28se53.png" width="550" /></p>
<p>Released in 2004, <em>Cave Story</em> astounded gamers because of its nostalgic gameplay (the amount of inspirations is literally never-ending, but some games that come to mind include: <em>Metroid</em>, <em>Castlevania</em>, <em>Gunstar Heroes</em> and tons more), charming characters and compelling (even disturbing) story.&nbsp; Personally, <em>Cave Story</em> grabbed me in a way few games did before.&nbsp; Yes, it is a random piece of freeware designed and written by a random Japanese guy, but you&#39;d never be able to tell just by looking at it.&nbsp; Not only did it remind me of my childhood, but it offered me an experience I knew I couldn&#39;t find elsewhere.&nbsp; While familiar, <em>Cave Story </em>managed to differentiate itself, individualize itself from its inspirations.&nbsp;</p>
<p>Without surprise, indie game developer Nicalis has taken on the challenge of updating this game for Nintendo WiiWare.&nbsp; While now sporting a price tag (a paltry 12 bucks) several features have been added to the already stellar game including remastered graphics and music, as well as exclusive gameplay modes, including Boss Rush, a Sanctuary Time Attack mode, and the ability to play through the game as Curly Brace, a female robot character representing Quote&#39;s partner.&nbsp; While the time and dedication put into this game, both original and remastered, is reason enough to purchase this title the additional features definitely add to the appeal.&nbsp;</p>
<p style="text-align: center;"><img alt="" height="385" src="http://www.levelfortytwo.com/wp-content/uploads/cswwwws1.png" width="550" /></p>
<p><em>Cave Story</em> is, first and foremost, an action-exploration-platformer.&nbsp;Most of the time will be spent running, jumping and shooting your way through its many areas. Exploration is also heavily emphasized and oftentimes you&rsquo;ll be faced with the many mysteries this game has to offer including alternate endings and secret weapons.&nbsp;With that said, <em>Cave Story</em> has great replay value.&nbsp;No matter how many times you play this game, there are always new things to unlock &ndash; now even more so with the remake&rsquo;s added features.</p>
<div>It becomes clear fairly early on that the way in which you use your weapons plays a key role in how effective you are against some of the game&rsquo;s tougher bosses and enemies.&nbsp;As you explore new areas you locate new weapons which can then be switched on the fly with the A or B buttons on the controller.&nbsp;Switching from, let&rsquo;s say, the Polar Star to the Missile Launcher is smooth and responsive.&nbsp;Progressing through the game allows you to level up weapons and ultimately upgrade them.&nbsp;If attacked too many times, your weapons levels down so it&rsquo;s crucial to level all of them up equally.&nbsp;Power-wise, some weapons are obviously better than others, but they all serve their purpose.&nbsp;I never got the impression that I was overusing one over the other.&nbsp;</div>
<div>&nbsp;</div>
<div style="text-align: center;"><img alt="" height="413" src="http://www.theicecave.org/damage_control/multimedia/cavestorypic_101309.jpg" width="550" /></div>
<p>&nbsp;</p>
<p>Musically and graphically, <em>Cave Story</em> for WiiWare offers some slight variations from the original but retains its 8-bit qualities at the same time.&nbsp; Personally, I found the graphics to be appealing as they added an extra layer of depth to an already minimalist game.&nbsp; If there&#39;s any reason to gripe about it&#39;s the remastered music.&nbsp; While enthralling, no percussion tracks makes for a bland experience &#8212; keep in mind, as a standalone it&#39;s amazing, but compared to the original score it&#39;s just not up to par.&nbsp; In addition, there are some playback issues in which the music loops incorrectly.&nbsp; These might sound tedious, but it&#39;s amazing how the score can do wonders to a game, I often found myself switching between the original and remastered music so I could find those subtle nuances.&nbsp; So, I can&#39;t say the remastered music is a welcome change, but it&#39;s certainly not bad.&nbsp;</p>
<p style="text-align: center;"><img alt="" height="380" src="http://farm4.static.flickr.com/3308/3220157502_7006a869d0_o.png" width="500" /></p>
<p><em>Cave Story</em> is an incredible game &#8212; it&#39;s impossible to convey the amount of emotion put into it.&nbsp;&nbsp; The game&#39;s world draws you in the moment you begin playing and the charming characters keep you there.&nbsp; It is exactly the type of game that more people should be playing. &nbsp; For many, it has become a lasting experience, making its way to the top all while still being that small indie game with big ideas.&nbsp; <em>Cave Story</em> is a good example of just how much one can do with so few resources.&nbsp; The WiiWare port proves to be no different.&nbsp;</p>
<p style="margin-bottom: 0in;"><span style="font-size: 16px;"><span style="text-decoration: underline;"><strong><span style="font-style: normal;">Likes</span><br />
	</strong></span></span></p>
<ul>
<li><em>Cave Story</em> for WiiWare still maintains it&#39;s pseudo-retro charm.&nbsp;</li>
<li>The game features just enough extra content without feeling rehashed.</li>
<li>Slight graphical variations adds an extra layer of depth.</li>
</ul>
<p><span style="font-size: 16px;"><span style="text-decoration: underline;"><strong>Dislikes<br />
	</strong></span></span></p>
<ul>
<li>The map proves itself to be about as useless as before.&nbsp;</li>
<li>There are slight music glitches when listening to the remastered soundtrack.&nbsp;</li>
</ul>
<p style="text-align: center;"><span style="font-size: 20px;"><span style="text-decoration: underline;">Review Score<br />
	</span></span></p>
<p style="text-align: center;"><img alt="5" class="alignnone size-full wp-image-444" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" width="39" /><span style="font-size: 72px;"> / </span><img alt="5" class="alignnone size-full wp-image-444" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" width="39" /></p>
<hr />
<p><span style="font-size: 11px;"><em>The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.</em></span></p>
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		<title>Shin Megami Tensei: Strange Journey</title>
		<link>http://www.levelfortytwo.com/2010/04/shin-megami-tensei-strange-journey-review/</link>
		<comments>http://www.levelfortytwo.com/2010/04/shin-megami-tensei-strange-journey-review/#comments</comments>
		<pubDate>Wed, 14 Apr 2010 18:27:24 +0000</pubDate>
		<dc:creator>Ian Walker</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Nintendo DS]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[atlus]]></category>
		<category><![CDATA[Megami Tensei]]></category>
		<category><![CDATA[Shin megami tensei]]></category>
		<category><![CDATA[Shin Megami Tensei IV]]></category>
		<category><![CDATA[Shin Megami Tensei: Strange Journey]]></category>
		<category><![CDATA[Strange Journey]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3616</guid>
		<description><![CDATA[While most gamers are familiar with series like Dragon Quest or Final Fantasy, another of Japan&#39;s longest running RPG series seems to fall by the wayside. Developed by Atlus, the Megami Tensei games are much like those developed by Square and Enix. While a coherent story line isn&#39;t shared between the various games in the [...]]]></description>
			<content:encoded><![CDATA[<p style="margin-bottom: 0in;">While most gamers are familiar with series like <em>Dragon Quest</em><span style="font-style: normal;"> or </span><em>Final Fantasy</em><span style="font-style: normal;">, another of Japan&#39;s longest running RPG series seems to fall by the wayside. Developed by Atlus, the </span><em>Megami Tensei</em><span style="font-style: normal;"> games are much like those developed by Square and Enix. While a coherent story line isn&#39;t shared between the various games in the series, basic gameplay mechanics are shared throughout. Many of the </span><em>Megami Tensei</em><span style="font-style: normal;"> games deal with a battle between Heaven and Hell, and how specific individuals caught between these two powers help decide the fate of humanity. Demon collecting is a huge part of these games, with a wide compendium made up of famous religious deities and creatures from folklore and myth. The newest game in the </span><em>Shin Megami Tensei</em><span style="font-style: normal;"> spinoff series is </span><em>Strange Journey</em><span style="font-style: normal;">, one of the very first </span><em>Megami Tensei</em><span style="font-style: normal;"> games developed with localization outside of Japan taken into consideration. It retains many of the core elements that make up the </span><em>Megami Tensei</em><span style="font-style: normal;"> universe, while also remaining relevant and interesting to audiences outside of Japan.</span></p>
<p style="text-align: center; margin-bottom: 0in;"><img alt="1-b1e8c876-4eec-49ab-b7fc-134848b71dfe-l" class="alignnone size-medium wp-image-3626" height="238" src="http://www.levelfortytwo.com/wp-content/uploads/2010/04/1-b1e8c876-4eec-49ab-b7fc-134848b71dfe-l-300x238.jpg" width="300" /> <img alt="1-ce83f533-8bb1-481c-9be1-7f439388a60d-l" class="alignnone size-medium wp-image-3627" height="238" src="http://www.levelfortytwo.com/wp-content/uploads/2010/04/1-ce83f533-8bb1-481c-9be1-7f439388a60d-l-300x238.jpg" width="300" /></p>
<p style="margin-bottom: 0in;"><span style="font-style: normal;">The story of </span><em>Strange Journey</em><span style="font-style: normal;"> begins with a crisis. A huge, negative energy area called the Schwarzwelt appears at the South Pole. The area is continually growing larger, and will soon spread across the entire face of the Earth. The United Nations sends a small team of scientists and soldiers into the area to investigate the cause of the Schwarzwelt&#39;s sudden appearance, and to possibly find a way to stop its growth. You are a strike team member within this group, and it&#39;s your job to actually leave the safety of your support vehicle and enter the Schwarzwelt. Of course, the best laid plans go awry, and your team is soon stranded within the negative energy area. Adding another layer of tension to the mission is the sudden appearance of Demons within the Schwarzwelt, but you soon find a way to win these Demons over through conversation and bribery.</span></p>
<p style="margin-bottom: 0in;"><span style="font-style: normal;">Like earlier entries in the series, </span><em>Strange Journey</em><span style="font-style: normal;"> is a first-person dungeon crawler. It&#39;s just you, your party members, and immense dungeons with varying landscapes and creatures. The battle system is also pretty straight forward, with bars for HP and MP, as well as the usual restoring and defensive items. Again, like other </span><em>Megami Tensei </em><span style="font-style: normal;">games, </span><em>Strange Journey</em><span style="font-style: normal;"> places a special incentive on hitting enemies with their weakness. Upon hitting an enemy&#39;s weakness, any party members you have with you that are aligned to the same ideology as you (i.e. Law, Neutral, Chaos) will join you in an organized attack that deals a considerable amount of damage. Because of this, it&#39;s important to gather Demons that are aligned the same as you. Your own alignment is decided throughout conversations you have with other characters, where your choices in dialogue affect your alignment. Side with holy and totalitarian characters and you will find yourself aligned with Law. Choose to go the route of anarchy and freedom, and Chaos Demons will be the best choice. You can also remain Neutral through careful dialogue choices. Your alignment also decides which ending you get, making multiple playthroughs a must for completionists like myself.</span></p>
<p style="text-align: center; margin-bottom: 0in;"><img alt="1-88415769-ce4f-4d28-a509-20b112c13601-l" class="alignnone size-medium wp-image-3676" height="238" src="http://www.levelfortytwo.com/wp-content/uploads/2010/04/1-88415769-ce4f-4d28-a509-20b112c13601-l1-300x238.jpg" width="300" /> <img alt="1-aaea8fcf-1269-4a30-ab76-cb88186b3a4a-l" class="alignnone size-medium wp-image-3625" height="238" src="http://www.levelfortytwo.com/wp-content/uploads/2010/04/1-aaea8fcf-1269-4a30-ab76-cb88186b3a4a-l-300x238.jpg" width="300" /></p>
<p style="margin-bottom: 0in;"><span style="font-style: normal;">Besides the multiple endings, there are a few other factors that make this game hell for people looking to fully complete everything it has to offer. The Demonic Compendium in <em>Strange Journey</em> contains a little over 300 unique Demons. The tricky part is finding all of them, whether in the dungeons or through fusion, which can be a chore in itself. Fusion takes two, or in some special cases three, separate Demons and combines them into a new one, which will retain a move or two from the Demons it was fused from. As you encounter and level up Demons in your party, you&#39;ll be able to analyze them to see their weaknesses, stats, and move set. Once they&#39;re fully analyzed, capturing and leveling that Demon will net you their Source, which can be use in conjunction with fusing to add additional moves to a Demon that it might not learn naturally. This allows you quite a bit of customization in Demon creating if you dedicate some time to gaining a good number of Sources. And with a unique Source available for each of the huge number of Demons, that in itself will take a good deal of time.</span></p>
<p style="text-align: center; margin-bottom: 0in;"><img alt="1-32b35cb2-81e7-418b-9df1-5145f731a22d-l" class="alignnone size-medium wp-image-3621" height="238" src="http://www.levelfortytwo.com/wp-content/uploads/2010/04/1-32b35cb2-81e7-418b-9df1-5145f731a22d-l-300x238.jpg" width="300" /> <img alt="1-81dbbabb-bf5f-4a83-9fb3-0959c8f4aa90-l" class="alignnone size-medium wp-image-3622" height="238" src="http://www.levelfortytwo.com/wp-content/uploads/2010/04/1-81dbbabb-bf5f-4a83-9fb3-0959c8f4aa90-l-300x238.jpg" width="300" /></p>
<p style="margin-bottom: 0in;"><span style="font-style: normal;">My favorite part of </span><em>Strange Journey</em><span style="font-style: normal;"> is the way it presents itself. As you progress through the story, you&#39;ll come across varying areas that contain different dungeons. Each area has a particular motif attached to it so that each time you enter it&#39;s different than the other dungeons before it. Nothing feels rehashed or recycled, and it shows just how much time was spent crafting an amazing game experience on a console a bit less powerful than these games are known to be developed for. Another huge part of the presentation is the music. Almost as varied as the dungeons you traverse, the music ranges from soft, haunting orchestral tones to fast percussion and tribal chants. And as the song you&#39;re going to hear the most, the basic encounter and boss battle themes are some of the best I&#39;ve heard in any genre of game.</span></p>
<p style="margin-bottom: 0in;"><span style="font-style: normal;">If I were to choose one word to sum up </span><em>Strange Journey </em><span style="font-style: normal;">and the experience of playing it, that word would probably be immense. There is just a ton of things to do in this game, from gather the over 300 Demons through conversation and fusion, to complete the map for every single dungeon, as well as conquering the myriad of side quests. Multiple endings also build on the games replayability, as each one takes time and effort to reach. Being on the Nintendo DS didn&#39;t hinder this release a single bit, and although it wasn&#39;t numbered upon its English release, it totally deserves to be called </span><em>Shin Megami Tensei IV. </em><span style="font-style: normal;">This game is also a great example of how games should be presented to their audience. The subtle battle between Law and Chaos, the religious and mythological motifs behind it all, and an amazing philosophical questioning of what good and evil truly are make for a fantastic experience. If you&#39;re a fan of dungeon crawlers, huge RPGs that will eat up all of your time, or maybe a curious observer, dive into </span><em>Strange Journey</em><span style="font-style: normal;"> with an open mind. You won&#39;t regret it.</span></p>
<p style="margin-bottom: 0in;"><span style="font-size: 16px;"><span style="text-decoration: underline;"><strong><span style="font-style: normal;">Likes</span><br />
	</strong></span></span></p>
<ul>
<li>The old school dungeon crawling mixes well with newer gameplay mechanics.</li>
<li>The storyline is intense, with tons of twists, turns, and craziness.</li>
<li>It retains the basic structure of other <em>Megami Tensei</em> games without feeling rehashed.</li>
</ul>
<p><span style="font-size: 16px;"><span style="text-decoration: underline;"><strong>Dislikes<br />
	</strong></span></span></p>
<ul>
<li>A few dungeons require backtracking to other dungeons to complete.</li>
<li>Leveling takes a backseat to fusing new Demons, which can confuse newer players.</li>
<li>Not very newbie friendly, because if you&#39;re not ready you&#39;ll die early and fast.</li>
</ul>
<p style="text-align: center;"><span style="font-size: 20px;"><span style="text-decoration: underline;">Review Score<br />
	</span></span></p>
<p style="text-align: center;"><img alt="5" class="alignnone size-full wp-image-444" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" width="39" /><span style="font-size: 72px;"> / </span><img alt="5" class="alignnone size-full wp-image-444" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" width="39" /></p>
<hr />
<p style="text-align: center;"><span style="font-size: 11px;"><em>The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.<br />
	</em></span></p>
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		</item>
		<item>
		<title>Talk Is Cheap &#8211; 4/12/10</title>
		<link>http://www.levelfortytwo.com/2010/04/talk-is-cheap-41210/</link>
		<comments>http://www.levelfortytwo.com/2010/04/talk-is-cheap-41210/#comments</comments>
		<pubDate>Tue, 13 Apr 2010 23:39:25 +0000</pubDate>
		<dc:creator>LevelFortyTwo Staff</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Podcast]]></category>
		<category><![CDATA[god eater]]></category>
		<category><![CDATA[Guerrilla Gardening]]></category>
		<category><![CDATA[I Can Hold My Breath Forever]]></category>
		<category><![CDATA[Miguel Sternberg]]></category>
		<category><![CDATA[Monday Night Combat]]></category>
		<category><![CDATA[net neutrality]]></category>
		<category><![CDATA[Sleep is Death]]></category>
		<category><![CDATA[Spelunky]]></category>
		<category><![CDATA[Spooky Squid Games]]></category>
		<category><![CDATA[Super Solvers: Gizmos and Gadgets]]></category>
		<category><![CDATA[Synopsis Quest]]></category>
		<category><![CDATA[The Whispered World]]></category>
		<category><![CDATA[two worlds II]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3635</guid>
		<description><![CDATA[Hey everyone!&#160; We apologize for the wait.&#160; This episode was supposed to be published at our regular date, but had a few technical difficulties.&#160; Thanks for your patience!&#160; Screw the 20th episode of Talk is Cheap, let&#39;s celebrate the 21st episode!&#160; This week, Joel, Nick and Erika invite indie developer Miguel Sternberg of Spooky Squid [...]]]></description>
			<content:encoded><![CDATA[<p><em>Hey everyone!&nbsp; We apologize for the wait.&nbsp; This episode was supposed to be published at our regular date, but had a few technical difficulties.&nbsp; Thanks for your patience!&nbsp;</em></p>
<p>Screw the 20th episode of Talk is Cheap, let&#39;s celebrate the 21st episode!&nbsp; This week, Joel, Nick and Erika invite indie developer Miguel Sternberg of Spooky Squid Games.&nbsp; They talk about <em>Guerrilla Gardening</em>, net neutrality, and Spooky Squid&#39;s latest developments.&nbsp;</p>
<p>On What&#39;s New is LevelFortyTwo, we talk about Matthew&#39;s New Game + review for <em>Super Solvers: Gizmos and Gadgets</em>.&nbsp; You can read it <strong><a href="http://www.levelfortytwo.com/2010/04/super-solvers-gizmos-and-gadgets/">here</a></strong>.&nbsp;&nbsp; We also talk about Justin&#39;s <em>God Eater</em> Interview and the significance, or rather, progression of genre.&nbsp; You can read the feature <strong><a href="http://www.levelfortytwo.com/2010/04/god-eater-interview/">here</a></strong>.&nbsp;&nbsp;</p>
<p>On Indie Compendium they talk about several indie games including: <strong><a href="http://the-whispered-world.com/"><em>The Whispered World</em></a></strong>, <strong><a href="http://www.sleepisdeath.net/"><em>Sleep is Death</em></a></strong>, <strong><a href="http://dai5ychain.net/breath/"><em>I Can Hold My Breath Forever</em></a></strong>, <strong><a href="http://www.skipmore.com/freegames/synopsis/synopsis.html"><em>Synopsis Quest</em></a></strong> and <strong><a href="http://www.spelunkyworld.com/"><em>Spelunky</em></a></strong>.&nbsp; We had tons of indies this week!</p>
<p>For Reviewer&#39;s Rant/Rave, Joel talks about his preview&nbsp; of XBLA arena shooter, <em>Monday Night Combat</em>.&nbsp; While Joel briefly talked about the game on last week&#39;s episode, he goes more in depth this week.&nbsp; You can check out his preview <strong><a href="http://www.levelfortytwo.com/2010/04/monday-night-combat-preview/">here</a></strong>.&nbsp; In addition, we talk about Joel&#39;s preview of <em>Two Worlds II</em>.&nbsp; You can read his preview <strong><a href="http://www.levelfortytwo.com/2010/04/two-worlds-two/">here</a></strong>.</p>
<p>For our discussion, the guys talk to Miguel about his projects like <em>Guerrilla Gardening</em>, <em><font face="Arial, Helvetica, sans-serif"><b><a href="http://www.spookysquid.com/nightballoonists/index.htm">The Night Balloonists</a></b></font></em>, <em><font face="Arial, Helvetica, sans-serif"><b><a href="http://www.spookysquid.com/cccd/cccd.zip">Cephalopods Co-op Cottage Defence</a></b></font></em><font face="Arial, Helvetica, sans-serif"><b>, </b></font>and<em><font face="Arial, Helvetica, sans-serif"><b><a href="http://www.spookysquid.com/notc/index.htm"> Night of the Cephalopods</a></b></font></em><font face="Arial, Helvetica, sans-serif">. You can visit their website <strong><a href="http://www.spookysquid.com/">here</a></strong>!</font>&nbsp; They also discuss net neutrality and the current situation involving Federal Appeals Court siding with Comcast in the &quot;net neutrality&quot; case.&nbsp;</p>
<p>In freeform, they talk about psychological thriller manga, <em>Ikigami</em>; neo-psychedelia artist <strong><a href="http://www.mars-1.com/">Mars-1</a></strong> (if you&#39;re living in the Toronto area, check out <strong><a href="http://metagallery.com/exhibitions/11/infinite+tapestry/">Meta Gallery</a></strong> for more info about his latest exhibit); <em>Batman Arkham Asylum</em> and Blizzard&#39;s new MMO (tentatively called&#8230;wait for it&#8230;<em>Future Chaos Chronicles: The Zero Sum Agenda</em>&#8230;phew!)<span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: rgb(0, 0, 0);"><span style="color: rgb(0, 0, 0); line-height: 20px;">. </span></span></span></span></p>
<p><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: rgb(0, 0, 0);"><span style="color: rgb(0, 0, 0); line-height: 20px;">Send us your thoughts to podcast@levelfortytwo.com.&nbsp;&nbsp;</span></span></span></span>You can direct download the episode <a href="http://www.levelfortytwo.com/podcast/Talk%20Is%20Cheap%204_12_10.mp3"><strong>here</strong></a>, or <span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: rgb(0, 0, 0);"><span style="color: rgb(0, 0, 0); line-height: 20px;"><span style="color: rgb(34, 34, 34);">subscribe to the podcast in iTunes&nbsp;<a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=340805099"><strong>here</strong></a>. </span></span></span></span></span></p>

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		<itunes:duration>1:12:48</itunes:duration>
		<itunes:subtitle>Hey everyone!&#160; We apologize for the wait.&#160; This episode was supposed to be published at our regular date, but had a few technical difficulties.&#160; Thanks ...</itunes:subtitle>
		<itunes:summary>Hey everyone!&#160; We apologize for the wait.&#160; This episode was supposed to be published at our regular date, but had a few technical difficulties.&#160; Thanks for your patience!&#160;
Screw the 20th episode of Talk is Cheap, let&#39;s celebrate the 21st episode!&#160; This week, Joel, Nick and Erika invite indie developer Miguel Sternberg of Spooky Squid Games.&#160; They talk about Guerrilla Gardening, net neutrality, and Spooky Squid&#39;s latest developments.&#160;
On What&#39;s New is LevelFortyTwo, we talk about Matthew&#39;s New Game + review for Super Solvers: Gizmos and Gadgets.&#160; You can read it here.&#160;&#160; We also talk about Justin&#39;s God Eater Interview and the significance, or rather, progression of genre.&#160; You can read the feature here.&#160;&#160;
On Indie Compendium they talk about several indie games including: The Whispered World, Sleep is Death, I Can Hold My Breath Forever, Synopsis Quest and Spelunky.&#160; We had tons of indies this week!
For Reviewer&#39;s Rant/Rave, Joel talks about his preview&#160; of XBLA arena shooter, Monday Night Combat.&#160; While Joel briefly talked about the game on last week&#39;s episode, he goes more in depth this week.&#160; You can check out his preview here.&#160; In addition, we talk about Joel&#39;s preview of Two Worlds II.&#160; You can read his preview here.
For our discussion, the guys talk to Miguel about his projects like Guerrilla Gardening, The Night Balloonists, Cephalopods Co-op Cottage Defence, and Night of the Cephalopods. You can visit their website here!&#160; They also discuss net neutrality and the current situation involving Federal Appeals Court siding with Comcast in the &#34;net neutrality&#34; case.&#160;
In freeform, they talk about psychological thriller manga, Ikigami; neo-psychedelia artist Mars-1 (if you&#39;re living in the Toronto area, check out Meta Gallery for more info about his latest exhibit); Batman Arkham Asylum and Blizzard&#39;s new MMO (tentatively called...wait for it...Future Chaos Chronicles: The Zero Sum Agenda...phew!). 
Send us your thoughts to podcast@levelfortytwo.com.&#160;&#160;You can direct download the episode here, or subscribe to the podcast in iTunes&#160;here. 
[podcast]http://www.levelfortytwo.com/podcast/Talk%20Is%20Cheap%204_12_10.mp3[/podcast]
   
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		<title>Wario Ware DIY</title>
		<link>http://www.levelfortytwo.com/2010/04/wario-ware-diy-review/</link>
		<comments>http://www.levelfortytwo.com/2010/04/wario-ware-diy-review/#comments</comments>
		<pubDate>Tue, 13 Apr 2010 11:40:16 +0000</pubDate>
		<dc:creator>Cody Johnstone</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Nintendo DS]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[nintendo]]></category>
		<category><![CDATA[Wario Ware]]></category>
		<category><![CDATA[Wario Ware: D.I.Y.]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3605</guid>
		<description><![CDATA[User made content has been all the rage lately. With games that are driven by user created content like Little Big Planet and Spore getting so much attention it was only a matter of time before Nintendo jumped in with their own design. For some the choice of the vehicle Nintendo used for the concept [...]]]></description>
			<content:encoded><![CDATA[<p>User made content has been all the rage lately. With games that are driven by user created content like <em>Little Big Planet</em> and Spore getting so much attention it was only a matter of time before Nintendo jumped in with their own design. For some the choice of the vehicle Nintendo used for the concept was surprising. The <em>Wario Ware</em> franchise was made famous for the micro-game concept; games too mini to be called &ldquo;mini games&rdquo; that were usually fired at the player in rapid-fire succession.</p>
<p style="text-align: center;"><img alt="" height="294" src="http://www.thetanooki.com/wp-content/uploads/2010/01/D.I.Y.-WarioWare-boxart.jpg" width="400" /></p>
<p><em>Wario Ware</em> is a series that appeals to gamers short attention spans and desire for instant gratification (and a bizarre sense of humour) while user-made content usually requires a lot of dedication, time and patience. Looking at it from a technical point-of-view and <em>Wario Ware D.I.Y.</em>&rsquo;s ADD game nature and OCD creativity nature seem at odds with one another, but after putting some serious time into both the ADD and OCD portions of the game I can say that it does both so well and they mesh so smoothly that it all just works.</p>
<p>For anyone who just wants the traditional, wacky rapid-fire micro games the series is known for, the game is a little disappointing, but still not the throw-away that <em>Wario Ware Snapped</em> was. The number of micro games available on the cart from the developers is a little disappointing. It&rsquo;s somewhere in the 80-90 range, which is good, but sparse compared to the likes of <em>Wario Ware Twisted</em>, <em>Touched</em> or <em>Smooth Moves</em>. There is also less diversity than the last true DS <em>Wario Ware</em>, <em>Wario Ware Touched</em>. While that game had you tapping, slicing, drawing and even used the microphone for some of the micro games, <em>D.I.Y. </em>only uses tapping. It was an obvious concession for the sake of user-made content to simplify the game-making process and the micro games are still fun and original, but it feels more limited as a whole.</p>
<p>However, gamers who just want the pure <em>Wario Ware</em> experience need not write the game off right away! Nintendo is offering a constant stream of extra content on a weekly bases including games from Nintendo themselves and micro games from industry movers and shakers. For example last week Pixel (of <em>Cave Story</em> fame) uploaded a micro game available for instant download. It seems like Nintendo will be offering around 5 micro games each week so this is one Wario Ware game that will be constantly expanding.</p>
<p style="text-align: center;"><img alt="" height="408" src="http://www.levelfortytwo.com/wp-content/uploads/WarioWareDIY_MediaSummit_15--article_blog_image.jpg" width="272" /></p>
<p>If you really are just in it for the Nintendo-made content though I would suggest just downloading the <em>Wario Ware D.I.Y. </em>Showcase Wii Ware title, rather than buying the DS game. You get access to all the same micro games and DLC for just $10, but lose out on the ability to make your own micro games (and play it on the bus). As for the actual user-created content part of the game, this is the real bulk of the experience. I, for one, was blown away by how easy it was to make some fairly complex (as complex as 8 second mini games can be anyway) micro games pretty easily. Generally I ignore user made content in other games. Even<em> Little Big Planet</em>&rsquo;s level editor went over my head. But even I have had a blast making all kinds of micro games pretty easily.</p>
<p>Growing up on the Super Nintendo some of my fondest childhood memories were toying around with Nintendo&rsquo;s classic mouse-driven <em>Mario Paint</em>. I was in for a pleasant surprise when I opened up the game-making tutorial for the first time and was met with a very familiar toolset. Nintendo had resurrected the entire <em>Mario Paint</em> toolset, reconfigured to better use the touch screen and new features of <em>D.I.Y</em>. So anyone who, like me, always thought the Nintendo DS was the perfect platform to resurrect <em>Mario Paint</em> on, it looks like Nintendo did so with stealth in the form of <em>Wario Ware D.I.Y.</em></p>
<p>&nbsp;</p>
<p style="text-align: center;"><img alt="" height="401" src="http://www.levelfortytwo.com/wp-content/uploads/954390_20100224_790screen009.jpg" width="272" /></p>
<p>The game has you go through a very informative tutorial before you can really go wild with the game-making. It will teach you the basics and there are a few more advanced lesions too, but there is a learning curve. For the first couple of hours I was overwhelmed. But there comes a time that everything just &ldquo;clicks&rdquo;. Suddenly you just get it and the real fun of <em>D.I.Y. </em>starts. You really feel like you can create almost anything you can imagine, so long as what you&rsquo;re imagining involves poking things. It is one game where the sheer joy of creating is just as rewarding as any other in-game goal. And there are even monthly micro game creation competitions to take part in. If I had any real complaint with the game it would be the micro game distribution process. Downloading games straight from Nintendo is quick, easy and painless. However you can only download games from other users if you are in range of one another or if you have their friend code to access their games online.</p>
<p>I can understand why the limitation was put in place (the sheer number of genitals present in micro games by now must be simply staggering) but it is disappointing since this kind of random sharing seemed to work fine in other family-friendly games like <em>Little Big Planet</em>. If you have the time and patience for it, <em>Wario Ware D.I.Y.</em> may be the most rewarding game you play this year for anyone that considers themselves even a little bit creative. If you just want more <em>Wario Ware</em> wackiness, this could be the most content-packed entry yet thanks to the endlessly expandable DLC. If you just want a portable <em>Mario Paint</em> you may even want to check it out since there are all sorts of other creative options in this game like making 4-panel comics and your own music.</p>
<p class="MsoNormal" style="margin: 0cm 0cm 0pt;"><span style="font-family: 'Times New Roman',Verdana,sans-serif; color: rgb(0, 0, 0); font-size: xx-large;"><span class="Apple-style-span" style="font-size: 32px;"><span style="font-size: 16px;"><span style="text-decoration: underline;"><strong><span style="font-family: arial,helvetica,sans-serif;"><span lang="EN-CA"><span><span style="font-family: 'Times New Roman',Verdana,sans-serif; color: rgb(0, 0, 0); font-size: xx-large;"><span class="Apple-style-span" style="font-size: 32px;"><span style="font-size: 16px;"><span style="text-decoration: underline;"><strong><span style="font-family: arial,helvetica,sans-serif;"><span lang="EN-CA"><span>Likes:</span></span></span></strong></span></span></span></span></span></span></span></strong></span></span></span></span></p>
<ul>
<li><span style="font-family: 'Times New Roman',Verdana,sans-serif; color: rgb(0, 0, 0); font-size: xx-large;"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span lang="EN-CA">User tools for creating content is deep and easy to use.</span></span></span></span></li>
<li><span style="font-family: 'Times New Roman',Verdana,sans-serif; color: rgb(0, 0, 0); font-size: xx-large;"><span style="font-family: arial,helvetica,sans-serif;"><span lang="EN-CA"><span><span style="font-family: arial,helvetica,sans-serif;"><span lang="EN-CA"><span style="font-family: arial,helvetica,sans-serif;"><span lang="EN-CA"><span><span style="font-size: 12px;">Endlessly expandable thanks to weekly Nintendo content and user contests.</span></span></span></span></span></span></span></span></span></span></li>
<li><span style="font-family: 'Times New Roman',Verdana,sans-serif; color: rgb(0, 0, 0); font-size: xx-large;"><span style="font-size: 12px;"><span style="font-family: 'Times New Roman',Verdana,sans-serif; color: rgb(0, 0, 0);"><span style="font-family: arial,helvetica,sans-serif;">Same sense of humor the series is known for. </span></span></span></span></li>
</ul>
<p class="MsoNormal" style="margin: 0cm 0cm 0pt;"><span style="text-decoration: underline;"><strong><span style="font-family: arial,helvetica,sans-serif;"><span lang="EN-CA"><span><span style="font-family: 'Times New Roman',Verdana,sans-serif; color: rgb(0, 0, 0); font-size: xx-large;"><span style="font-size: 16px;"><span style="text-decoration: underline;"><strong><span style="font-family: arial,helvetica,sans-serif;"><span lang="EN-CA"><span>Dislikes:</span></span></span></strong></span></span></span></span></span></span></strong></span></p>
<ul>
<li><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span lang="EN-CA">Online micro game trading requires friend-codes</span></span></span></li>
<li><span style="font-family: arial,helvetica,sans-serif;"><span lang="EN-CA"><span><span style="font-size: 12px;">No drawing, sliding or swiping in micro games feels like a step back from <em>Touched</em></span></span></span></span></li>
<li><span style="font-family: arial,helvetica,sans-serif;"><span lang="EN-CA"><span><span style="font-size: 12px;">Making&nbsp;micro games can be time consuming</span></span></span></span></li>
</ul>
<p style="text-align: center;">&nbsp;<span style="font-family: arial,helvetica,sans-serif;"><font color="#000000" size="7"><font size="4"><span class="Apple-style-span" style="font-size: 16px; text-decoration: underline;"><b><span class="Apple-style-span" style="line-height: 20px; font-size: 20px;"><span style="text-decoration: underline;">Review Score</span></span></b></span></font></font></span></p>
<div>
<div>
<div>
<p class="MsoNormal" style="text-align: center; margin: 0cm 0cm 0pt;"><font color="#000000" face="'Times New Roman', Verdana, sans-serif" size="7"><span class="Apple-style-span" style="line-height: 20px; font-family: arial,tahoma,verdana;"><img alt="4" class="alignnone size-full&lt;br<br />
/&gt;<br />
wp-image-845" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/4.png" style="padding: 0px; margin: 0px 0px 10px; cursor: default;" width="40" /><span style="font-size: 72px;">&nbsp;/&nbsp;</span><img alt="5" class="alignnone size-full wp-image-444" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" style="padding: 0px; margin: 0px 0px 10px; cursor: default;" width="40" /></span></font></p>
<hr /><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: arial,helvetica,sans-serif; font-size: 11px; font-style: italic; line-height: 20px;">The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.</span></div>
</p></div>
</div>
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		<title>Questions on the Ethics of Internet Piracy</title>
		<link>http://www.levelfortytwo.com/2010/04/questions-on-the-ethics-of-internet-piracy/</link>
		<comments>http://www.levelfortytwo.com/2010/04/questions-on-the-ethics-of-internet-piracy/#comments</comments>
		<pubDate>Mon, 12 Apr 2010 15:22:40 +0000</pubDate>
		<dc:creator>Joel Cornell</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Features]]></category>
		<category><![CDATA[360]]></category>
		<category><![CDATA[archer]]></category>
		<category><![CDATA[digital distribution]]></category>
		<category><![CDATA[download]]></category>
		<category><![CDATA[ethics]]></category>
		<category><![CDATA[in rainbows]]></category>
		<category><![CDATA[internet]]></category>
		<category><![CDATA[internet piracy]]></category>
		<category><![CDATA[Modern Warfare 2]]></category>
		<category><![CDATA[MPAA]]></category>
		<category><![CDATA[mw2]]></category>
		<category><![CDATA[P2P]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[piracy]]></category>
		<category><![CDATA[pirate]]></category>
		<category><![CDATA[PPI]]></category>
		<category><![CDATA[radiohead]]></category>
		<category><![CDATA[RIAA]]></category>
		<category><![CDATA[sharing]]></category>
		<category><![CDATA[theft]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3368</guid>
		<description><![CDATA[As long as something has existed, so have a group of people existed eager to plunder the goods. Given a basic knowledge of proper tactics, locations and means, any internet user can easily steal (or save, depending on your views) millions of dollars worth of software and media over night. The increasing availability of free [...]]]></description>
			<content:encoded><![CDATA[<p>As long as something has existed, so have a group of people existed eager to plunder the goods. Given a basic knowledge of proper tactics, locations and means, any internet user can easily steal (or save, depending on your views) millions of dollars worth of software and media over night. The increasing availability of free yet illegal media means that the new *insert artist here* album could very well garner millions of listeners and not make a cent. However, this incorrectly assumes that all concerned humans entirely lack a basic grasp of economics and business ethics. As the media conglomerates feared, the day of the web pirate has come. Now, we must come to terms with the moral and economic implications of&hellip; <b>INTERNET PIRACY! </b>(dum dum dummm)</p>
<p style="text-align: center;"><img alt="" height="375" src="http://www.levelfortytwo.com/wp-content/uploads/internet-piracy.jpg" width="500" /></p>
<div>
<div>In the last two months of 2009, over 5 million copies of Modern Warfare 2 were pirated for the PC and 360. At $60 a copy, that&rsquo;s 300 million smackeroos. That said, the game sold 4.7 million copies (for $282 million) in 24 hours upon release and has since earned over a billion dollars (for reference, MW2 cost just under $50 million to make). Assuming all 5 million pirates would have purchased a copy instead, how big of a deal is that loss? Well, when many of those copies are ripped from physically stolen copies, these numbers are quite quantifiable, as well as the capital lost by the publisher and retailer in producing and distributing those products.</div>
<div>&nbsp;</div>
<div>While who loses when games are stolen (physically or digitally) is usually the aspect most highlighted by the media, who benefits is the just as important. It&rsquo;s easy for a kid making $6/hour to justify downloading a new game from a multi-million dollar company. Those selling the game don&rsquo;t lose any physical product, and maybe when he gets a raise he&rsquo;ll buy the sequel. How &ldquo;free&rdquo; digital commodities are and whether they constitute a physical product is an entirely subjective and personal standpoint that will certainly not be settled any time soon (much less in the resulting comment threads, but feel free to try). However, when pirated games are then sold before the release date or at half price, here is where a very factual form of criminality begins. Whether digital or physical, this kind of profiting from the work of others is very tempting, very easy, very profitable, but very unethical. But, does this become okay when the seller of pirated goods does not seek monetary reimbursement for his efforts or product?</div>
<div>&nbsp;</div>
<div>The RIAA would have us believe that pirates are no better than carjackers or shoplifters. Though pirating is by definition theft, the gap in their logic here is the lack of physical product involved for the majority of pirating consumers. When a game is stolen from a retailer, there is a clear and easily defined loss. When a digital copy is stolen, it is a product that can be reproduced and redistributed infinitely at no cost. Thus, the loss is only theoretical; profit that <i>could</i> have been made. Of the 5 million copies of MW2 pirated, how many of those consumers would have purchased the game at full price had the pirated copies not been available? Perhaps all? Perhaps none.</div>
<div>&nbsp;</div>
<div>It&rsquo;s obvious that a large amount of revenue is lost through the practices of millions of international pirates. If something exists, people will steal it. Yet musicians, game developers and filmmakers aren&rsquo;t out of business quite yet. In fact, it&rsquo;s been suggested that spreading media through P2P networks and torrent sites spreads interest and name recognition in consumers who will in turn provide revenue that never would have existed before. Will this new frontier of digital distribution kill profit in media? I quote Radiohead&rsquo;s fan base in saying, &ldquo;hell no!&rdquo; The band met the inevitable event of their 2007 album <i>In Rainbows </i>leaking and being pirated worldwide by simply leaking it themselves. A physical album (DRM-free) was available for purchase through their website at a standard price point, but it was also put up on their website for download. Fans were allowed to download it for whatever price they desired. Despite many purchasers opting to pay the minimum fee of 45 pence, the album would up earning more than their previous record <i>Hail to the Thief</i>. It also must be considered that releasing an album in this manner (directing all revenue to the band, not to any label or publisher) is a serious threat to the music industry that relies entirely on consumers buying the albums of the musicians the labels sign and own the rights to.</div>
<div>&nbsp;</div>
<div style="text-align: center;"><img alt="" height="250" src="http://www.levelfortytwo.com/wp-content/uploads/in_rainbows_official_cover1.jpg" width="250" /></div>
<div>&nbsp;</div>
<div>Business ethics and economics aside, the argument boils down to the detrimental effects piracy has on the quality and availability of the product. Your favorite band can&rsquo;t keep making all that great music if they have to take day jobs in order to support themselves. It&rsquo;s clear in the mind of the majority of responsible consumers that not paying for a product will cause it to go away or greatly diminish. This guy I know has a friend who knows a girl who has pirated copies of the excellent new animated show on FX, <i>Archer</i>. She downloads these because he can&rsquo;t afford cable, but laughed at the commercial she saw online and wants to watch more, as the DVDs are not yet available. She knows full well that should the DVDs not sell upon release, that could mean the show gets cancelled because it doesn&rsquo;t make enough money to keep a roof over the head of those involved. Thus, she has the opportunity to be an intelligent consumer and to go buy the DVDs as soon as she can in order to vote with her wallet. She gives the show her support, and if enough people do the same, another season may get made based solely on the sales figures. Had this girl never pirated the show in the first place, her support (and the support of millions of others who watched, legally or otherwise) could have evaporated along with the show.</div>
<div>&nbsp;</div>
<div style="text-align: center;"><img alt="" height="125" src="http://www.levelfortytwo.com/wp-content/uploads/DVD_Piracy01.bmp" width="250" />&nbsp;or&nbsp;<img alt="" height="188" src="http://www.levelfortytwo.com/wp-content/uploads/sharing_is_not_piracy.png" width="250" /></div>
<div>&nbsp;</div>
<div>When a tailor makes a dress, it belongs to him (or his employer, etc). When an artist makes a song, is that also his property? Stealing someone&rsquo;s property is wrong. But to what extent is art property? Stealing a painting is wrong, but is downloading a picture of that painting wrong? Stealing a person or company&rsquo;s property is wrong, but unlike a dress, I can copy a song, movie or game with a few keystrokes. Does that ease of reproduction make giving it to someone who didn&rsquo;t pay for it okay? What if he only keeps it for personal use and not for profit? Like marijuana in many American cities, should it be okay to possess pirated music, but not to sell it? These are just a few of the questions in the minds of media conglomerates and digital consumers the world over. Now, who would care to answer them?</div>
</div>
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		<title>Monday Night Combat</title>
		<link>http://www.levelfortytwo.com/2010/04/monday-night-combat-preview/</link>
		<comments>http://www.levelfortytwo.com/2010/04/monday-night-combat-preview/#comments</comments>
		<pubDate>Thu, 08 Apr 2010 21:14:04 +0000</pubDate>
		<dc:creator>Joel Cornell</dc:creator>
				<category><![CDATA[Featured Content]]></category>
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		<category><![CDATA[Monday Night Combat]]></category>
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		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3566</guid>
		<description><![CDATA[Uh-oh. It seems like developers have really begun to exploit the secret to addictive gaming: a cool aesthetic, customizable classes and a deep leveling system all built on solid multiplayer gameplay. This time around, expect your life and soul to be eaten not by the next $60 AAA-budget title, but by Monday Night Combat, courtesy [...]]]></description>
			<content:encoded><![CDATA[<p>Uh-oh. It seems like developers have really begun to exploit the secret to addictive gaming: a cool aesthetic, customizable classes and a deep leveling system all built on solid multiplayer gameplay. This time around, expect your life and soul to be eaten not by the next $60 AAA-budget title, but by <i>Monday Night Combat</i>, courtesy of Uber Entertainment, coming this year to XBLA (with an XBLA price tag to boot, around $15-$20).</p>
<p style="text-align: center"><img alt="" height="350" src="http://www.levelfortytwo.com/wp-content/uploads/mnc_screenshot01_8241[1].jpg" width="600" /></p>
<p><i>Smash TV, Baseketball</i> and <i>Idiocracy</i> all come to mind as some artistic inspiration here. <i>MNC</i>&rsquo;s dystopian future has one purpose: to watch you shoot people and robots in sport for money. In the vein of <i>Defense of the Ancients </i>or <i>League of Legends</i>, two teams of 5, both accompanied by AI-controlled robot minions, start on opposite sides on a circular map (more map variants rumored to be included in the final release). Make your way around (or through or under or over) the circle, complete with hackable turrets and healing stations, to lead your robots to the enemy base, all while killing the enemy as hard as possible. Successfully defend your base&rsquo;s shields and get your robots to take down their shields, then just rape, pillage, loot, repeat.</p>
<p>As the battle progresses, kill enemies and minions to earn money, which you can then spend to upgrade your character over the course of the game. Although those upgrades dissolve once the game ends, your account will level perpetually, giving you an increasing edge the more you play. All upgrades apply to one of six classes: Assault, sports an assault rifle and grenade launcher; Tank, the &ldquo;meat shield&rdquo; equipped with a Jet Engine (aka chain) gun and laser rail gun; Sniper uses the assumed and an SMG; Support, complete with Healgun and shotty; Gunner has a minigun and mortars; and Assassin backstabs with a dagger and shurikens. Additionally, each class has three unique (also upgradeable) abilities that deepen the combat and strategy considerably.</p>
<p style="text-align: center"><img alt="" height="326" src="http://www.levelfortytwo.com/wp-content/uploads/580mncgameplaysupport1280[1].jpg" width="580" /></p>
<p>Included along with the core multiplayer are single-player and co-op modes, both pitting you against AI rather than humans. This doesn&rsquo;t seem to really be the focus o f the game, but can provide tons of fun for fans of Firefight modes, those just not into competition or noobs looking to sharpen their skills. Though there&rsquo;s no real plot to speak of, Uber Entertainment has done a great job of fleshing out the finer points of their world and their characters. Check out their site for more details and future updates on a release date and price tag. PC and PS3 versions are in the works, but nothing solid on that just yet.</p>
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		<title>God Eater Interview</title>
		<link>http://www.levelfortytwo.com/2010/04/god-eater-interview/</link>
		<comments>http://www.levelfortytwo.com/2010/04/god-eater-interview/#comments</comments>
		<pubDate>Wed, 07 Apr 2010 19:22:29 +0000</pubDate>
		<dc:creator>Justin Potts</dc:creator>
				<category><![CDATA[Featured Content]]></category>
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		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3524</guid>
		<description><![CDATA[Having the success of Capcom&#8217;s&#160;Monster Hunter&#160;franchise engulf the portable game market in Japan via the PlayStation Portable with tsunami-like force, naturally, other developers and publishers also quickly moved to capitalize on the series&#8217; wave of popularity with their own offerings into the &#8220;local co-op, beast toppling and looting&#8221; genre.&#160; While the emergence of&#160;Monster Hunter&#160;as a [...]]]></description>
			<content:encoded><![CDATA[<p class="MsoNormal" style="line-height: normal;margin: 0in 0in 0pt"><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: arial, sans-serif; ">Having the success of Capcom&rsquo;s&nbsp;<em>Monster Hunter</em>&nbsp;franchise engulf the portable game market in Japan via the PlayStation Portable with tsunami-like force, naturally, other developers and publishers also quickly moved to capitalize on the series&rsquo; wave of popularity with their own offerings into the &ldquo;local co-op, beast toppling and looting&rdquo; genre.&nbsp; While the emergence of&nbsp;<em>Monster Hunter</em>&nbsp;as a nationwide phenomenon in the game space was a gradual and somewhat unexpected one, the repercussions from the market-wide disturbance that the games have generated has been entirely predictable, as such precedent exists within all realms of entertainment media, from the box office to prime-time programming to the record store.&nbsp; Great (financial) successes result in an onslaught of imitators, impersonators and look-alikes.&nbsp;</span></p>
<div style="font-family: Arial, Verdana, sans-serif; font-size: 12px; color: rgb(34, 34, 34); background-color: rgb(255, 255, 255); ">
<div style="font-family: Arial, Verdana, sans-serif; font-size: 12px; color: rgb(34, 34, 34); background-color: rgb(255, 255, 255); ">
<p class="MsoNormal" style="line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="font-family: arial, sans-serif; "><span style="color: rgb(0, 0, 0); ">Such terminology is not intended to be as harsh as it sounds.&nbsp; While not necessarily considered to be the healthiest trend if one is anticipating paradigm shifting innovation in design, often overlooked is the reality that this gradual experimentation is, in most cases, a necessary process in the evolution of the medium.&nbsp; It is often the accumulation of skill and knowledge generated through these processes that eventually results in the kinds of industry rupturing revolutions that we claim to be constantly clamoring for.&nbsp;</span></span></span></span></span></font></span></p>
<p class="MsoNormal" style="line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="font-family: arial, sans-serif; "><span style="color: rgb(0, 0, 0); ">For some reason, those following in the footsteps of&nbsp;<em>Monster Hunter</em>&nbsp;tend to receive a particularly excessive amount of flak, often regarded as &ldquo;blatant rip-offs&rdquo; instead of &ldquo;new entries into a genre&rdquo; &#8211; more so than games built upon familiar principles established in other genres.&nbsp; Maybe the classification feels narrower, more defined since a majority of the &ldquo;followers&rdquo; also tend to appear on the PSP.&nbsp; Maybe this is the result of some sort of &ldquo;lack of understanding&rdquo; by players outside of Japan, since the games have not yet managed to sink their teeth into the mass markets of other regions (for reasons which reach far beyond the game&rsquo;s perceived &ldquo;genre&rdquo;).&nbsp;</span></span></span></span></span></font></span></p>
<p class="MsoNormal" style="text-align: center; line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="font-family: arial, sans-serif; "><span style="color: rgb(0, 0, 0); "><img alt="" height="272" src="http://www.levelfortytwo.com/wp-content/uploads/god_eater2.jpg" style="cursor: default; " width="479" />&nbsp;</span></span></span></span></span></font></span></p>
<p class="MsoNormal" style="line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="color: rgb(0, 0, 0); "><em><span style="font-family: arial, sans-serif; ">God Eater</span></em><span style="font-family: arial, sans-serif; ">, released on February 4<sup>th</sup>&nbsp;by Bandai Namco for the PSP in cooperation with developer Shift, rests comfortable in the company of the other &ldquo;<em>MonHun</em>&nbsp;followers&rdquo;.&nbsp; While built upon the familiar framework present in the popular monster toppling, loot hording series, it would be unfair to write the game off so quickly.&nbsp; The development team appears to have invested a significant amount of time and energy into producing something that can stand on its own as a wholly unique property, something far from being a mere &ldquo;rushed cash-in&rdquo;.&nbsp; For the sake of comparison, Sega has managed to release three&nbsp;<em>Phantasy Star</em>&nbsp;titles in the same category (a series which arguably built a cornerstone for this sub-genre when&nbsp;<em>Phantasy Star Online</em>&nbsp;appeared on the Dreamcast back in 2000), two for the PSP and one on the DS, in less time than it has taken the team at Bandai Namco to bring&nbsp;<em>God Eater</em>&nbsp;to market. &nbsp; &nbsp; &nbsp;</span></span></span></span></span></font></span></p>
<p class="MsoNormal" style="line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="font-family: arial, sans-serif; "><span style="color: rgb(0, 0, 0); ">Without&nbsp;<em>Mario</em>&nbsp;we may have no&nbsp;<em>Klonoa</em>&nbsp;or&nbsp;<em>Sonic</em>, and without&nbsp;<em>Castlevania</em>&nbsp;or&nbsp;<em>Metroid</em>&nbsp;likely no&nbsp;<em>Shadow Complex</em>&nbsp;or&nbsp;<em>Cave Story</em>.&nbsp; We likely would not be playing&nbsp;<em>God Eater</em>&nbsp;had&nbsp;<em>Monster Hunter&nbsp;</em>ceased to exist, but the team may have carved out just enough of a niche to provide a unique and welcome contribution.&nbsp; The game is expected to hit the western market with additional support for online co-op, which may prove to be its ticket into the arena of top-class hunters. &nbsp;&nbsp;</span></span></span></span></span></font></span></p>
<p class="MsoNormal" style="line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="font-family: arial, sans-serif; "><span style="color: rgb(0, 0, 0); ">In the following interview which ran in&nbsp;<em>Weekly Famitsu</em>&nbsp;#1112, the game&rsquo;s producer, Yusuke Tomizawa, and director, Hiroshi Yoshimura, discuss the thought process behind some of the game&rsquo;s mechanics, the trials and tribulations of a long development cycle, as well as prospects for the franchise&rsquo;s future.&nbsp;</span></span></span></span></span></font></span></p>
<p class="MsoNormal" style="line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="text-decoration: underline; "><span style="font-family: arial, sans-serif; "><span style="color: rgb(0, 0, 0); ">Creating a System to Broaden the User Base</span></span></span></span></span></span></font></span></p>
<p class="MsoNormal" style="line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><em><span style="font-family: arial, sans-serif; "><span style="color: rgb(0, 0, 0); ">Where did the &ldquo;link-aid&rdquo; concept come from, which allows players to sacrifice their own HP in order to revive other players that have gone down in battle?</span></span></em></span></span></span></font></span></p>
<p class="MsoNormal" style="line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="color: rgb(0, 0, 0); "><strong><span style="font-family: arial, sans-serif; ">Hiroshi Yoshimura:</span></strong><span style="font-family: arial, sans-serif; ">&nbsp; There&rsquo;s this strangely uncomfortable air that sort of takes over when someone runs out of life during (cooperative) multiplayer games . . . a situation which is rather common.&nbsp; It&rsquo;s an interesting quality unique to multiplayer, but on the flipside, I think that it also becomes one of the primary reasons that beginning players end up shying away.&nbsp; It can be said about fighting games as well, but the barrier to entry just simply ends up being too high.&nbsp; So that&rsquo;s (one area) where we wanted to moderate things.&nbsp; When we had a meeting with (game developer)&nbsp;</span></span></span></span></span></font><font class="Apple-style-span" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><a href="http://www.shift.gr.jp/"><strong><span style="font-family: arial, sans-serif; "><span style="color: rgb(0, 0, 255); ">Shift</span></span></strong></a></span></span></span></font><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="font-family: arial, sans-serif; "><span style="color: rgb(0, 0, 0); ">&nbsp;they brought up, &ldquo;Wouldn&rsquo;t be interesting if you were to integrate some sort of system where you could offer aid to other players, similar to the kind of thing that you often see in first and third-person shooters?&rdquo;&nbsp; With that, we had &ldquo;link-aid.&rdquo;&nbsp;</span></span></span></span></span></font></span></p>
<p class="MsoNormal" style="line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="color: rgb(0, 0, 0); "><strong><span style="font-family: arial, sans-serif; ">Yusuke Tomizawa:</span></strong><span style="font-family: arial, sans-serif; ">&nbsp; In the beginning we had planned to incorporate a kind of tactical element where (battles) would become easier if players could manage to separate multiple enemies, distancing them from each other, and where it would then become more difficult perform &ldquo;link-aid&rdquo;.&nbsp; What we found however, was that it we ended up with a balance where it was difficult for that sort of situation to occur, battling separate enemies.&nbsp; This is something that we&rsquo;ll be tackling going forward.&nbsp; We still have a lot of ideas related to &ldquo;link-aid&rdquo; and other cooperative elements.&nbsp;</span></span></span></span></span></font></span></p>
<p class="MsoNormal" style="text-align: center; line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="font-family: arial, sans-serif; "><span style="color: rgb(0, 0, 0); "><img alt="" height="272" src="http://www.levelfortytwo.com/wp-content/uploads/god_eater4.jpg" style="cursor: default; " width="479" />&nbsp;</span></span></span></span></span></font></span></p>
<p class="MsoNormal" style="line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><em><span style="font-family: arial, sans-serif; "><span style="color: rgb(0, 0, 0); ">I wonder if this is due to the implementation of the link aid system, but the Aragami seem to have extremely high attack power and I was kind of left with the impression that the player can be toppled rather quickly . . .</span></span></em></span></span></span></font></span></p>
<p class="MsoNormal" style="line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="color: rgb(0, 0, 0); "><strong><span style="font-family: arial, sans-serif; ">Yoshimura:</span></strong><span style="font-family: arial, sans-serif; ">&nbsp; Tampering with the balance during test play, often the player just refused to ever run out of energy. (laughs)&nbsp; There were these long periods where battles would just drag on and on, where it felt like neither the Aragami nor the player could be taken down.&nbsp; That&rsquo;s where we thought, &ldquo;Wouldn&rsquo;t it be better if both winning and losing were carried out speedily?&rdquo; so we upped the attack power of the Aragami.&nbsp; Of course we boosted player strength as well, but it is possible that we raised the Aragami&rsquo;s attack power a bit much.&nbsp; (laughs)</span></span></span></span></span></font></span></p>
<p class="MsoNormal" style="line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="color: rgb(0, 0, 0); "><strong><span style="font-family: arial, sans-serif; ">Tomizawa:</span></strong><span style="font-family: arial, sans-serif; ">&nbsp; From a game balance perspective, to a certain extent we made a game that is somewhat geared toward players that are good at action games.&nbsp; But as it turns out, our user base seems to be much more diverse than we had predicted, to the point where we&rsquo;re getting questions back on surveys from players along the lines of, &ldquo;This is my first time playing an action game, but are they usually this difficult?&rdquo; &nbsp; &nbsp;&nbsp;</span></span></span></span></span></font></span></p>
<p class="MsoNormal" style="line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="color: rgb(0, 0, 0); "><strong><span style="font-family: arial, sans-serif; ">Yoshimura:</span></strong><span style="font-family: arial, sans-serif; ">&nbsp; There may very well be some missions that are a bit difficult for players that aren&rsquo;t accustomed to playing action games, but that&rsquo;s why we&rsquo;ve added the &ldquo;link-aid&rdquo; (system).&nbsp; In cases where the player is being repeatedly taken down by the enemy, I&rsquo;d be thrilled if players would work together with a friend in order to clear those hurdles.&nbsp; &nbsp;</span></span></span></span></span></font></span></p>
<p class="MsoNormal" style="text-align: center; line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="font-family: arial, sans-serif; "><span style="color: rgb(0, 0, 0); "><img alt="" height="269" src="http://www.levelfortytwo.com/wp-content/uploads/god_eater5.jpg" style="cursor: default; " width="479" />&nbsp;</span></span></span></span></span></font></span></p>
<p class="MsoNormal" style="line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="text-decoration: underline; "><span style="font-family: arial, sans-serif; "><span style="color: rgb(0, 0, 0); ">Severely Scolded for Making Revisions in Secret</span></span></span></span></span></span></font></span></p>
<p class="MsoNormal" style="line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><em><span style="font-family: arial, sans-serif; "><span style="color: rgb(0, 0, 0); ">Were there any times in particular where you felt that you really struggled during development?</span></span></em></span></span></span></font></span></p>
<p class="MsoNormal" style="line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="color: rgb(0, 0, 0); "><strong><span style="font-family: arial, sans-serif; ">Yoshimura:</span></strong><span style="font-family: arial, sans-serif; ">&nbsp; Mentally, the early stages of development were taxing.&nbsp; We had a period where we were really just going through a series of trial and error over and over.&nbsp; We&rsquo;d do some test playing, we&rsquo;d get rejected, and even once we rebuilt it they&rsquo;d say, &ldquo;Something&rsquo;s lacking . . .&rdquo;&nbsp; The stage where we were trying to come up with a solid concept was really just an endless series of complications.&nbsp;</span></span></span></span></span></font></span></p>
<p class="MsoNormal" style="line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="color: rgb(0, 0, 0); "><strong><span style="font-family: arial, sans-serif; ">Tomizawa:</span></strong><span style="font-family: arial, sans-serif; ">&nbsp; We came up with tons of prototypes which were completely different before we finally settled on the gameplay and game world that we have now.&nbsp; Probably half of the 3 years that the game was in development was spent with Yoshimura being constantly troubled, &ldquo;Not like that, not really like this either . . .&rdquo;&nbsp; From the beginning of development we had committed to the position that we&rsquo;d create the game together with the users throughout (the development cycle), so factoring that in made the early stages exceptionally tough, I think.&nbsp; The company has a few things to say when (the game that you&rsquo;ve) spent nearly a year creating gets rejected in an instant.&nbsp; (laughs)&nbsp;</span></span></span></span></span></font></span></p>
<p class="MsoNormal" style="line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="color: rgb(0, 0, 0); "><strong><span style="font-family: arial, sans-serif; ">Yoshimura:</span></strong><span style="font-family: arial, sans-serif; ">&nbsp; Yeah, but it was really the other staff within the company and the team over at Shift that helped us out a great deal.&nbsp; Even in that sort of situation everyone was optimistically wrestling with the (game&rsquo;s) development, which ended up being a great form of support.&nbsp;</span></span></span></span></span></font></span></p>
<p class="MsoNormal" style="line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="color: rgb(0, 0, 0); "><strong><span style="font-family: arial, sans-serif; ">Tomizawa:</span></strong><span style="font-family: arial, sans-serif; ">&nbsp; I actually still wasn&rsquo;t part of the&nbsp;<em>God Eater</em>&nbsp;team at that time.&nbsp; It was decided that I would join right as the prototype for the current game system came together.&nbsp;</span></span></span></span></span></font></span></p>
<p class="MsoNormal" style="text-align: center; line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="font-family: arial, sans-serif; "><span style="color: rgb(0, 0, 0); "><img alt="" height="272" src="http://www.levelfortytwo.com/wp-content/uploads/god_eater6.jpg" style="cursor: default; " width="479" />&nbsp;</span></span></span></span></span></font></span></p>
<p class="MsoNormal" style="line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="color: rgb(0, 0, 0); "><strong><span style="font-family: arial, sans-serif; ">Yoshimura:</span></strong><span style="font-family: arial, sans-serif; ">&nbsp; The part that was physically demanding was when we were making revisions following the release of the demo.&nbsp; The team at Shift and I pretty much went without sleep putting that (demo) together, but we didn&rsquo;t anticipate the massive amount of work that ended up being necessary following its release.&nbsp; Irrespective of all the progress that we had made debugging as we were aiming to put together the final product, we ended up having to make modifications to the point where it was like we might as well have restarted from scratch.&nbsp; Time after time there were people in the company saying things like, &ldquo;Are you out of your mind trying to make those kinds of changes now?&rdquo;&nbsp; (laughs)</span></span></span></span></span></font></span></p>
<p class="MsoNormal" style="line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="color: rgb(0, 0, 0); "><strong><span style="font-family: arial, sans-serif; ">Tomizawa:</span></strong><span style="font-family: arial, sans-serif; ">&nbsp; Anyways, at that point, without saying anything to anyone, cautiously, there were some rather bold things that we had to do.&nbsp; (laughs)</span></span></span></span></span></font></span></p>
<p class="MsoNormal" style="line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="color: rgb(0, 0, 0); "><strong><span style="font-family: arial, sans-serif; ">Yoshimura:</span></strong><span style="font-family: arial, sans-serif; ">&nbsp; It was decided that the day we got the revised version of the game mastered that the next day would be a day off for everyone.&nbsp; (laughs)&nbsp; So when I went to the office the following day (after the &ldquo;day off&rdquo;), a bunch of staff members were hovering around my desk.&nbsp; They were like, &ldquo;Can you come here for a minute?&rdquo;&nbsp; (laughs)</span></span></span></span></span></font></span></p>
<p class="MsoNormal" style="text-align: center; line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="font-family: arial, sans-serif; "><span style="color: rgb(0, 0, 0); "><img alt="" height="272" src="http://www.levelfortytwo.com/wp-content/uploads/god_eater1.jpg" style="cursor: default; " width="479" />&nbsp;</span></span></span></span></span></font></span></p>
<p class="MsoNormal" style="line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><em><span style="font-family: arial, sans-serif; "><span style="color: rgb(0, 0, 0); ">Because originally, the adjustments made after getting the demo online were supposed to be more on the level of fine adjustments.&nbsp;</span></span></em></span></span></span></font></span></p>
<p class="MsoNormal" style="line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="color: rgb(0, 0, 0); "><strong><span style="font-family: arial, sans-serif; ">Tomizawa:</span></strong><span style="font-family: arial, sans-serif; ">&nbsp; We received a ridiculous amount of feedback following the release of the demo.&nbsp; We had put together a public site for user&rsquo;s to voice their opinions, and it basically blew up.&nbsp; We&rsquo;d get hundreds of more entries just while we were checking the one&rsquo;s that we had previously received.&nbsp;</span></span></span></span></span></font></span></p>
<p class="MsoNormal" style="line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="color: rgb(0, 0, 0); "><strong><span style="font-family: arial, sans-serif; ">Yoshimura:</span></strong><span style="font-family: arial, sans-serif; ">&nbsp; We made the game while communicating with the users all throughout (development) and we plan to continue in the same way.&nbsp; For us, polishing and revising the game all the way up until right before it gets released is one way for us to show our dedication (to the players).&nbsp;</span></span></span></span></span></font></span></p>
<p class="MsoNormal" style="line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="color: rgb(0, 0, 0); "><strong><span style="font-family: arial, sans-serif; ">Tomizawa:</span></strong><span style="font-family: arial, sans-serif; ">&nbsp; We&rsquo;ve still got tons of surveys coming in even after the game has been released.&nbsp; We&rsquo;re incredibly pleased because there are really very few titles that get this kind of response.&nbsp; &nbsp;&nbsp;&nbsp;</span></span></span></span></span></font></span></p>
<p class="MsoNormal" style="text-align: center; line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="font-family: arial, sans-serif; "><span style="color: rgb(0, 0, 0); "><img alt="" height="272" src="http://www.levelfortytwo.com/wp-content/uploads/god_eater3.jpg" style="cursor: default; " width="479" />&nbsp;</span></span></span></span></span></font></span></p>
<p class="MsoNormal" style="line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="text-decoration: underline; "><span style="font-family: arial, sans-serif; "><span style="color: rgb(0, 0, 0); ">Regarding the Future Development of&nbsp;<em>God Eater</em></span></span></span></span></span></span></font></span></p>
<p class="MsoNormal" style="line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><em><span style="font-family: arial, sans-serif; "><span style="color: rgb(0, 0, 0); ">Upon finishing the game the conversation between the characters suggests that the story continues.&nbsp; Is this something that players will be able to experience through downloadable missions down the road?</span></span></em></span></span></span></font></span></p>
<p class="MsoNormal" style="line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="color: rgb(0, 0, 0); "><strong><span style="font-family: arial, sans-serif; ">Yoshimura:</span></strong><span style="font-family: arial, sans-serif; ">&nbsp; With regards to the story, there&rsquo;s both a manga and novel being created, so that&rsquo;s where some parts of the story will unfold for the first time.&nbsp; We can use these other media to expand on peoples&rsquo; imagination related to pieces (of the story) that weren&rsquo;t fully developed in the game as well.&nbsp; Of course, we do have plans to develop some different things with regards to the game (specifically) as well, so players can look forward to that.</span></span></span></span></span></font></span></p>
<p class="MsoNormal" style="text-align: center; line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="font-family: arial, sans-serif; "><span style="color: rgb(0, 0, 0); "><img alt="" height="272" src="http://www.levelfortytwo.com/wp-content/uploads/god_eater7.jpg" style="cursor: default; " width="479" />&nbsp;</span></span></span></span></span></font></span></p>
<p class="MsoNormal" style="line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><em><span style="font-family: arial, sans-serif; "><span style="color: rgb(0, 0, 0); ">Would it be possible to release missions that would allow players to once again get together with characters such as&nbsp;<span style="text-decoration: underline; ">(spoiler protection)</span>&nbsp;who die partway through the game?</span></span></em></span></span></span></font></span></p>
<p class="MsoNormal" style="line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="color: rgb(0, 0, 0); "><strong><span style="font-family: arial, sans-serif; ">Yoshimura:</span></strong><span style="font-family: arial, sans-serif; ">&nbsp; It would be possible to do through downloadable missions, but only under the condition that they take the form of a flashback or recollection.&nbsp; Otherwise the story would kind of end up contradicting itself.&nbsp; (laughs)</span></span></span></span></span></font></span></p>
<p class="MsoNormal" style="line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><em><span style="font-family: arial, sans-serif; "><span style="color: rgb(0, 0, 0); ">I have to ask.&nbsp; Is there anything that you may be able to say regarding a sequel?</span></span></em></span></span></span></font></span></p>
<p class="MsoNormal" style="line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="color: rgb(0, 0, 0); "><strong><span style="font-family: arial, sans-serif; ">Tomizawa:</span></strong><span style="font-family: arial, sans-serif; ">&nbsp; Well, we&rsquo;ve listened carefully to the demands of the users while we were creating the game, and we&rsquo;ve been getting lots of feedback and opinions since the game&rsquo;s release.&nbsp; As for the team, there&rsquo;s the feeling that they&rsquo;ve got the drive to go at it again.&nbsp; There are a lot of things that we&rsquo;d like to fix or improve and a lot of ideas that we&rsquo;re coming up with for things that we&rsquo;d like to try.&nbsp; Could I say that we&rsquo;re in a situation where the development team seems to have taken the liberty to put themselves in motion?&nbsp; (laughs)</span></span></span></span></span></font></span></p>
<p class="MsoNormal" style="line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="color: rgb(0, 0, 0); "><strong><span style="font-family: arial, sans-serif; ">Yoshimura:</span></strong><span style="font-family: arial, sans-serif; ">&nbsp; There are still many, many parts that ought to be refined.&nbsp; Should we wind up doing a sequel, we won&rsquo;t be able to satisfy players if we don&rsquo;t produce something that goes beyond what they are envisioning (as part of their expectations).&nbsp; Before we begin thinking about a sequel, taking good care of the users that bought the game this time around has to come first.</span></span></span></span></span></font></span></p>
<p class="MsoNormal" style="line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><em><span style="font-family: arial, sans-serif; "><span style="color: rgb(0, 0, 0); ">So if that&rsquo;s the case, we could possibly see new developments via downloadable missions or something along those lines . . . ?</span></span></em></span></span></span></font></span></p>
<p class="MsoNormal" style="line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="color: rgb(0, 0, 0); "><strong><span style="font-family: arial, sans-serif; ">Yoshimura:</span></strong><span style="font-family: arial, sans-serif; ">&nbsp; Exactly what we are going to offer and by what means we are going to get that content to the players is still undecided, but we still have a lot of things that we&rsquo;d like to do.&nbsp;</span></span></span></span></span></font></span></p>
<p class="MsoNormal" style="line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="color: rgb(0, 0, 0); "><strong><span style="font-family: arial, sans-serif; ">Tomizawa:</span></strong><span style="font-family: arial, sans-serif; ">&nbsp; We see the users who are playing the game right now as the foundation of&nbsp;<em>God Eater</em>.&nbsp; Our stance is to proceed in-step with the users with regards to whatever new content we create, which is a policy that we plan to stick with. &nbsp; &nbsp; &nbsp;&nbsp;</span></span></span></span></span></font></span></p>
<hr />
<p class="MsoNormal" style="line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><font class="Apple-style-span" color="#000000" face="arial, sans-serif"><span class="Apple-style-span" style="font-size: small; "><span class="Apple-style-span" style="font-family: Times; font-size: medium; "><span style="font-size: 12px; "><span style="font-family: arial, sans-serif; "><span style="color: rgb(0, 0, 0); ">&nbsp;<span class="Apple-style-span" style="font-style: italic; ">Original article appeared in Weekly Famitsu, issue #1112.&nbsp; Writing and article translation by Justin Potts.&nbsp;</span></span></span></span></span></span></font></span></p>
</p></div>
</div>
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		<title>Super Solvers: Gizmos and Gadgets!</title>
		<link>http://www.levelfortytwo.com/2010/04/super-solvers-gizmos-and-gadgets/</link>
		<comments>http://www.levelfortytwo.com/2010/04/super-solvers-gizmos-and-gadgets/#comments</comments>
		<pubDate>Tue, 06 Apr 2010 16:52:17 +0000</pubDate>
		<dc:creator>Matthew O&#39;Mara</dc:creator>
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		<category><![CDATA[Super Solvers: Gizmos and Gadgets]]></category>
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		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3384</guid>
		<description><![CDATA[Education and videogames are a strange mix, but Gizmos and Gadgets show that it can be pulled off really well.]]></description>
			<content:encoded><![CDATA[<div style="text-align: center"><img alt="Level Forty Two" class="aligncenter size-full wp-image-3047" height="85" src="http://www.levelfortytwo.com/wp-content/uploads/2010/02/Level-Forty-Two.png" width="600" /></div>
<div>There are a few games out there that are universally recognized for their educational content. <em>Reader Rabbit</em>, <em>Carmen Sandiego</em>, <em>The Tree House </em>and the <em>Trail</em> series; however, there&rsquo;s one left, and it&rsquo;s probably the biggest. The <em>Super Solver Series</em>. These are the games that most of us grew up with and helped us learn. Education and videogames are a strange mix, but <em>Gizmos and Gadgets</em> shows that it can be pulled off really well.</div>
<div>&nbsp;</div>
<div style="text-align: center">&nbsp;<img alt="Super Solver 2" class="aligncenter size-full wp-image-3392" height="252" src="http://www.levelfortytwo.com/wp-content/uploads/2010/03/Super-Solver-2.png" width="252" /></div>
<div>&nbsp;</div>
<div>The Learning Company&rsquo;s <em>Super Solver Series</em> debuted in 1989 with <em>Midnight Rescue</em>, but it was <em>Gizmos and Gadgets </em>that got me hooked. The phrases: &ldquo;Connect the wires to complete the circuit&rdquo; and &ldquo;Use the gears to turn on the switches&rdquo; will always be engrained somewhere in my thick, computer-playing skull. The puzzles were simple, the Chimps were scary, the wheel baboon/gorilla things were a little weird, but overall the game still stands as an education-filled masterpiece.</div>
<div>&nbsp;</div>
<div>Well, maybe it seemed like a masterpiece&nbsp;when you were a kid&nbsp;when fulcrums, electricity and weight differentials were a bit of a mystery. Going back to the games now, I got a wave of nostalgia and ten minutes later a wave of boredom. Back in the day, I played the games feverishly to become the Ultimate Super Solver. There&rsquo;s a ranking system in the game and the more times you play through, the more vehicles you construct and the more times you foil Morty, the better the Super Solver you become.</div>
<div>&nbsp;</div>
<div style="text-align: center"><img alt="Super Solver 1" class="aligncenter size-full wp-image-3389" height="213" src="http://www.levelfortytwo.com/wp-content/uploads/2010/03/Super-Solver-1.jpg" width="340" /></div>
<div>&nbsp;</div>
<div>I&rsquo;ll say that for someone of my physical age <em>Gizmos and Gadgets </em>seems a little boring. For someone of my mental age, this game remains a nostalgic throwback. The <em>Super Solver Series</em> has to be looked upon as a period piece. There are seven games in total&nbsp;the latest, Mission T.H.I.N.K., released in 1999.&nbsp;These was made in a specific time, place and setting, for a certain kind of child and parent looking for an educational alternative. Look at this it&rsquo;s the text from the back of the game&rsquo;s cover:</div>
<div>&nbsp;</div>
<div><em>How do we do it? Enchanting characters. Challenging situations. Rich game environments. State-of-the-art graphics and sound. Progressive skill levels and game segments that can be customized to meet your child&#39;s individual needs. Every program from The Learning Company undergoes extensive research and testing, with input from education professionals, parents and children. As an integral part of The Learning System (TM), each of our products addresses a specific age group and subject area with appropriate themes to heighten your child&#39;s interesting in learning. So your child has fun while learning!</em></div>
<div>&nbsp;</div>
<div>This is why the education elements in <em>Gizmos and Gadgets&nbsp;</em>are&nbsp;done so well. They consulted teachers, students and parents to find out what&nbsp;made games good. Whatever input they had on the game&nbsp;something about it&nbsp;really appealed to me when I first played. Creating, building, throwing bananas all seemed like natural things for me to do. Actually, I turned off the Chimps. They put way too much pressure on me and they freaked me out a bit. Think about it: blue, robotic, Chimps. Who the hell thought up that, oh wait.</div>
<div>&nbsp;</div>
<div>The entire series&rsquo; plot can be broken down into one lab coat-wearing evil scientist: Morty Maxwell. Known the world over for his moustache and irrational hatred of Shady Glens, Morty is an evil freaking genius. The bastard has stolen magic wands, polluted the ocean, taken over robots and now he&rsquo;s targeting the world of transportation technology. You think he&rsquo;d be able to thwart a bunch of kids, but the Super Solvers always come out on top. He must have been held back a few grades in school. Just look at that&nbsp;blueprint&nbsp;he&rsquo;s using there. That&rsquo;s amateur hour stuff. Their struggle is something essential to the series being such a success. &nbsp;</div>
<div>&nbsp;</div>
<div style="text-align: center">&nbsp;<img alt="Super Solver 3" class="aligncenter size-full wp-image-3393" height="225" src="http://www.levelfortytwo.com/wp-content/uploads/2010/03/Super-Solver-3.png" width="300" /></div>
<div>&nbsp;</div>
<div>It&rsquo;s the eternal struggle of the Super Solver and the Master of Mischief.&nbsp;Undoubtedly there were better games, but few have kept its charm as <em>Gizmos and Gadgets!</em> Something about the game just seems to work. You create a car, a blimp or a plane all with their own custom colours, decals and parts. This kind of thing appeals to the completist instinct of players. We want to get the best stuff and our favourite colours, so we&rsquo;ll play to all hours into the night to get them. Luckily, a level only takes five or six minutes.Other games in the series like <em>Midnight Rescue</em>, <em>Mission T.H.I.N.K</em>. and <em>Math Storm</em>, have a similar style, but not the design. There&#39;s also a slight narrative in each of the games, but you never really get to stick it to Morty. <em>Gizmos and Gadgets </em>allows you to not only be better than him, but humiliate his attempt at creating a better vehicle than you.</div>
<div>&nbsp;</div>
<div>You have to wonder, do educational games work?</div>
<div>&nbsp;</div>
<div>Educational games can be broken down into three categories: quizzers, puzzlers and solvers. I kind of made those up, but I&rsquo;ve got examples of each. Quizzers,&nbsp;like Brain Age,&nbsp;just ask you questions. Games like those haven&rsquo;t been proven to have any real educational value. It turns out Brain Age has an educational value less than a crossword puzzle. Check it:&nbsp; <a href="http://technology.timesonline.co.uk/tol/news/tech_and_web/gadgets_and_gaming/article5587314.ece">http://technology.timesonline.co.uk/tol/news/tech_and_web/gadgets_and_gaming/article5587314.ece</a>.&nbsp;Puzzlers like <em>Dr. Brain</em>, which was built using the Unreal Engine, challenges you with logic puzzles. Instead of just asking you simple questions, <em>Dr. Brain </em>engages you on a deeper level.&nbsp;Solvers like <em>Super Solvers: Gizmos and Gadgets</em> engage you on all three levels. It asks question, tests you with involved logic puzzles and challenges your skills as a player.</div>
<div>&nbsp;</div>
<div>Educational games&nbsp;work, definitely, but there are recommended ages and, if your anything like me, you&rsquo;re probably a few times over that limit. Super Solvers are an elite group of problem solving masters. I would do anything to join their ranks, just look at the sweet house the guy in <em>Super Solver: Operation Neptune</em> has. He&rsquo;s got a vacation home on a beautiful tropical island, and all he has to do is deal with Morty Maxwell every once in a while. Who wouldn&rsquo;t want to be a Super Solver? Maybe one day The Learning Company&#39;ll make a new game in the series, something next-gen. They would make for an awesome and gritty reboot</div>
<div>
<hr /><span class="Apple-style-span">New Game+ is LevelFortyTwo.com&#39;s blog not just looking back at older games, but also the effort and work that was put into them, as well as the joy of reliving old gaming experiences. Read more about the goal of this blog&nbsp;<a href="http://www.levelfortytwo.com/2010/02/launching-new-game/"><strong><span>here</span></strong></a>.</span></div>
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		<title>Talk Is Cheap &#8211; 4/5/10</title>
		<link>http://www.levelfortytwo.com/2010/04/talk-is-cheap-4-5-10/</link>
		<comments>http://www.levelfortytwo.com/2010/04/talk-is-cheap-4-5-10/#comments</comments>
		<pubDate>Mon, 05 Apr 2010 14:22:11 +0000</pubDate>
		<dc:creator>LevelFortyTwo Staff</dc:creator>
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		<category><![CDATA[Making History 2]]></category>
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		<category><![CDATA[Professory Layton & the Curious Village]]></category>
		<category><![CDATA[Splinter Cell: Conviction]]></category>
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		<category><![CDATA[Talk Is Cheap]]></category>
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		<category><![CDATA[Video Game Music]]></category>
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		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3569</guid>
		<description><![CDATA[A couple weeks ago, Talk is Cheap had its first video game music episode.&#160; This week, we are happy to present you with part 2!&#160; Join Michael (this&#39;ll be his last podcast for the next few months, so be sure to listen!), Joel and Nick as they talk about their personal favourites as well as [...]]]></description>
			<content:encoded><![CDATA[<p>A couple weeks ago, Talk is Cheap had its first video game music episode.&nbsp; This week, we are happy to present you with part 2!&nbsp; Join Michael (this&#39;ll be his last podcast for the next few months, so be sure to listen!), Joel and Nick as they talk about their personal favourites as well as an update on this week&#39;s content. On What&#39;s New on LevelFortyTwo, we talk about Justin&#39;s preview of <em>3D Dot Game Heroes</em>, a nostalgia-inducing action/adventure in the vain of <em>The Legend of Zelda</em> on the NES.&nbsp; You can read his preview <strong><a href="http://www.positech.co.uk/gratuitousspacebattles/order.html">here</a></strong>.&nbsp; In addition, Nick talks about his review for Gratuitous Space Battles: Order, a mini-expansion of <em>GSB</em>.&nbsp; You can purchase the expansion <strong><a href="http://www.positech.co.uk/gratuitousspacebattles/order.html">here</a></strong>. </p>
<p>For Reviewer&#39;s Rant/Rave, Joel talks about his trip to PAX East, several games mentioned include <em>Civilization V</em>, <em>Making History 2</em>, <em>Monday Night Combat</em>, <em>Splinter Cell: Conviction</em>, <em>Split Second</em> as well as a <em>Dungeons &amp; Dragons</em> module for the Microsoft Surface.&nbsp; You can watch the awesome demo <strong><a href="http://vimeo.com/7132858">here</a></strong>. For discussion, we talk about all of our favourite video game songs from <em>Elder Scrolls: Oblivion</em>, <em>Mass Effect 2</em>, <em>Final Fantasy XIII</em>, <em>Professor Layton &amp; the Curious Village</em>, <em>The World Ends with You</em>, <em>Ace Attorney: Investigations</em>, <em>World of Warcraft</em> and <em>Castlevania: Lament of Innocence</em>. Last but not least, on Free Form we talk about Michael&#39;s Professor Layton figurine (featured on our blog <strong><a href="http://www.levelfortytwo.com/2010/04/i-love-my-layton/">here</a></strong>), Best Buy&#39;s terrible customer service, <strong><a href="http://www.vgo-online.org/">Video Game Orchestra</a></strong>, <strong><a href="http://www.figureprints.com/">FigurinePrints</a></strong> and the iPad. </p>
<p><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: rgb(0, 0, 0);"><span style="color: rgb(0, 0, 0); line-height: 20px;">Send us your thoughts to podcast@levelfortytwo.com. &nbsp;<span style="color: rgb(34, 34, 34);">You can direct download the episode&nbsp;<a href="http://www.levelfortytwo.com/podcast/Talk%20Is%20Cheap%204_5_10.mp3"><strong>here</strong></a>, or subscribe to the podcast in iTunes&nbsp;<a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=340805099"><strong>here</strong></a>.</span></span></span></span></span></p>

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		<itunes:duration>1:25:26</itunes:duration>
		<itunes:subtitle>A couple weeks ago, Talk is Cheap had its first video game music episode.&#160; This week, we are happy to present you with part 2!&#160; ...</itunes:subtitle>
		<itunes:summary>A couple weeks ago, Talk is Cheap had its first video game music episode.&#160; This week, we are happy to present you with part 2!&#160; Join Michael (this&#39;ll be his last podcast for the next few months, so be sure to listen!), Joel and Nick as they talk about their personal favourites as well as an update on this week&#39;s content. On What&#39;s New on LevelFortyTwo, we talk about Justin&#39;s preview of 3D Dot Game Heroes, a nostalgia-inducing action/adventure in the vain of The Legend of Zelda on the NES.&#160; You can read his preview here.&#160; In addition, Nick talks about his review for Gratuitous Space Battles: Order, a mini-expansion of GSB.&#160; You can purchase the expansion here. 
For Reviewer&#39;s Rant/Rave, Joel talks about his trip to PAX East, several games mentioned include Civilization V, Making History 2, Monday Night Combat, Splinter Cell: Conviction, Split Second as well as a Dungeons &#38; Dragons module for the Microsoft Surface.&#160; You can watch the awesome demo here. For discussion, we talk about all of our favourite video game songs from Elder Scrolls: Oblivion, Mass Effect 2, Final Fantasy XIII, Professor Layton &#38; the Curious Village, The World Ends with You, Ace Attorney: Investigations, World of Warcraft and Castlevania: Lament of Innocence. Last but not least, on Free Form we talk about Michael&#39;s Professor Layton figurine (featured on our blog here), Best Buy&#39;s terrible customer service, Video Game Orchestra, FigurinePrints and the iPad. 
Send us your thoughts to podcast@levelfortytwo.com. &#160;You can direct download the episode&#160;here, or subscribe to the podcast in iTunes&#160;here.
[podcast]http://www.levelfortytwo.com/podcast/Talk%20Is%20Cheap%206_7_10.mp3[/podcast]
</itunes:summary>
		<itunes:keywords>Featured Content, Podcast</itunes:keywords>
		<itunes:author>LevelFortyTwo.com</itunes:author>
		<itunes:explicit>no</itunes:explicit>
		<itunes:block>no</itunes:block>
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		<item>
		<title>Two Worlds II</title>
		<link>http://www.levelfortytwo.com/2010/04/two-worlds-two/</link>
		<comments>http://www.levelfortytwo.com/2010/04/two-worlds-two/#comments</comments>
		<pubDate>Mon, 05 Apr 2010 14:14:47 +0000</pubDate>
		<dc:creator>Joel Cornell</dc:creator>
				<category><![CDATA[Featured Content]]></category>
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		<category><![CDATA[PS3]]></category>
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		<category><![CDATA[south peak]]></category>
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		<category><![CDATA[TW2]]></category>
		<category><![CDATA[two worlds]]></category>
		<category><![CDATA[two worlds 2]]></category>
		<category><![CDATA[two worlds II]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3513</guid>
		<description><![CDATA[Too many times we&#8217;ve seen greatness go sour in a sequel. Sometimes, the growing pains of the original can instead teach some important lessons for the sequel. In the case of South Peak Games&#8217; Two World II, we&#8217;re fortunate it&#8217;s the latter. The open world, high fantasy RPG is new and improved, perfectly suited for [...]]]></description>
			<content:encoded><![CDATA[<p>Too many times we&rsquo;ve seen greatness go sour in a sequel. Sometimes, the growing pains of the original can instead teach some important lessons for the sequel. In the case of South Peak Games&rsquo; <i>Two World II</i>, we&rsquo;re fortunate it&rsquo;s the latter. The open world, high fantasy RPG is new and improved, perfectly suited for those who find a thirty hour game, &ldquo;a brief aside&rdquo;.</p>
<div>&nbsp;</div>
<div style="text-align: center; "><img alt="" height="338" src="http://www.levelfortytwo.com/wp-content/uploads/TW2_screen9.jpg" width="600" /></div>
<div>&nbsp;</div>
<div>The 2007 release of the original <i>Two Worlds</i> yielded a fairly buggy and unpolished game, though most issues were eventually patched up. The sequel seems to have overcome these hurdles and more. Originally planned as an expansion for the first game, the direction and scope desired by the developers began to grow past the limits of an expansion and became its own game, new engine and all. Each console (360, PS3 and PC) will each see a slightly different engine, specifically tailored to the specific strengths of each. The graphics and effects have certainly stepped up a bit as expected, with a special attention to expanding the particle, water and light effects.</div>
<div>&nbsp;</div>
<div style="text-align: center; "><img alt="" height="338" src="http://www.levelfortytwo.com/wp-content/uploads/TW2_screen7.jpg" width="600" /></div>
<div>&nbsp;</div>
<div>The character customization exhibits the usual depth expected of the genre, with 26 different parameters to alter. However, the classless system provides a unique amount of depth and experimentation available to the player. Allot the points you earn as you level to concentrate on several types of hand-to-hand or ranged combat, as well as spell casting. The combat is allows for quick changes to adapt to each instance, along with changing between melee, ranged and spellcasting, producing a fast paced, yet strategic result. The spell system is particularly unique: throughout your quests, you&rsquo;ll discover or purchase spell enhancement cards; pick a simple spell like Energy Bolt, and apply some of these cards (i.e., cold effects, double the number of bolts, heat seeking, ricochet effects, etc). With this system of customization, the total number of possible spells ends up around 10<sup>26</sup>.</div>
<div>&nbsp;</div>
<div style="text-align: center; "><img alt="" height="338" src="http://www.levelfortytwo.com/wp-content/uploads/TW2_screen8.jpg" width="600" /></div>
<div>&nbsp;</div>
<div>The world is your fairly standard high fantasy (orcs, elves, goblins, etc), though the characteristics for each race are somewhat unique (orcs aren&rsquo;t ALWAYS evil). Within the game, the scope of the world speaks for itself at a whopping 60 km<sup>2</sup>. The artists have taken inspiration from many real world cultures, reproducing the culture of feudal Gaul and Britain, ancient Japan and the savannahs of Africa, among others.</div>
<div>&nbsp;</div>
<div style="text-align: center; "><img alt="" height="338" src="http://www.levelfortytwo.com/wp-content/uploads/TW2_screen4.jpg" width="600" /></div>
<div>
<p class="MsoNormal"><i style="mso-bidi-font-style:normal">Two Worlds II</i> provides an ease of access and a linear plot than will easily grab any casual player, but the vivid and massive world will most likely draw a crowd of hardcore RPGers who have no plans for the next 60-80 hours. No release specific date has yet been set, but expect it later this year.</p>
</div>
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		<title>3D Dot Game Heroes</title>
		<link>http://www.levelfortytwo.com/2010/04/3d-dot-game-heroes-preview/</link>
		<comments>http://www.levelfortytwo.com/2010/04/3d-dot-game-heroes-preview/#comments</comments>
		<pubDate>Fri, 02 Apr 2010 14:03:17 +0000</pubDate>
		<dc:creator>Justin Potts</dc:creator>
				<category><![CDATA[Featured Content]]></category>
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		<category><![CDATA[3d dot game heroes]]></category>
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		<category><![CDATA[zelda]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3415</guid>
		<description><![CDATA[My uncontrollable and selfish grin suggesting the kind of satisfaction to be procured from 3D Dot Game Heroes appeared very early on in the experience.&#160; The game shamelessly mocks a fine pedigree (primarily the NES Legend of Zelda and early Dragon Quest games) and I was fully aware of this upon &#39;Inserting Disc&#39;.&#160; The game [...]]]></description>
			<content:encoded><![CDATA[<p class="MsoNormal" style="line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family: 'arial', 'sans-serif'"><font color="#000000">My uncontrollable and selfish grin suggesting the kind of satisfaction to be procured from <i>3D Dot Game Heroes</i> appeared very early on in the experience.&nbsp; The game shamelessly mocks a fine pedigree (primarily the NES <i>Legend of Zelda</i> and early <i>Dragon Quest</i> games) and I was fully aware of this upon &#39;Inserting Disc&#39;.&nbsp; The game was directed squarely at my own personal genetic gaming composition.&nbsp; I more or less knew what was in store (and now at the final dungeon, I can state that my predictions were mostly accurate), but there was a core element, a specific game experience that I was actively pursuing in choosing to play this game which I had yet to define for myself, but that soon became readily apparent.</font></span></span></p>
<p class="MsoNormal" style="text-align: center;line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family: 'arial', 'sans-serif'"><font color="#000000"><img alt="" height="259" src="http://www.levelfortytwo.com/wp-content/uploads/3DHeroes2.jpg" width="470" />&nbsp;</font></span></span></p>
<p class="MsoNormal" style="line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family: 'arial', 'sans-serif'"><font color="#000000">For anyone having played any <i>Zelda</i> title . . . ever, I don&rsquo;t think it&rsquo;s much of a spoiler to state that very early on in the game (within the first 5 minutes?) I was tasked with pilfering a sword from wooded locale.&nbsp; I had anticipated this.&nbsp; What I had not anticipated, however, and what really drove home the beauty of the game&rsquo;s refined simplicity(?), was how I responded to this task.</font></span></span></p>
<p class="MsoNormal" style="line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family: 'arial', 'sans-serif'"><font color="#000000">&nbsp;</font></span></span></p>
<p class="MsoNormal" style="line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family: 'arial', 'sans-serif'"><font color="#000000">Upon exiting the castle after the game&rsquo;s opening, instead of heading east (toward the forest and sword), I went west.&nbsp; </font></span></span></p>
<p class="MsoNormal" style="line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family: 'arial', 'sans-serif'"><font color="#000000">&nbsp;</font></span></span></p>
<p class="MsoNormal" style="line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family: 'arial', 'sans-serif'"><font color="#000000">This simple act was oh, so liberating.&nbsp; Absent were tutorials, invisible barriers to open fields and lengthy dialogue.&nbsp; I had, from the very get-go, both a vast world and a means to traverse and scour it.&nbsp; Already in possession of a weak little patchwork sword of my own, the path (and task) laid before me was, for the time being, an optional one.&nbsp; I had a map complete with towns, deserts, lakes and (other) forests, locations all concealing treasures, monsters and secrets (to everyone) that I was free to seek out at my own risk as I roamed the pixilated plains.&nbsp; Even without the tools necessary to reach many areas or exploit their mysteries (<i>Zelda</i> clone, remember?), the world was already inundated with hints about what was may be lying in wait for me in the future, silently prompting me to take notes (yes, my own notes, on <i>real</i> paper) so that I would be able to recall these suggestions put forth by my surroundings at a more opportune time.</font></span></span></p>
<p class="MsoNormal" style="text-align: center;line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family: 'arial', 'sans-serif'"><font color="#000000"><img alt="" height="265" src="http://www.levelfortytwo.com/wp-content/uploads/3DHeroes6.jpg" width="470" />&nbsp;</font></span></span></p>
<p class="MsoNormal" style="line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family: 'arial', 'sans-serif'"><font color="#000000">Recent <i>Zelda</i> entries such as <i>Twilight Princess</i> and <i>Spirit Tracks</i>, while gems in their own right, in an attempt to &ldquo;broaden the potential audience&rdquo; or &ldquo;improve usability&rdquo; have gradually steered away from a core convention that the series was built upon, allowing more open exploration from the outset of the experience.&nbsp; Playing <i>3D Heroes</i>, I cannot help but feel as if this particular adventure is more <i>mine</i> than <i>theirs</i>.&nbsp; &nbsp;&nbsp;</font></span></span></p>
<p class="MsoNormal" style="line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family: 'arial', 'sans-serif'"><font color="#000000">&nbsp; </font></span></span></p>
<p class="MsoNormal" style="line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><font color="#000000"><i><span style="font-family: 'arial', 'sans-serif'">3D Heroes</span></i><span style="font-family: 'arial', 'sans-serif'"> wasn&rsquo;t designed to be taken seriously, reflected in the way that it constantly mocks both itself and its brethren throughout the adventure (the already popular loading screens being one obvious example).&nbsp; Even the PR strategy in Japan was a barrage of statements like, &ldquo;Witness how Japanese developers waste great technology &ndash; retro-style graphics, and gorgeous water!&rdquo;&nbsp; As a result however, the game becomes an interesting object of examination.&nbsp; Faithfully replicating the core elements of a number of 25 year old classics, in all of their glory and frustration, we gain an interesting look into just how far we&rsquo;ve come down some avenues, as well as an opportunity to revisit some </span></font><a href="http://www.gamasutra.com/view/news/27662/GDC_Will_Wright_Peels_Back_Layers_Of_Entertainment_Games.php"><b><span style="font-family: 'arial', 'sans-serif'">conventions quite possibly well worth returning to and exploring more deeply</span></b></a><span style="font-family: 'arial', 'sans-serif'"><font color="#000000">.&nbsp;&nbsp; </font></span></span></p>
<p class="MsoNormal" style="text-align: center;line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family: 'arial', 'sans-serif'"><font color="#000000"><img alt="" height="264" src="http://www.levelfortytwo.com/wp-content/uploads/3DHeroes4.jpg" width="470" />&nbsp;</font></span></span></p>
<p class="MsoNormal" style="line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family: 'arial', 'sans-serif'"><font color="#000000">In a way, <i>3D Heroes</i> exists in a space similar to last year&rsquo;s XBLA hit <i>Shadow Complex</i>, demonstrating that design decisions which were once brought about primarily through the creativity and technical limitations of the past are still equally valid today, and that coating the finished product with a panache reflecting the trends of 20XX is enough to shift the project away from dozens of other competent &ldquo;me-too&rdquo; indie cohorts and budgeted handheld projects into something deemed more worthy of publisher and platform holder marketing dollars, and in <i>3D Heroes</i>&rsquo; case, even physical disk space.&nbsp; Some may argue that </font><b><a href="http://www.levelfortytwo.com/2010/03/mega-man-10-review/">retro is the new black</a></b><font color="#000000">, but if it means that I can have fresh experiences in a vein I had thought to be well past the point of collapse, then you can dress me up retro any day of the week.&nbsp; &nbsp;&nbsp;&nbsp;&nbsp;</font></span></span></p>
<p class="MsoNormal" style="text-align: center;line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family: 'arial', 'sans-serif'"><font color="#000000"><img alt="" height="266" src="http://www.levelfortytwo.com/wp-content/uploads/3DHeroes5.png" width="470" />&nbsp;</font></span></span></p>
<p class="MsoNormal" style="line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family: 'arial', 'sans-serif'"><font color="#000000">If you happen to consider the mid-80s to early 90s to be the golden era of console gaming, you may assume that you already know all that you need to know about this game and whether or not it might be for you (and you may be right), but <i>3D Heroes</i> does borrow a bit from both here and there in attempt to modernize the game&rsquo;s structures just enough to bring it &ldquo;up to standards,&rdquo; and even borrow from a few less likely sources.&nbsp; Notably, boss battles are more <i>Secret of Mana</i> than <i>Zelda</i> (i.e. less puzzle, more action), a surprisingly large variety of swords can be obtained through various means and each has many parameters which can be leveled up and adjusted, and the developers even (intentionally?) left in </font><b><a href="http://www.youtube.com/watch?v=yQW1rLUUf0c&amp;feature=player_embedded">a few glitches to be exploited as strategy</a></b><font color="#000000">.&nbsp; Touches like these on top of all of the other little nods that you might expect to be there demonstrate not only good design sense, but a love of good design.&nbsp; Players of different generations and tastes tend to have a tolerance for different forms of reward and punishment, and here you will be tested on both where the pool to draw from is an entire gaming generation.&nbsp; &nbsp;&nbsp;</font></span></span></p>
<p class="MsoNormal" style="line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family: 'arial', 'sans-serif'"><font color="#000000">&nbsp;</font></span></span></p>
<p class="MsoNormal" style="line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><b><span style="font-family: 'arial', 'sans-serif'"><a href="http://twobrothersandasister.com/?p=5606">Did I mention that there is also a fun little character creation tool?</a> </span></b></span></p>
<p class="MsoNormal" style="text-align: center;line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family: 'arial', 'sans-serif'"><font color="#000000"><img alt="" height="266" src="http://www.levelfortytwo.com/wp-content/uploads/3DHeroes7.jpg" width="470" />&nbsp;</font></span></span></p>
<p class="MsoNormal" style="line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family: 'arial', 'sans-serif'"><font color="#000000">I occasionally feel sorry for game developers. &nbsp;A good number of folks don&rsquo;t stumble into this industry by accident.&nbsp; On the contrary, they are regularly a passionate bunch looking to spread the gaming wealth that they have been lucky enough to reap in their own lives.&nbsp; Yet I get the feeling that they often get caught up in the tech-jump and shareholder whirlwind, requiring that they relearn their trade with every project rather than explore and refine their roots, never able to again deal in the currency of their youth.&nbsp; Playing <i>3D Heroes</i>, you are keenly aware that you are partaking in something born out of a certain collective fond memory, and those certainly never get old.&nbsp; &nbsp;&nbsp;&nbsp;</font></span></span></p>
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		<title>I Love my Layton</title>
		<link>http://www.levelfortytwo.com/2010/04/i-love-my-layton/</link>
		<comments>http://www.levelfortytwo.com/2010/04/i-love-my-layton/#comments</comments>
		<pubDate>Fri, 02 Apr 2010 13:50:25 +0000</pubDate>
		<dc:creator>Michael Brown</dc:creator>
				<category><![CDATA[Nintendo DS]]></category>
		<category><![CDATA[Staff Blogs]]></category>
		<category><![CDATA[ace attorney]]></category>
		<category><![CDATA[Professor Layton]]></category>
		<category><![CDATA[Professor Layton and the Curious Village]]></category>
		<category><![CDATA[Professor Layton and the Diabolical Box]]></category>
		<category><![CDATA[professor layton figure]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3537</guid>
		<description><![CDATA[Since it&#39;s release I&#39;ve been a big fan of the&#160;Professor Layton series, in fact,&#160;Professor Layton and the Diabolical Box was my favorite game of 2009. For those unfamiliar with the series, you play as Professor Layton, a professor (of course) tasked with solving some sort of mystery (it depends on the game). Unlike most other [...]]]></description>
			<content:encoded><![CDATA[<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; ">Since it&#39;s release I&#39;ve been a big fan of the&nbsp;<em>Professor Layton</em> series, in fact,&nbsp;<em>Professor Layton and the Diabolical Box</em> was my favorite game of 2009. For those unfamiliar with the series, you play as Professor Layton, a professor (of course) tasked with solving some sort of mystery (it depends on the game). Unlike most other games there is actually no combat, instead you must solve multiple puzzles or brainteasers in order to move on.</span></span></span></p>
<p style="text-align: center; "><img align="middle" alt="" height="317" src="http://www.n-philes.com/m/news/posts/2009/06/layton2.jpg" width="560" /></p>
<div style="font-family: Arial, Verdana, sans-serif; font-size: 12px; color: #222222; background-color: #ffffff; ">
<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; ">If you&#39;re still with me, you know that the games are actually immensely fun and provide a nice break from most other games on the market. The game&#39;s art and music are also stunning, especially on the DS. Anyway, the main reason I am writing this blog is because I just got my Professor Layton figure (which I mentioned&nbsp;<a href="http://www.levelfortytwo.com/2010/03/talk-is-cheap-3-29-10/"><strong>last week on the podcast</strong></a>). The Layton figure is actually surprisingly moldable, and comes with a variety of different attachments including a book, teacup, pen and a few different poses for his hands. Below are a few of the pictures I took of my Professor Layton. If you&#39;re interested in buying one, you can do so&nbsp;<a href="http://www.amiami.com/shop/?set=english&amp;vgForm=ProductInfo&amp;sku=FIG-IPN-0984&amp;template=default/product/e_display.html"><strong>here</strong></a> (and I must add, AmiAmi.com ships very quickly!).</span></span></span></p>

<a href='http://www.levelfortytwo.com/2010/04/i-love-my-layton/img_3486/' title='Leisurely reading'>Leisurely reading</a>
<a href='http://www.levelfortytwo.com/2010/04/i-love-my-layton/img_3488/' title='A spot of tea'>A spot of tea</a>
<a href='http://www.levelfortytwo.com/2010/04/i-love-my-layton/img_3490/' title='Break dancin&#039; Layton'>Break dancin' Layton</a>
<a href='http://www.levelfortytwo.com/2010/04/i-love-my-layton/img_3491/' title='Take that!'>Take that!</a>
<a href='http://www.levelfortytwo.com/2010/04/i-love-my-layton/img_3493/' title='Objection!'>Objection!</a>
<a href='http://www.levelfortytwo.com/2010/04/i-love-my-layton/img_3499/' title='Pondering...'>Pondering...</a>
<a href='http://www.levelfortytwo.com/2010/04/i-love-my-layton/img_3500/' title='Cup and saucer'>Cup and saucer</a>
<a href='http://www.levelfortytwo.com/2010/04/i-love-my-layton/img_3502/' title='Spilling tea'>Spilling tea</a>
<a href='http://www.levelfortytwo.com/2010/04/i-love-my-layton/img_3503/' title='Layton makes a discovery'>Layton makes a discovery</a>
</div>
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		<title>Gratuitous Space Battles: Order</title>
		<link>http://www.levelfortytwo.com/2010/04/gratuitous-space-battles-order-review/</link>
		<comments>http://www.levelfortytwo.com/2010/04/gratuitous-space-battles-order-review/#comments</comments>
		<pubDate>Thu, 01 Apr 2010 18:21:52 +0000</pubDate>
		<dc:creator>Nick Tringali</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[expansion]]></category>
		<category><![CDATA[Gratuitous Space Battles]]></category>
		<category><![CDATA[gsb]]></category>
		<category><![CDATA[order]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3391</guid>
		<description><![CDATA[GSB: Order&#160;is a mini-expansion that adds a few new features, and more importantly, a little more variety to the game. The new survival mode will pit waves of enemies against the fleet you build, and you&#39;re judged on how long your fleet lasts. Since ships will enter from any point on the battlefield, it changes [...]]]></description>
			<content:encoded><![CDATA[<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><img alt="" height="462" src="http://imgur.com/CyNIi.jpg" style="cursor: default; " width="615" /></span></span></span></p>
<div style="font-family: Arial, Verdana, sans-serif; font-size: 12px; color: rgb(34, 34, 34); background-color: rgb(255, 255, 255); ">
<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><em>GSB: Order</em>&nbsp;is a mini-expansion that adds a few new features, and more importantly, a little more variety to the game. The new survival mode will pit waves of enemies against the fleet you build, and you&#39;re judged on how long your fleet lasts. Since ships will enter from any point on the battlefield, it changes up how you think about ship placement and weapon outfitting. Four new weapon types are also added: the radiation gun does lasting damage on top of impact damage; the nuclear missile does the same (but is a missile); firefly rockets are faster version of normal rockets; and anti-fighter limpet mines attach themselves to fighters, slowing them down a considerable amount.&nbsp;The selling point of the expansion pack is the new package of ships: four new cruisers, three frigates and three new fighters are added into their own faction of the zealous Order.&nbsp;</span></span></span></p>
<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">While the expansion doesn&#39;t change much, the gameplay remains the same. The new survival scenario offers something different than the other scenarios, but isn&#39;t very expansive to provide much more playtime. Survival mode also feels like a feature that should have made it in at launch.&nbsp;</span></span></span></p>
<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">Pick up GSB: Order&nbsp;<u><strong><a href="http://www.positech.co.uk/gratuitousspacebattles/order.html">here</a></strong></u>&nbsp;or read our original review&nbsp;<a href="http://www.levelfortytwo.com/2009/12/gratuitous-space-battles/"><strong>here</strong></a>.</span></span></span></p>
<div>
<div>
<div>
<p class="MsoNormal" style="margin-top: 0cm; margin-right: 0cm; margin-bottom: 0pt; margin-left: 0cm; "><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><font color="#000000"><span class="Apple-style-span"><u><strong><span lang="EN-CA">Likes:</span></strong></u></span></font></span></span></span></p>
<div>
<ul>
<li><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">Survival Mode offers something new and different</span></span></span></li>
<li><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">More weapons = more fun</span></span></span></li>
</ul></div>
<p class="MsoNormal" style="margin-top: 0cm; margin-right: 0cm; margin-bottom: 0pt; margin-left: 0cm; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><font color="#000000"><br />
					</font></span></span></span></p>
<p class="MsoNormal" style="margin-top: 0cm; margin-right: 0cm; margin-bottom: 0pt; margin-left: 0cm; "><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><font color="#000000"><u><strong><span lang="EN-CA">Dislikes:</span></strong></u></font></span></span></span></p>
<ul>
<li><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">Essentially the same game with a little more added</span></span></span></li>
</ul>
<p style="text-align: center; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; ">&nbsp;<span style="font-family: arial, helvetica, sans-serif; "><font color="#000000" size="7"><font size="4"><span class="Apple-style-span" style="font-size: 16px; text-decoration: underline; "><b><span class="Apple-style-span" style="line-height: 20px; font-size: 20px; "><span style="text-decoration: underline; ">Review Score</span></span></b></span></font></font></span></span></p>
<p style="text-align: center; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: arial, tahoma, verdana; font-size: -webkit-xxx-large; line-height: 20px; "><img alt="4" class="alignnone size-full wp-image-845" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/3.png" style="cursor: default; padding-bottom: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 10px; margin-left: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; " width="40" /><span style="font-size: 72px; ">&nbsp;/&nbsp;</span><img alt="5" class="alignnone size-full wp-image-444" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" style="cursor: default; padding-bottom: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 10px; margin-left: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; " width="40" /></span></p>
<hr /></div>
<p><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: arial, helvetica, sans-serif; font-size: 11px; font-style: italic; line-height: 20px; ">The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.</span></p>
</p></div>
</p></div>
</div>
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		<title>Peer into my backyard</title>
		<link>http://www.levelfortytwo.com/2010/04/peer-into-my-backyard/</link>
		<comments>http://www.levelfortytwo.com/2010/04/peer-into-my-backyard/#comments</comments>
		<pubDate>Thu, 01 Apr 2010 13:47:38 +0000</pubDate>
		<dc:creator>Justin Potts</dc:creator>
				<category><![CDATA[Nintendo DS]]></category>
		<category><![CDATA[Staff Blogs]]></category>
		<category><![CDATA[beer]]></category>
		<category><![CDATA[etrian odyssey]]></category>
		<category><![CDATA[japan]]></category>
		<category><![CDATA[sakura]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3521</guid>
		<description><![CDATA[So, I fibbed just a bit there &#8211; this is actually about 50 feet from my front door, but &#34;Check out the view 50 feet from my front door just around the corner&#34; didn&#39;t make for a very good title. Anyways, what you&#39;re viewing is one of Japan&#39;s finer features: sakura season in full swing [...]]]></description>
			<content:encoded><![CDATA[<p><img align="middle" alt="" height="435" src="http://www.levelfortytwo.com/wp-content/uploads/IMG_0758.JPG" width="580" /></p>
<p>So, I fibbed just a bit there &#8211; this is actually about 50 feet from my <em>front</em> door, but &quot;Check out the view 50 feet from my front door just around the corner&quot; didn&#39;t make for a very good title.</p>
<p>Anyways, what you&#39;re viewing is one of Japan&#39;s finer features: sakura season in full swing &#8211; an all too brief 2 weeks full of high spirits and picnicking, and I just happen to have a rather stellar <strong><a href="http://www.japan-guide.com/e/e2011.html"><em>hanami</em></a> </strong>spot right, smack in my own&nbsp;. . . um, backyard.&nbsp; &nbsp;</p>
<p>Conveniently, these also made an appearance today.</p>
<p><img alt="" height="453" src="http://www.levelfortytwo.com/wp-content/uploads/beer&amp;ds.jpg" width="340" /></p>
<p>The long awaited (for me) third installment of Atlus&#39; exquisitely refined <strong><a href="http://www.intothelabyrinth.net/">Etrian Odyssey</a></strong>, as well as&nbsp;this finely crafted ale&nbsp;(Red Fox Amber Ale &#8211; 北狐レッド) produced in cooperation with Portland&#39;s <strong><a href="http://www.rogue.com/index.php">Rogue brewery </a></strong>and sold only in Japan, specifially Hokkaido.&nbsp; I&#39;ve managed to find <strong><a href="http://kotaku.com/5363910/why-we-moved-our-party-and-cant-recommend-trump-house">one bar in Tokyo</a></strong>&nbsp;(Shimokitazawa, to be exact) and&nbsp;one&nbsp;in Osaka (near Awaza station) that sell it, but outside of that special orders are more or less&nbsp;necessary for relaxed enjoyment at home, or even better, laid out in the park with my DS under the cherry blossoms.&nbsp;</p>
<p>I&#39;m anticipating a grindingly tranquil afternoon ahead.&nbsp;</p>
<p><img alt="" height="533" src="http://www.levelfortytwo.com/wp-content/uploads/sakura_ttower.jpg" width="400" /></p>
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		<title>Policenauts</title>
		<link>http://www.levelfortytwo.com/2010/03/policenauts/</link>
		<comments>http://www.levelfortytwo.com/2010/03/policenauts/#comments</comments>
		<pubDate>Wed, 31 Mar 2010 19:50:47 +0000</pubDate>
		<dc:creator>Justin Potts</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[New Game+]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[PSP]]></category>
		<category><![CDATA[Site Blogs]]></category>
		<category><![CDATA[adventure game]]></category>
		<category><![CDATA[Hideo Kojima]]></category>
		<category><![CDATA[policenauts]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3425</guid>
		<description><![CDATA[Unintentionally stumbling into a bit of an adventure game kick as of late, my motivation to download and subsequently dump numerous hours into Policenauts was two-fold: 1)  I was curious as to what Hideo Kojima might produce on a budget. 2)  I can’t get over the feeling that my chances of playing an entirely new creation [...]]]></description>
			<content:encoded><![CDATA[<p class="MsoNormal" style="line-height: normal; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in; text-align: center; "><img class="aligncenter size-full wp-image-3047" style="cursor: default; " src="http://www.levelfortytwo.com/wp-content/uploads/2010/02/Level-Forty-Two.png" alt="Level Forty Two" width="600" height="85" /></p>
<p class="MsoNormal" style="line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family: 'arial', 'sans-serif'"><span style="color: #000000;">Unintentionally stumbling into a bit of an </span></span><a href="http://www.levelfortytwo.com/2010/02/last-window-preview/"><strong><span style="font-family: 'arial', 'sans-serif'">adventure game</span></strong></a><span style="font-family: 'arial', 'sans-serif'"> </span><a href="http://www.levelfortytwo.com/2010/02/sakura-wars-so-long-my-love-preview/"><strong><span style="font-family: 'arial', 'sans-serif'">kick</span></strong></a><span style="font-family: 'arial', 'sans-serif'"> </span><a href="http://www.levelfortytwo.com/2010/03/heavy-rain-review/"><strong><span style="font-family: 'arial', 'sans-serif'">as of late</span></strong></a><span style="font-family: 'arial', 'sans-serif'"><span style="color: #000000;">, my motivation to download and subsequently dump numerous hours into <em>Policenauts</em> was two-fold: </span></span></span></p>
<p class="MsoNormal" style="line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family: 'arial', 'sans-serif'"><span style="color: #000000;">1)  I was curious as to what Hideo Kojima might produce on a budget.</span></span></span></p>
<p class="MsoNormal" style="line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family: 'arial', 'sans-serif'"><span style="color: #000000;">2)  I can’t get over the feeling that my chances of playing an entirely new creation from Kojima may have dwindled to a point of no return as long as the man is filed in the Konami ranks.</span></span></span></p>
<p class="MsoNormal" style="line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family: 'arial', 'sans-serif'"><span style="color: #000000;">I find this neither good nor bad, just personally disappointing.  Kojima’s Hollywood sensibilities (and no, I’m <em>not</em> referring to cutscenes) and attention to detail produce something wholly unique and satisfying in the game space – I just happen to be the worst <em>Metal Gear</em> player on earth.  After a few hours I rapidly devolve from a Snake into headless chicken.  I mostly blame myself, but I end up missing out on the so many other pieces of the <em>Metal Gear</em> puzzle as a result (</span></span><a href="http://www.konami-piecewalker.jp/"><strong><span style="font-family: 'arial', 'sans-serif'">no pun intended</span></strong></a><span style="font-family: 'arial', 'sans-serif'"><span style="color: #000000;">), and even worse, the games’ cohesive whole.</span></span></span></p>
<p class="MsoNormal" style="line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family: 'arial', 'sans-serif'"><span style="color: #000000;">Which is what made the prospect of <em>Policenauts</em> so intriguing.  Sure, I could have gone the </span><strong><em><a href="http://www.armchairempire.com/classic_gaming/snatcher.htm">Snatcher</a></em></strong><span style="color: #000000;"> route, but that would have required a hardware purchase and my getting involved in the world of online auctioneering.  That, and it’s hard to beat a 600 yen download that includes both the theatrical and on-the-go experience. </span></span></span></p>
<p class="MsoNormal" style="line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family: 'arial', 'sans-serif'"><span style="color: #000000;">And although the game is </span></span><a href="http://policenauts.net/english/"><strong><span style="font-family: 'arial', 'sans-serif'">now finally available to the entire English speaking world</span></strong></a><span style="font-family: 'arial', 'sans-serif'"><span style="color: #000000;"> (should you own a Japanese copy, naturally) 15 years after the its initial PC-98 release, the prospect of being able to engage with a game that has been hovering just out of reach for so very long, not nearly as common a practice these days, still wrenches my aged gamer insides into a knot of excitement.</span></span></span></p>
<p class="MsoNormal" style="text-align: center;line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family: 'arial', 'sans-serif'"><span style="color: #000000;"><img src="http://www.levelfortytwo.com/wp-content/uploads/Policenauts_boxart.jpg" alt="" width="480" height="360" /></span></span></span></p>
<p class="MsoNormal" style="line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family: 'arial', 'sans-serif'"><span style="color: #000000;">There was something about my time spent in Beyond and becoming Jonathan Ingram which felt familiar, and I still struggle to pinpoint exactly what that was. </span></span></span></p>
<p class="MsoNormal" style="line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family: 'arial', 'sans-serif'"><span style="color: #000000;">Why was it that the game’s soundtrack, which I had previously despised after having </span><strong><a href="http://www.konami.jp/kojima_pro/radio/hideradio/podcast.xml">unknowingly listened to its most poignant selections dozens of times prior</a></strong><span style="color: #000000;">, suddenly managed to make it so pervasive?  Adventuring into space has never been one of my preferred game outings, but the melodies managed to place me there, keeping me psychologically encaged much in the same way as another recent portable </span><strong><a href="http://www.amazon.com/Infinite-Space-Nintendo-DS/dp/B002BRWU8U/ref=sr_1_1?ie=UTF8&amp;s=videogames&amp;qid=1269753560&amp;sr=1-1-spell">sci-fi foray from Sega</a></strong><span style="color: #000000;">.  I am pretty sure that I wanted to leave, I wanted to go home (wherever that was), but something in my surroundings (that damn music again?) was hinting to me that I ought to come to grips with my place here, that it was ok.</span></span></span></p>
<p class="MsoNormal" style="text-align: center;line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family: 'arial', 'sans-serif'"><span style="color: #000000;"><img src="http://www.levelfortytwo.com/wp-content/uploads/Policenauts_screens2.jpg" alt="" width="320" height="240" /> </span></span></span></p>
<p class="MsoNormal" style="line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family: 'arial', 'sans-serif'"><span style="color: #000000;">Was it because I had friends here?  The bonds were strong, I knew these people, but I wasn’t sure why.  There were suggestions that I, Jonathan Ingram, had previously been a part of something significant together with this cast, </span><strong><a href="http://www.imdb.com/title/tt0093409/">Murtaugh</a></strong><span style="color: #000000;">, I mean . . . Brown, in particular (see image below).  But there was much more to it than that.  Every participant felt native to this place, which helped to create the same feeling for me as well.  There was heart being smothered in oppression.  I couldn’t see it on the surface, but I couldn’t help but sense that it was there. </span></span></span></p>
<p class="MsoNormal" style="text-align: center;line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family: 'arial', 'sans-serif'"><span style="color: #000000;"><img src="http://www.levelfortytwo.com/wp-content/uploads/PolicenautsLethalWeapon.jpg" alt="" width="400" height="480" /> </span></span></span></p>
<p class="MsoNormal" style="line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family: 'arial', 'sans-serif'"><span style="color: #000000;">And I could uncover it all.  The amount of detail in every subject of the space around me, living or not, always presented a learning opportunity.  Some might say that this is merely part of </span><strong><a href="http://en.wikipedia.org/wiki/Adventure_game">adventuring</a></strong><span style="color: #000000;">, and she may for the most part be correct, but the density found here was astounding, and at times even visionary.  (Was there an inkling of the notion of a “paperless workplace” back in ’94?)  Maybe my chance encounter with the game in 2010 combined with the fact that the game’s protagonist had spent the last 25 years in cold sleep all subconsciously aligned to a bit too conveniently.  The audio-visual felt straight out of circa 1985, which may very well have contributed to the sense of past and present jiving so nicely within every crevice of the game experience.  Picking up <em>Policenauts</em> in the near future may prove to be a rather unique window within which to immerse oneself in Beyond. </span></span></span></p>
<p class="MsoNormal" style="text-align: center;line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family: 'arial', 'sans-serif'"><span style="color: #000000;"><img src="http://www.levelfortytwo.com/wp-content/uploads/policenauts-pc4.png" alt="Image from PC-98 version" width="480" height="299" /> </span></span></span></p>
<p class="MsoNormal" style="line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family: 'arial', 'sans-serif'"><span style="color: #000000;">In the end, I don’t know that the sense of nostalgia (for a place that I’ve never been?) alone was responsible for my infatuation with <em>Policenauts</em>.  The amount of detail poured into each and every inhabitant of Beyond, the environment and surrounding lore is impressive and equally welcome (thanks to “memory cap editing?”).  Committing to the world of <em>Policenauts</em> was not easy.  I was reluctant, but for all of the best reasons.  Some strange alignment made not the game, but the <em>place</em> into something both equally compelling and intimidating.  It really is rather fascinating that this turned out to be one of very few games to ever sell me on the concept of “</span><strong><a href="http://www.levelfortytwo.com/2010/03/heavy-rain-review/">interactive cinema</a></strong><span style="color: #000000;">”. </span></span></span></p>
<p class="MsoNormal" style="line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family: 'arial', 'sans-serif'"><span style="color: #000000;">Maybe I was tricked into thinking that I knew this place as a result of all of this.  Then again, maybe these warm feelings of the past may have hit a bit too close to home, not because of what the game <em>was</em>, but because the trajectory that this world was tracing managed to feel just a little bit too real. </span></span></span></p>
<p class="MsoNormal" style="text-align: center;line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family: 'arial', 'sans-serif'"><span style="color: #000000;"><img src="http://www.levelfortytwo.com/wp-content/uploads/Policenauts_screens1.jpg" alt="" width="480" height="272" /> </span></span></span></p>
<p class="MsoNormal" style="line-height: normal;margin: 0in 0in 0pt"><span style="font-family: arial, sans-serif; color: #000000;"><span style="font-family: Arial, Verdana, sans-serif; color: #222222;"><br />
</span></span></p>
<p class="MsoNormal" style="line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><em><span style="font-family: 'arial', 'sans-serif'"><span style="color: #000000;">Experienced the Japanese PlayStation 1 version of the game downloaded via the PlayStation Network and played on the PSP. </span></span></em></span></p>
<hr /><span style="font-family: Arial, Tahoma, Verdana; line-height: 20px; ">New Game+ is LevelFortyTwo.com&#8217;s blog not just looking back at older games, but also the effort and work that was put into them, as well as the joy of reliving old gaming experiences. Read more about the goal of this blog <a href="http://www.levelfortytwo.com/2010/02/launching-new-game/"><strong><span>here</span></strong></a></span>.</p>
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		<title>Wizard World Toronto Comic Con, 2010</title>
		<link>http://www.levelfortytwo.com/2010/03/wizard-world-toronto-comic-con-2010/</link>
		<comments>http://www.levelfortytwo.com/2010/03/wizard-world-toronto-comic-con-2010/#comments</comments>
		<pubDate>Tue, 30 Mar 2010 18:26:40 +0000</pubDate>
		<dc:creator>Matthew O&#39;Mara</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Features]]></category>
		<category><![CDATA[Geekdom]]></category>
		<category><![CDATA[Bryan Singer]]></category>
		<category><![CDATA[David Goyer]]></category>
		<category><![CDATA[Gareb Shamus]]></category>
		<category><![CDATA[J.J. Abrams]]></category>
		<category><![CDATA[Joss Whedon]]></category>
		<category><![CDATA[Kevin Smith]]></category>
		<category><![CDATA[Mark Williams]]></category>
		<category><![CDATA[Pokemon]]></category>
		<category><![CDATA[Toronto]]></category>
		<category><![CDATA[Toronto Comic Con]]></category>
		<category><![CDATA[Wizard Magazine]]></category>
		<category><![CDATA[Wizard World]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3463</guid>
		<description><![CDATA[Artists, developers, comics, celebrities and videogames, the inaugural Wizard World Comic Con was held over the weekend here in Toronto.]]></description>
			<content:encoded><![CDATA[<div>When someone asks me, &ldquo;There&rsquo;s a convention going on, are you up for it?&rdquo; I automatically snap to attention. &ldquo;Who, What, Where, When, Why and How do I get there?&rdquo; These are usually the questions I ask within about a millionth of a second. When a new convention was announced this year and I heard it was being held by&nbsp;Wizard World, publishers of Wizard Magazine, I thought, now that is something new. The inaugural Wizard World Comic Con was held over the weekend here in Toronto. Artists, developers, comics, celebrities and videogames, it had everything a comic convention should have and a little something more.</div>
<div>&nbsp;</div>
<div style="text-align: center"><img alt="Wizard World 1" class="aligncenter size-large wp-image-3465" height="319" src="http://www.levelfortytwo.com/wp-content/uploads/2010/03/Wizard-World-1-1024x680.jpg" width="480" /></div>
<div>&nbsp;</div>
<div>Fan Expo and Anime North are the two biggest comic book conventions held in Toronto. Wizard World&nbsp;is a new venue for independent artists and companies to show off their products to the public. There&rsquo;s always a high level of stress at events like these, but as I sat watching a friend school someone in a Pok&eacute;mon playing card tournament, I relished in the relaxed atmosphere. There was something different about the venue. The Direct Energy Centre down at the Exhibition Place gave an open feeling to the event. The crowds were relaxed, local artists sketched for fans, the celebrities joked around with their fans and retailers were always willing to cut you a deal.</div>
<div>&nbsp;</div>
<div style="text-align: center"><img alt="Wizard World 12" class="aligncenter size-large wp-image-3467" height="266" src="http://www.levelfortytwo.com/wp-content/uploads/2010/03/Wizard-World-12-1024x568.jpg" width="480" /></div>
<div>&nbsp;</div>
<div>&ldquo;We can create this forum for them to meet the fans in the local market and get some momentum for what they are working on,&rdquo; said Gareb Shamus, CEO of Wizard World. &quot;We have a lot of independent guys who are just starting out and want some exposure,&rdquo; said Shamus. &ldquo;We have so much access to movie, television, movie, toy and comic book world so this is a great opportunity for us to show this market our access and have fun in the world we play in.&rdquo; In the Artist Alley there were over 100 independent and local artists showcasing their illustrations and talents to both the local and international market. Local artists like Mark Williams, cosplaying as the Blue Trident and Co-founder of The Heroes of the World, and local businesses like A&amp;C Games came out in full force for this event. Between watching the Mario Bros in a wrestling match, and shaking hands with Deadpool, something certainly clicked about the event.</div>
<div>&nbsp;</div>
<div style="text-align: center"><img alt="Wizard World 14" class="aligncenter size-large wp-image-3468" height="319" src="http://www.levelfortytwo.com/wp-content/uploads/2010/03/Wizard-World-14-1024x680.jpg" width="480" /></div>
<div>&nbsp;</div>
<div>&ldquo;We have a lot of fans in Toronto, and throughout Canada.&rdquo; said Shamus. &ldquo;So for us this is the first time we can meet our fans in the local market, even our fans for two decades now.&rdquo; I had a chance to sit down with CEO Gareb Shamus for an interview to talk about Comics, Conventions, Characters and next year.</div>
<div>&nbsp;</div>
<div><strong>Level Forty Two: </strong><strong>Why did you bring Wizard World to </strong><strong>Toronto</strong><strong> this year?</strong></div>
<div>&nbsp;</div>
<div><strong>Gareb Shamus:</strong> We&rsquo;ve been publishing Wizard for almost twenty years now. We have magazines in forty countries, in ten different languages and we have our website and our newsletter Geeksheet Daily. So between all of that, we have millions of fans all over the world. We had so many in Canada for literally two decades that, for us, to bring this audience the world that we work in, so we can bring the creators, we can bring the dealers, we can do the costume contests, things you can&rsquo;t do in print, things that you can&rsquo;t do online, we can do in a live format. You can&rsquo;t get somebody&rsquo;s autograph online, you know meet them shake their hand and take their picture, so we can do that that in a live format.</div>
<div>&nbsp;</div>
<div><strong>LFT: </strong><strong>Do you think the comic community is pretty strong here in </strong><strong>Toronto</strong><strong>?</strong></div>
<div>&nbsp;</div>
<div><strong>GS: </strong>Absolutely, so not only is the comic community strong, but I like to call it the character of the community. Today, most people hear about the characters not through comic books, it&rsquo;s now through the movie, the television and the toys, so now there are a lot of touch points throughout a lot of different media. When I say to somebody Iron Man, what&rsquo;s your first thought? Not the comic book, it&rsquo;s Robert Downey Junior. And when I say Star Trek, it&rsquo;s William Shatner but it&rsquo;s also J.J. Abrams. There&rsquo;s so many different thoughts that come into your mind, so if I said those types of characters to you twenty years ago you would say Peter Parker, or Mary Jane, but now it&rsquo;s Tobey Maguire. That&rsquo;s really where that association with the characters has come from so many different places. So that&rsquo;s why we have to appeal to popular culture.</div>
<div>&nbsp;</div>
<div><strong>LFT: </strong><strong>Do you think this is a really transforming market?</strong></div>
<div><strong>GS: </strong>So many people that grew up as comic fans are now controlling other media. I grew up as a comic fan, I have a magazine, I have an online site, I have news letters and I have events, so we are doing a lot to transform the events into more than just what they can get from a comic book. Then you have guys like Joss Whedon, J.J. Abrams, Kevin Smith, Bryan Singer and David Goyer, who all grew up on comic books who are having massive impacts in the media world and on the characters, but not in the media world. So you&rsquo;re seeing all of that happen because it&rsquo;s generational the next generation is taking over, putting their mark on these characters in all different kinds of media.</div>
<div>&nbsp;</div>
<div><strong>LFT:</strong> <strong>How much influence have videogames had?</strong></div>
<div>&nbsp;</div>
<div><strong>GS: </strong>Tremendous, I think videogames were the first media that broke through what I would consider the age barrier. It had to be over a decade ago where people would get to a certain age and then they&rsquo;d stop collecting actions figures, they stop reading comic books. &lsquo;I&rsquo;ve got a girlfriend, I&rsquo;m married, I&rsquo;m leaving the house, I can&rsquo;t afford it, I&rsquo;m going to stop playing videogames.&rsquo; Then <em>Grand Theft Auto </em>comes around and you go, &lsquo;There&rsquo;s no way I&rsquo;m missing this game, so I&rsquo;m not throwing out my system, I don&rsquo;t care what my girlfriend says, I&rsquo;m playing this game.&rsquo; So it stopped people from stopping. Then the flood gates opened. Movies, television, games, toys, comic books, everything that could have been for someone getting older, and now we&rsquo;re at the point where you&rsquo;re never going to stop. It&rsquo;s doesn&rsquo;t matter how old you get you&rsquo;re going to keep being a fan of these media.</div>
<div>&nbsp;</div>
<div><strong>LFT: </strong><strong>How much of a success do you think this event has been? Do you guys have anything planned for next year?</strong></div>
<div>&nbsp;</div>
<div><strong>GS:</strong> It has been tremendous. When you think about putting on events, especially a first year event, it either works or it doesn&rsquo;t work. If it doesn&rsquo;t work, it doesn&rsquo;t work forever. If it works, it works forever. There&rsquo;s no grey when you&rsquo;re starting an event. The show worked, it was very successful, people has a great time, the retailers we had did unbelievable, the celebrities did great, the Artist Alley guys had a great time, so when you break into the criteria it works forever.&nbsp;Now, we have a whole year now to go to a lot of other companies and say, &lsquo;Look here a case study. We did this with Microsoft, we did this with Disney, we did this with Saw, and we did with Space Channel.&rsquo; And now when they know it&rsquo;s going to happen they can pre plan, so that really becomes an anchor for companies that want to either launch products or talk about it or announce things. With having a company like us it&rsquo;s not just the show because we own the magazine, we own the website, we own the newsletters; we can do a lot to promote something that&rsquo;s coming out.</div>
<div>&nbsp;</div>
<div style="text-align: center">***</div>
<div>&nbsp;</div>
<div>The Wizard World Comic Con is&nbsp;set to return next year bigger and better. It&#39;s a new forum for publishers, retailers, local artists, businesses&nbsp;and talent,&nbsp;and it made for an awesome time. &quot;First year, you do what you have to do to get the show going and it was such a huge success,&quot; said Shamus.&nbsp;&quot;We&rsquo;ll definitely be here next year with a show that&rsquo;s going to have a lot more to it.&quot;&nbsp;The Who, What, Where, When and Why&nbsp;were all&nbsp;answered, and I&rsquo;ll definitely be going back to reprise my role as the guy who looks suspiciously like Wolverine. The next Wizard World Con is set for April 16 to 18 at the Anaheim Convention Center.</div>
<div>&nbsp;</div>
<div>Be sure to check out&nbsp;the Level Forty&nbsp;Two&nbsp;gallery below. <em>Photos courtesy of Andrew O&#39;Mara.</em></div>
<div>&nbsp;</div>
<div>
<a href='http://www.levelfortytwo.com/2010/03/wizard-world-toronto-comic-con-2010/wizard-world-1/' title='Wizard World 1'>Wizard World 1</a>
<a href='http://www.levelfortytwo.com/2010/03/wizard-world-toronto-comic-con-2010/wizard-world-12/' title='Wizard World 12'>Wizard World 12</a>
<a href='http://www.levelfortytwo.com/2010/03/wizard-world-toronto-comic-con-2010/wizard-world-14/' title='Wizard World 14'>Wizard World 14</a>
<a href='http://www.levelfortytwo.com/2010/03/wizard-world-toronto-comic-con-2010/wizard-world-2/' title='Wizard World 2'>Wizard World 2</a>
<a href='http://www.levelfortytwo.com/2010/03/wizard-world-toronto-comic-con-2010/wizard-world-4/' title='Wizard World 4'>Wizard World 4</a>
<a href='http://www.levelfortytwo.com/2010/03/wizard-world-toronto-comic-con-2010/wizard-world-5/' title='Wizard World 5'>Wizard World 5</a>
<a href='http://www.levelfortytwo.com/2010/03/wizard-world-toronto-comic-con-2010/wizard-world-7/' title='Wizard World 7'>Wizard World 7</a>
<a href='http://www.levelfortytwo.com/2010/03/wizard-world-toronto-comic-con-2010/wizard-world-8/' title='Wizard World 8'>Wizard World 8</a>
<a href='http://www.levelfortytwo.com/2010/03/wizard-world-toronto-comic-con-2010/wizard-world-9/' title='Wizard World 9'>Wizard World 9</a>
<a href='http://www.levelfortytwo.com/2010/03/wizard-world-toronto-comic-con-2010/wizard-world-10/' title='Wizard World 10'>Wizard World 10</a>
<a href='http://www.levelfortytwo.com/2010/03/wizard-world-toronto-comic-con-2010/wizard-world-13/' title='Wizard World 13'>Wizard World 13</a>
<a href='http://www.levelfortytwo.com/2010/03/wizard-world-toronto-comic-con-2010/wizard-world-15/' title='Wizard World 15'>Wizard World 15</a>
<a href='http://www.levelfortytwo.com/2010/03/wizard-world-toronto-comic-con-2010/wizard-world-16/' title='Wizard World 16'>Wizard World 16</a>
<a href='http://www.levelfortytwo.com/2010/03/wizard-world-toronto-comic-con-2010/wizard-world-17/' title='Wizard World 17'>Wizard World 17</a>
<a href='http://www.levelfortytwo.com/2010/03/wizard-world-toronto-comic-con-2010/wizard-world-18/' title='Wizard World 18'>Wizard World 18</a>
<a href='http://www.levelfortytwo.com/2010/03/wizard-world-toronto-comic-con-2010/wizard-world-19/' title='Wizard World 19'>Wizard World 19</a>
<a href='http://www.levelfortytwo.com/2010/03/wizard-world-toronto-comic-con-2010/wizard-world-20/' title='Wizard World 20'>Wizard World 20</a>
<a href='http://www.levelfortytwo.com/2010/03/wizard-world-toronto-comic-con-2010/wizard-world-21/' title='Wizard World 21'>Wizard World 21</a>
<a href='http://www.levelfortytwo.com/2010/03/wizard-world-toronto-comic-con-2010/wizard-world-22/' title='Wizard World 22'>Wizard World 22</a>
<a href='http://www.levelfortytwo.com/2010/03/wizard-world-toronto-comic-con-2010/wizard-world-23/' title='Wizard World 23'>Wizard World 23</a>
<a href='http://www.levelfortytwo.com/2010/03/wizard-world-toronto-comic-con-2010/wizard-world-24/' title='Wizard World 24'>Wizard World 24</a>
<a href='http://www.levelfortytwo.com/2010/03/wizard-world-toronto-comic-con-2010/wizard-world-25/' title='Wizard World 25'>Wizard World 25</a>
</div>
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		<title>Fragile Dreams: Farewell Ruins of the Moon</title>
		<link>http://www.levelfortytwo.com/2010/03/fragile-dreams-farewell-ruins-of-the-moon-review/</link>
		<comments>http://www.levelfortytwo.com/2010/03/fragile-dreams-farewell-ruins-of-the-moon-review/#comments</comments>
		<pubDate>Mon, 29 Mar 2010 18:11:07 +0000</pubDate>
		<dc:creator>Erika Szabo</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Wii]]></category>
		<category><![CDATA[Fragile Dreams]]></category>
		<category><![CDATA[Fragile Dreams: Farewell Ruins of the Moon]]></category>
		<category><![CDATA[Nintendo Wii]]></category>
		<category><![CDATA[review]]></category>
		<category><![CDATA[tri-Crescendo]]></category>
		<category><![CDATA[XSeed Games]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3436</guid>
		<description><![CDATA[Rating video games can sometimes be difficult, even for a seasoned video game journalist.&#160; Regardless of whether you love or hate a game, several factors need to be taken into account before rating it.&#160; Graphics, gameplay and narrative are only a few of them, but they have become some of the most prominent.&#160; If a [...]]]></description>
			<content:encoded><![CDATA[<p>Rating video games can sometimes be difficult, even for a seasoned video game journalist.&nbsp; Regardless of whether you love or hate a game, several factors need to be taken into account before rating it.&nbsp; Graphics, gameplay and narrative are only a few of them, but they have become some of the most prominent.&nbsp; If a games has, say, bad graphics, but amazing gameplay and storytelling, how does the reviewer predict the score?&nbsp; With that said, when is it <em>not</em> based on opinion?&nbsp;</p>
<p style="text-align: center;"><img alt="" height="345" src="http://blackflowermusic.com/blog/wp-content/user298_pic2767_1245161365.jpg" width="504" /></p>
<p><em>Fragile Dreams: Farewell Ruins of the Moon</em> has a lot going for it.&nbsp; The game is, above all, atmospheric.&nbsp; The post-apocalyptic environments are eerie and melancholic, but all resonate a subtle beauty.&nbsp; The same can be said about the story or rather stories as various characters and even items will have their own to tell.&nbsp; <em>Fragile Dreams</em> aims for a tenderness not often seen in video games by suggesting the importance of sentimentality and the memories beating within.&nbsp;</p>
<p style="text-align: center;"><img alt="" height="292" src="http://www.levelfortytwo.com/wp-content/uploads/05-620x.jpg" width="500" /></p>
<p><em>Fragile Dreams</em> does not, however, go without faults, particularly in gameplay.&nbsp; Seto, the main character, has skills at his disposal such as using a flashlight to illuminate dark areas, swiping enemies with brittle weapons and crouching through small holes.&nbsp; Seto&#39;s skills are extremely limited but this does, in effect, make for a more &quot;realistic&quot; experience. The same can be said about the weak weapons, but with most gamers being used to the &quot;indestructible&quot; weapon, this can come to be a nuisance (if you&#39;re looking for something that works relatively well, try the slingshot).&nbsp; With that in mind, combat is less than desired as it solely relies on mashing the A Button.&nbsp; Hack n&#39; Slash definitely doesn&#39;t mesh with this kind of game, however, Seto&#39;s never expected to be more capable than he is and serves as more of a wanderer than a fighter.</p>
<p style="text-align: center;"><img alt="" height="315" src="http://ui13.gamefaqs.com/876/gfs_97840_2_1_mid.jpg" width="540" /></p>
<p>One feature that proves itself to be more frustrating than helpful is the inventory system.&nbsp; The rucksack consists of a limited grid capable of holding various items and weapons &#8212; that is, if you can fit them into the appropriate place.&nbsp; While it&#39;s a great addition to the game, the sense of &quot;realism&quot; in space availability can be annoying, especially if you&#39;re trying to store someone&#39;s dying memory (these generally take up a lot of your inventory space).&nbsp; These memories may not be terribly important to the player, but as stated before, they provide much of the emotion.</p>
<p style="text-align: center;"><img alt="" height="290" src="http://www.wingdamage.com/wp-content/uploads/2009/12/fragile-dreams-farewell-ruins-of-the-moon-anticipated-wii-games-q1-2010.jpg" width="500" /></p>
<p>So, with that said, does the gameplay outweigh the graphics and narrative?&nbsp; No, it does not and it certainly doesn&#39;t stop me from loving this game and it shouldn&#39;t stop others from playing it either. One factor is not nearly enough for me to mark <em>Fragile Dreams</em> as being an unfortunate letdown.&nbsp; There&#39;s simply too much to look forward to when playing this game whether it be the immersive atmosphere, melancholic and tender story (yet never sappy), solemn music or subtle whimsy.&nbsp; <em>Fragile Dreams: Farewell Ruins of the Moon</em> is beautiful.&nbsp; While it has its faults, it&#39;s never a disappointment.&nbsp;</p>
<div>
<p class="MsoNormal" style="margin: 0cm 0cm 0pt;"><font color="#000000" face="'Times New Roman', Verdana, sans-serif" size="7"><span class="Apple-style-span" style="font-size: 32px;"><span style="font-size: 16px;"><u><strong><span style="font-family: arial,helvetica,sans-serif;"><span lang="EN-CA"><span>Likes:</span></span></span></strong></u></span></span></font></p>
<div>
<ul>
<li>The atmosphere is absolutely breathtaking. <font color="#000000" face="'Times New Roman', Verdana, sans-serif" size="7"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><br />
				</span></span></font></li>
<li>Its story of loss and identity is <font color="#000000" face="'Times New&lt;br /&gt;<br />
Roman', Verdana, sans-serif" size="7"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;">sure to grab at your heartstrings. <br />
				</span></span></font></li>
<li>Music is solemn and provides a great deal of girth to the already immersive game.&nbsp;</li>
</ul></div>
<p class="MsoNormal" style="margin: 0cm 0cm 0pt;"><font color="#000000" face="'Times New Roman', Verdana, sans-serif" size="7"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><br />
		</span></span></font></p>
<p class="MsoNormal" style="margin: 0cm 0cm 0pt;"><font color="#000000" face="'Times New Roman', Verdana, sans-serif" size="7"><span style="font-size: 16px;"><u><strong><span style="font-family: arial,helvetica,sans-serif;"><span lang="EN-CA"><span>Dislikes:</span></span></span></strong></u></span></font></p>
<ul>
<li>Limited use of skills can make for a lackluster experience. <font color="#000000" face="'Times New Roman', Verdana, sans-serif" size="7"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><br />
			</span></span></font></li>
<li>Inventory system, specifically the space availability, can be a nuisance.<font color="#000000" face="'Times New Roman', Verdana, sans-serif" size="7"><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><br />
			</span></span></font></li>
<li>Enemies respawn every time you visit a campfire (used for resting and saving).</li>
</ul>
<p style="text-align: center;">&nbsp;<span style="font-family: arial,helvetica,sans-serif;"><font color="#000000" size="7"><font size="4"><span class="Apple-style-span" style="font-size: 16px; text-decoration: underline;"><b><span class="Apple-style-span" style="line-height: 20px; font-size: 20px;"><span style="text-decoration: underline;">Review Score</span></span></b></span></font></font></span></p>
</div>
<div>
<div>
<div>
<p class="MsoNormal" style="text-align: center; margin: 0cm 0cm 0pt;"><font color="#000000" face="'Times New Roman', Verdana, sans-serif" size="7"><span class="Apple-style-span" style="line-height: 20px; font-family: arial,tahoma,verdana;"><img alt="4" class="alignnone size-full&lt;br /&gt;<br />
wp-image-845" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/4.png" style="padding: 0px; margin: 0px 0px 10px; cursor: default;" width="40" /><span style="font-size: 72px;">&nbsp;/&nbsp;</span><img alt="5" class="alignnone size-full wp-image-444" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" style="padding: 0px; margin: 0px 0px 10px; cursor: default;" width="40" /></span></font></p>
<hr /><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: arial,helvetica,sans-serif; font-size: 11px; font-style: italic; line-height: 20px;">The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.</span></div>
</p></div>
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		<title>Talk Is Cheap &#8211; 3/29/10</title>
		<link>http://www.levelfortytwo.com/2010/03/talk-is-cheap-3-29-10/</link>
		<comments>http://www.levelfortytwo.com/2010/03/talk-is-cheap-3-29-10/#comments</comments>
		<pubDate>Mon, 29 Mar 2010 17:59:57 +0000</pubDate>
		<dc:creator>LevelFortyTwo Staff</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Podcast]]></category>
		<category><![CDATA[Cave Story]]></category>
		<category><![CDATA[Christian Nutt]]></category>
		<category><![CDATA[Constellation Chaos]]></category>
		<category><![CDATA[David Cage]]></category>
		<category><![CDATA[Deadly Premonition]]></category>
		<category><![CDATA[final fantasy 13]]></category>
		<category><![CDATA[Gamasutra]]></category>
		<category><![CDATA[GDC]]></category>
		<category><![CDATA[Heavy Rain]]></category>
		<category><![CDATA[IGF]]></category>
		<category><![CDATA[Indie Compendium]]></category>
		<category><![CDATA[Metroid: Other M]]></category>
		<category><![CDATA[Nerve Jangla]]></category>
		<category><![CDATA[pokemon heartgold]]></category>
		<category><![CDATA[Pokemon launch party]]></category>
		<category><![CDATA[Pokemon SoulSilver]]></category>
		<category><![CDATA[Talk Is Cheap]]></category>
		<category><![CDATA[The Impossible Game]]></category>
		<category><![CDATA[These New Puritans]]></category>
		<category><![CDATA[Vampire Weekend]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3428</guid>
		<description><![CDATA[LevelFortyTwo is on a roll!  Michael, Erika and Justin invite Christian Nutt, Features Director at Gamasutra, to this week&#8217;s episode of Talk Is Cheap.  This week, the guys talk about Final Fantasy 13, Heavy Rain, Matthew&#8217;s review for Deadly Premonition and Erika&#8217;s feature on Toronto&#8217;s Pokemon Launch Party.  In addition, Michael and Erika geek out about Pokemon HeartGold andSoulSilver, Christian talks [...]]]></description>
			<content:encoded><![CDATA[<p><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;">LevelFortyTwo is on a roll!  Michael, Erika and Justin invite Christian Nutt, Features Director at <strong><a href="http://www.gamasutra.com/">Gamasutra</a></strong>, to this week&#8217;s episode of Talk Is Cheap.  This week, the guys talk about <em>Final Fantasy 13</em>, <em>Heavy Rain</em>, Matthew&#8217;s review for <strong><a href="http://www.levelfortytwo.com/2010/03/deadly-premonition-review/"><em>Deadly Premonition</em></a></strong> and Erika&#8217;s feature on <strong><a href="http://www.levelfortytwo.com/2010/03/deadly-premonition-review/">Toronto&#8217;s Pokemon Launch Party</a></strong>.  In addition, Michael and Erika geek out about <em>Pokemon HeartGold</em> and<em>SoulSilver</em>, Christian talks about his experience at GDC and IGF, <a href="http://www.gamasutra.com/view/feature/4309/tense_questions_david_cage_on_.php"><strong>his interview with David Cage</strong></a> plus he gives us a taste of <em>Metroid: Other M</em>!  To top things off, they discuss their roles in the gaming industry and what it means to be a video game journalist. </span></span></span></p>
<div style="font-family: Arial,Verdana,sans-serif; font-size: 12px; color: #222222; background-color: #ffffff;">
<p><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;">On Indie Compendium, Erika talks about minimalist XBLA game, <em><strong><a href="http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d8025855037e/">The Impossible Game</a></strong></em> (and, while you&#8217;re at it, check out a completed video <strong><a href="http://www.youtube.com/watch?v=W3PS0Klchww">here</a></strong>), as well as addictive mini-puzzle game, <em><strong><a href="http://www.newgrounds.com/portal/view/531335">Nerve Jangla</a></strong></em> and retro shooter, <em><strong><a href="http://www.newgrounds.com/portal/view/530467">Constellation Chaos</a></strong></em>. In addition, she talks about a <em>Cave Story</em>giveaway hosted by Nicalis.  If you want a free copy of the new WiiWare re-release check out their blog <strong><a href="http://www.nicalis.com/blog/">here</a></strong> (scroll down a bit and you&#8217;ll find it)! </span></span></span></p>
<p><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;">The guys also talk about <strong><a href="http://tinyurl.com/yddwjnh"><em>Professor Layton</em> figurines</a></strong>, the amazing <strong><a href="http://imgur.com/dxhoz.jpg">stylized Link</a></strong> (by <strong><a href="http://twitter.com/MikeRosenzweig">Mike Rosenzweig</a></strong>) Michael was gabbing about, <strong><a href="http://www.youtube.com/watch?v=AWoQf7-AZ7k">These New Puritans</a></strong>, <strong><a href="http://www.amazon.com/Contra-Vampire-Weekend/dp/B002JN74WI/ref=sr_1_1?ie=UTF8&amp;s=music&amp;qid=1269814638&amp;sr=8-1">Vampire Weekend&#8217;s Contra</a></strong> and their &#8220;<strong><a href="http://www.youtube.com/watch?v=ZhdqfX44zUM">high pitch rape song</a></strong>&#8221; as Michael describes it, as well as his Macbook Dilemma and tons more.  Enjoy!</span></span></span></p>
<p><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #000000;"><span style="color: #000000; line-height: 20px;">Send us your thoughts to podcast@levelfortytwo.com.  <span style="color: #222222;">You can direct download the episode <a href="http://www.levelfortytwo.com/podcast/Talk%20Is%20Cheap%203_29_10.mp3"><strong>here</strong></a>, or subscribe to the podcast in iTunes <a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=340805099"><strong>here</strong></a>.</span></span></span></span></span></p>
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		<title>The Pokemon S.O.S</title>
		<link>http://www.levelfortytwo.com/2010/03/the-pokemon-s-o-s/</link>
		<comments>http://www.levelfortytwo.com/2010/03/the-pokemon-s-o-s/#comments</comments>
		<pubDate>Thu, 25 Mar 2010 06:38:50 +0000</pubDate>
		<dc:creator>Erika Szabo</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Features]]></category>
		<category><![CDATA[nintendo]]></category>
		<category><![CDATA[Pokemon]]></category>
		<category><![CDATA[Pokemon Crystal]]></category>
		<category><![CDATA[Pokemon Diamond]]></category>
		<category><![CDATA[Pokemon Gold]]></category>
		<category><![CDATA[pokemon heartgold]]></category>
		<category><![CDATA[Pokemon launch party]]></category>
		<category><![CDATA[Pokemon Pearl]]></category>
		<category><![CDATA[Pokemon Platinum]]></category>
		<category><![CDATA[Pokemon Silver]]></category>
		<category><![CDATA[Pokemon SoulSilver]]></category>
		<category><![CDATA[PokeWalker]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3400</guid>
		<description><![CDATA[For the more nostalgic Pokemon fan, the past few years have been, at best, discouraging.&#160; After the release of&#160;Pokemon Crystal, things started going awry for original fans.&#160; People used to the first 251 pokemon had to accept the fact that more were to come, about 250 more to be exact.&#160; Upon the release of&#160;Pokemon Ruby&#160;and&#160;Sapphire, [...]]]></description>
			<content:encoded><![CDATA[<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">For the more nostalgic Pokemon fan, the past few years have been, at best, discouraging.&nbsp; After the release of&nbsp;<em>Pokemon Crystal</em>, things started going awry for original fans.&nbsp; People used to the first 251 pokemon had to accept the fact that more were to come, about 250 more to be exact.&nbsp; Upon the release of&nbsp;<em>Pokemon Ruby</em>&nbsp;and&nbsp;<em>Sapphire</em>, the anticipation that left these gamers pining had begun to slow down and fizzle.&nbsp; While the series reclaimed itself with&nbsp;<em>Diamond</em>,&nbsp;<em>Pearl</em>,<em>Platinum</em>&nbsp;and off-shoots like&nbsp;<em>Pokemon Mystery Dungeon</em>&nbsp;and WiiWare&#39;s&nbsp;<em>Pokemon Rumble</em>, none were nearly as fulfilling as what fans had come to experience in the past. Nintendo did eventually begin paying attention to the decline of their older fans thanks to titles like Pokemon&nbsp;<em>FireRed</em>&nbsp;and<em>LeafGreen</em>, but what fans really wanted was a remake of the&nbsp;<em>Gold</em>&nbsp;and&nbsp;<em>Silver</em>&nbsp;&#8211; arguably the pinnacles of the series.&nbsp;</span></span></span></p>
<div style="font-family: Arial, Verdana, sans-serif; font-size: 12px; color: rgb(34, 34, 34); background-color: rgb(255, 255, 255); ">
<p style="text-align: center; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><img alt="" height="333" src="http://www.levelfortytwo.com/wp-content/uploads/poke(1).jpg" style="cursor: default; " width="500" /></span></span></span></p>
<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">Luckily for us, Nintendo listened and has re-released Gold and Silver on the Nintendo DS, now titled&nbsp;<strong><a href="http://www.levelfortytwo.com/2010/03/pokemon-heartgold-soulsilver-review/"><em>Pokemon HeartGold</em>&nbsp;and&nbsp;<em>SoulSilver</em></a></strong>.&nbsp; Before experiencing the game, Matthew O&#39;Mara and I had the chance to attend a&nbsp;<em>Pokemon HeartGold/SoulSilver</em>&nbsp;release party at the Wizard World in Toronto, Canada.&nbsp; Not only did we get to try out the games and accessories first hand, but we also got to colour (believe me, it was fun), take pictures with an over-sized Pikachu (the kids went nuts!) and even got to chat with Matt Ryan, Senior Supervisor of Communications and Advertising for Nintendo of Canada.&nbsp; March 14th was certainly a fulfilling day!&nbsp;&nbsp;</span></span></span></p>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><b>Level Forty Two: First off, could you tell us about the new additions on&nbsp;<em>Pokemon HeartGold</em>and&nbsp;<em>SoulSilver</em>?</b></span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><strong><br />
		</strong></span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><strong>Matt Ryan:</strong>&nbsp;<em>Pokemon HeartGold</em>&nbsp;and&nbsp;<em>SoulSilver</em>&nbsp;are launching today, March 14, and sell for about $39.95, depending on the retailer.&nbsp;They&rsquo;re basically a re-release of the originals on the Gameboy Color.&nbsp;The graphics and the sound have been improved, there are touch screen features which obviously weren&rsquo;t available in the original, and there&rsquo;s also the PokeWalker accessory, which definitely stands out and is the most unique offering for the titles.&nbsp;The PokeWalker allows you to wirelessly take one of your pokemon off of the game card &#8212; you choose which one &#8212; and by walking, you&rsquo;re leveling up your character. With it, you find items and explore paths and different parts of the regions.&nbsp; Plus it works as a social tool because you can show your trainer card to your friend and brag to them! [laughs]</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
		</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><b>LFT: How successful do you think&nbsp;<em>HeartGold</em>&nbsp;and&nbsp;<em>SoulSilver</em>&nbsp;will be compared to the originals?</b></span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><strong>MR:</strong>&nbsp;That&rsquo;s a really hard question to answer because the reality is that our install base has changed over time.&nbsp;The best way to answer that question is that&nbsp;<em>Pokemon Gold</em>&nbsp;and&nbsp;<em>Silver</em>&nbsp;were very popular,&nbsp;<em>HeartGold</em>&nbsp;and&nbsp;<em>SoulSilver</em>&nbsp;are following huge launches like&nbsp;<em>Platinum</em>,&nbsp;<em>Diamond</em>&nbsp;and<em>Pearl</em>.&nbsp;We are pretty confident that the embrace of&nbsp;<em>HeartGold</em>&nbsp;and&nbsp;<em>SoulSilver</em>&nbsp;will be just as good. We have this whole new set of Pokemon fans and what&#39;s great about&nbsp;<em>HeartGold</em>&nbsp;and&nbsp;<em>SoulSilver</em>&nbsp;is that, if you played it 10 years ago, you now get to play it in an enhanced way.&nbsp; A lot of these Pokemon fans are kids who weren&#39;t even around 10 years ago so they get to play it for the first time. We&#39;ve got high hopes.&nbsp; We&#39;re gonna make a lot of Pokemon fans happy.&nbsp;</span></span></span></div>
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		</span></span></span></div>
<div style="text-align: center; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><img alt="" height="266" src="http://www.levelfortytwo.com/wp-content/uploads/DSC_0165.JPG" style="cursor: default; " width="400" /></span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><b>LFT: Will there be any other Pokemon outside of the original 251?</b></span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
		</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><strong>MR:</strong>&nbsp;Your Pokedex can handle almost 500 Pokemon you can now train and battle.&nbsp; In order to max out your Pokedex you&rsquo;ve got to catch them all.&nbsp;The ways of getting them are collecting those in&nbsp;<em>HeartGold</em>&nbsp;and&nbsp;<em>SoulSilver</em>&nbsp;and transfer pokemon from&nbsp;<em>Platinum</em>,&nbsp;<em>Diamond</em>&nbsp;and&nbsp;<em>Pearl</em>.&nbsp;</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
		</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><b>LFT: Do you know if the DSi camera will ever be implemented into any of the&nbsp;<em>Pokemon</em>&nbsp;titles?&nbsp;</b></span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
		</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><strong>MR:</strong>&nbsp;Not these specific games.&nbsp; We have no plans for the DSi camera to be used in these games, but it&rsquo;s becoming more common these days for games to incorporate the camera.&nbsp; The answer to that is that we haven&rsquo;t made any announcements as far as the&nbsp;<em>Pokemon</em>&nbsp;series.&nbsp; We&#39;ll just have to wait and see what happens.&nbsp; The future is Nintendo DSi and Nintendo DSi XL.&nbsp; Nintendo always wants to provide unique gaming experiences.&nbsp; It&#39;s up to Nintendo and Game Freak if they ever want to implement this.&nbsp;</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
		</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><b>LFT: This is another speculation question, but do you think that the PokeWalker will ever be implemented into any other Pokemon games?</b></span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
		</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><strong>MR:</strong>&nbsp;Nothing is really planned right now, but it is possible. The way that the accessory uses the infrared to sync up to your game card. So is it possible?&nbsp; Maybe, but we haven&rsquo;t announced anything.&nbsp;We&rsquo;ll have to see what happens.</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
		</span></span></span></div>
<div style="text-align: center; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><img alt="" height="300" src="http://www.levelfortytwo.com/wp-content/uploads/Pokemon HeartGold and SoulSilver 10.JPG" style="cursor: default; " width="200" /></span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><strong><br />
		</strong></span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><strong>LFT: A little after&nbsp;<em>Pokemon Gold</em>&nbsp;and&nbsp;<em>Silver</em>&nbsp;launched,&nbsp;<em>Crystal</em>&nbsp;was released.&nbsp;Any word about a new&nbsp;<em>Crystal</em>&nbsp;for the Nintendo DS?</strong></span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
		</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><strong>MR:</strong>&nbsp;Well, as you know, the&nbsp;<em>Pokemon</em>&nbsp;core series launches in threes.&nbsp; We start with two and we launch a third one to create what I like to call the Pokemon Triangle.&nbsp; Right now we&#39;re focused on<em>HeartGold</em>&nbsp;and&nbsp;<em>SoulSilver</em>, we haven&#39;t announced what&#39;s gonna come next. &nbsp;</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
		</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><strong>LFT: Will there maybe be a new legendary bird Pokemon?</strong></span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
		</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><strong>MR:</strong>&nbsp;We will have to say.&nbsp; I can&#39;t comment on speculation, rumours or that kind of stuff. [laughs]</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
		</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><strong>LFT: One last question: will we be able to get all three legendary dogs in each game?</strong></span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
		</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><strong>MR:&nbsp;</strong>That I can&#39;t answer because I don&#39;t want to spoil any surprises.&nbsp; In each version of the game there&#39;s a different legendary pokemon &#8211;&nbsp;<em>HeartGold</em>&nbsp;has Ho oh,&nbsp;<em>SoulSilver</em>&nbsp;has Lugia.&nbsp; Beyond that, you&#39;re gonna have to figure it out on your own!</span></span></span></div>
<div style="text-align: center; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
		</span></span></span></div>
<div style="text-align: center; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><em>Photos courtesy of cohn&amp;wolfe and Matthew O&#39;Mara</em></span></span></span></div>
</div>
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		<title>Deadly Premonition</title>
		<link>http://www.levelfortytwo.com/2010/03/deadly-premonition-review/</link>
		<comments>http://www.levelfortytwo.com/2010/03/deadly-premonition-review/#comments</comments>
		<pubDate>Wed, 24 Mar 2010 19:15:11 +0000</pubDate>
		<dc:creator>Matthew O&#39;Mara</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Coffee]]></category>
		<category><![CDATA[David Lynch]]></category>
		<category><![CDATA[Deadly Premonition]]></category>
		<category><![CDATA[deadly premonition review]]></category>
		<category><![CDATA[Rainy Woods]]></category>
		<category><![CDATA[Twin Peaks]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3375</guid>
		<description><![CDATA[You can love it or you can hate it, but is this murder mystery worth the buck?]]></description>
			<content:encoded><![CDATA[<div>
<p><em>Deadly Premonition</em> is stratifying, you can love it or you can hate it. The game has received mixed reviews all around. Some say it&rsquo;s flawless, others rank it somewhere just below awful. And like&nbsp;its reviews, <em>Deadly Premonition </em>is a very up and down kind of experience. The Lynchian influence is heavy, the characters are puzzling but deep, the atmosphere is ominous and FBI agent Francis York Morgan is enthralling; however, a few blemishes take away from the game&rsquo;s overall quality. Sloppy controls, a time-constrained open world and cumbersome shooting mechanics&nbsp;detract from an otherwise good game. It&rsquo;s a budget title, but is this murder mystery worth the buck?</p>
<div>
<div style="text-align: center"><img alt="Deadly 3" class="aligncenter size-full wp-image-3377" height="191" src="http://www.levelfortytwo.com/wp-content/uploads/2010/03/Deadly-3.jpg" style="width: 436px;height: 268px" width="340" /></div>
<div>&nbsp;</div>
<div><em>Deadly Premonition </em>was initially set for release in 2007 as <em>Rainy Woods</em>, but after its first showing at the Tokyo Game Show, developers Access Games decided to dial back on the game&rsquo;s inspiration. David Lynch, the creator of the television series Twin Peaks, has a specific style to his directing and the themes of his films. The game pays homage to the series, but some could say it takes too much inspiration. Basically, imitation is the sincerest form of flattery so long as it doesn&rsquo;t result in a lawsuit. The surreal atmosphere, the need for damn good coffee, the twins, <em>Deadly Premonition </em>serves up a familiar experience to fans of Twin Peaks. If you find yourself in store looking at the game&rsquo;s box thinking, &ldquo;You can judge a videogame by its cover&rdquo; you&rsquo;ll be in for a surprise. &nbsp;</div>
<div>&nbsp;</div>
<div>FBI agent Francis York Morgan is on the case of the Red Seed Murders. He&rsquo;s been sent to the small town of Greenvale on a hunch from headquarters. What he finds, at first, is a small town surrounded by nature, inhabited by interesting characters and devastated by the murder of Anna Graham, a local woman heralded for her beauty. Agent York delves into the town&rsquo;s criminal and occult elements looking for the point of origin in the Red Seed Murders, and he might just find it somewhere in Greenvale. This is where things get a little tricky for him. &nbsp;</div>
<div>&nbsp;</div>
<div>Greenvale is a big place. Think <em>Grand Theft Auto IV </em>big, and this is where the game starts to have problems. Free roaming sections allow you to go just about anywhere within the county. You&rsquo;re able to search through most major landmarks and buildings for money, cards and various other goodies. There are a number of locations you can visit and it&rsquo;s always cool to find small details in the world. Decrepit shacks, rusting trains, horses and other small attractions give Greenvale some life. The problem lies in getting there. The game&rsquo;s world spans about six kilometres across, so you&rsquo;ll be doing a lot of driving. You could call the driving realistic. You might also call it terrifying because the damn thing is near impossible to control. It makes you wonder if York has an inner-ear infection or something. You&rsquo;re given a specific amount of time during these sections to get from point A to point B. It&rsquo;s perfectly reasonable for reasons of plot progression, but a little more freedom would have been nice. Limiting the player&#39;s ability to explore in a town as big as Greenvale seems like a counter intuitive move for the game&rsquo;s design.</div>
<div>&nbsp;</div>
<div style="text-align: center"><img alt="Deadly 4" class="aligncenter size-full wp-image-3379" height="242" src="http://www.levelfortytwo.com/wp-content/uploads/2010/03/Deadly-4.jpg" style="width: 430px;height: 252px" width="430" /></div>
<div>&nbsp;</div>
<div>Certain sections will give you an unlimited amount of time to explore and flush out the town. You can go to the shops in town, you can look in through windows and you can go fishing. York has a sleep and hunger meter that you have to watch out for. Keeping them in check will help him perform during sections where you encounter enemies. Buying food and sleeping at the hotel help keep York&nbsp;in tip-top shape. One interesting aspect of the&nbsp;game&#39;s currency&nbsp;is that a cup of coffee costs over one hundred dollars. The game was originally released in Japan and it might just be that they forgot to change the&nbsp;currency from Yen to Dollars. Still, it&rsquo;s a cool little thing, and there&rsquo;s a lot to do in Greenvale. As you move from mission to mission, York will uncover a deep mystery surrounding the town and its residents. His interactions with them are somewhat limited. You won&rsquo;t be getting a whole lot of information outside of the engrossing in-game cinematics.</div>
<div>&nbsp;</div>
<div>Both aesthetically and narratively, the amount of detail in York&rsquo;s character is astounding. So much personality is put into his mannerisms, dress, speech and presence. He&rsquo;s probably one of the most engaging and interesting characters in all of videgames. Most of his personality, like his obsession with coffee and film, come from the Lynchian influence, but small touches like York&rsquo;s growing facial hair and the flies that appear when his suit gets too dirty make him standout. He also has to shave or he&rsquo;ll grow some unseemly facial hair, take that <em>Heavy Rain </em>there&rsquo;s another facial hair shaving simulator in town. The little touches are what make the game shine and, sometimes literally, when it rains there&rsquo;s a nice sheen to his wet clothes. Overall, <em>Deadly Premonition </em>is a nice looking game. There are a few instances where surface tiling is really obvious, but otherwise charaters, cars and environments look stylish and realistic. This kind of detail isn&rsquo;t limited to just Agent York.</div>
<div>&nbsp;</div>
<div>Almost every character that you encounter is unique and open to a lot of development. In town you can visit a number of stores and talk to the owners. Your two down-to-earth foils, George Woodman and Emily Wyatt, play a crucial role in keeping York&rsquo;s personality in check. Both of them have a lot of personality and little quirks that make them feel like real people. Unlike York who&rsquo;s unfeeling, distant and methodical; George and Emily get disgusted looking at dead bodies, come to&nbsp;wrong conclusions and make mistakes. It&rsquo;s all apart of their characters and their role in the game&rsquo;s larger narrative. As well, York has a tendency to speak to Zach, a character that no one can see or has ever met. Who is Zach? You are Zach. Whenever you decide to check out a location or explore around Greenvale, York will ask you, &ldquo;Do you think there&rsquo;s something here Zach?&rdquo; The game is immersing you into the experience. It would be nice though if Zach had an easier time guiding his avatar through shooting sections.</div>
<div>&nbsp;</div>
<div>It took awhile to get used to the tough and sloppy controls. Shooting is a nightmare. There is a locking mechanism that helps you get headshots on enemies, but they move so fast it&rsquo;s hard to take the shot. They&rsquo;re like ghosts and move in erratic patterns. Sometimes they&rsquo;ll speed up and get right into your face, and, unfortunately, York is usually too slow to take them down. At times, the game seems to be either too sensitive or not sensitive enough to your actions. The one saving grace of the fighting sections is that your gun has infinite ammo. Movement is difficult, camera angles are normally obscured, weapons degrade and enemies respawn. Outside of the exploration segments, <em>Deadly Premonition</em> will test your resolve as a gamer. Survival-horror games are meant to have poor controls because your characters are only human. Not every protagonist can be Leon Kennedy, but Agent York is a trained FBI agent so that kind of invalidates this excuse. His shooting is just about as good as his driving.</div>
<div>&nbsp;</div>
<div style="text-align: center"><img alt="Deadly 2" class="aligncenter size-full wp-image-3378" height="242" src="http://www.levelfortytwo.com/wp-content/uploads/2010/03/Deadly-2.jpg" style="width: 430px;height: 252px" width="430" /></div>
<div>&nbsp;</div>
<div>Again, little touches help redeem the shooting sections. The enemies are different. They&rsquo;ll creep you out. Sometimes they shout out some gibberish about death and when they find you they actually, and creepily, moan it out. Most enemies will attack you bent over backwards and if they get too close they&rsquo;ll stick their hand down your throat. If you look at these sections and compare them to the open-world exploration, you can see a stark contrast in mood. The creepy otherworld you travel to as York is a reflection of the occult influence in the town. At the end of each section you receive a score and a cash bonus for how you did. This helps you buy things in the real world like food and health packs. As well, when a chapter ends you are sent to a small room located within York&rsquo;s mind. This little place changes according to where you are in the story and the images within it are symbolically dynamic. It take a little bit of deconstruction to figure out what the room is saying, but when you do it helps makes sense of the plot, if only a little.</div>
<div>&nbsp;</div>
<div>If you&rsquo;ve got an Xbox 360 and a few extra dollars lying around get <em>Deadly Premonition</em>. It&rsquo;s a cheap game that&rsquo;ll net you at least 40 hours of playtime, and it has quite a history behind it. Is it worth your time and money, certainly, should you play through the entire game and suffer, probably not. Fans of Twin Peaks will be delighted to see a game run with Lynchian themes and pull them off with such finess. If you&rsquo;re new to the television series, you&rsquo;ll enjoy the quirky personalities of the game. Like York, I&rsquo;m very particular about my games, and this is a damn fine cup of videogame.</div>
<div>&nbsp;</div>
<div>
<p class="MsoNormal" style="margin: 0cm 0cm 0pt"><font color="#000000" face="'Times New Roman', Verdana, sans-serif" size="7"><span class="Apple-style-span" style="font-size: 32px"><span style="font-size: 16px"><u><strong><span style="font-family: arial, helvetica, sans-serif"><span lang="EN-CA"><span>Likes:</span></span></span></strong></u></span></span></font></p>
<div>
<ul>
<li>FBI Agent Francis York Morgan, everyone just calls him York<font color="#000000" face="'Times New Roman', Verdana, sans-serif" size="7"><span style="font-size: 12px"><span style="font-family: arial, helvetica, sans-serif"><br />
						</span></span></font></li>
<li>The suave use of Lynchian theme<font color="#000000" face="'Times New Roman', Verdana, sans-serif" size="7"><span style="font-size: 12px"><span style="font-family: arial, helvetica, sans-serif"><br />
						</span></span></font></li>
<li>Superb character detail, both aesthetically and narratively</li>
</ul></div>
<p class="MsoNormal" style="margin: 0cm 0cm 0pt"><font color="#000000" face="'Times New Roman', Verdana, sans-serif" size="7"><span style="font-size: 12px"><span style="font-family: arial, helvetica, sans-serif"><br />
				</span></span></font></p>
<p class="MsoNormal" style="margin: 0cm 0cm 0pt"><font color="#000000" face="'Times New Roman', Verdana, sans-serif" size="7"><span style="font-size: 16px"><u><strong><span style="font-family: arial, helvetica, sans-serif"><span lang="EN-CA"><span>Dislikes:</span></span></span></strong></u></span></font></p>
<ul>
<li>Controls could have been stronger, driving sections especially<font color="#000000" face="'Times New Roman', Verdana, sans-serif" size="7"><span style="font-size: 12px"><span style="font-family: arial, helvetica, sans-serif"><br />
					</span></span></font></li>
<li>You need to watch Twin Peaks to get most of the game&#39;s references<font color="#000000" face="'Times New Roman', Verdana, sans-serif" size="7"><span style="font-size: 12px"><span style="font-family: arial, helvetica, sans-serif"><br />
					</span></span></font></li>
<li>Respawning enemies, frustrating shooting mechanics</li>
</ul>
<p style="text-align: center">&nbsp;<span style="font-family: arial, helvetica, sans-serif"><font color="#000000" size="7"><font size="4"><span class="Apple-style-span" style="font-size: 16px;text-decoration: underline"><b><span class="Apple-style-span" style="line-height: 20px;font-size: 20px"><span style="text-decoration: underline">Review Score</span></span></b></span></font></font></span></p>
</p></div>
</p></div>
</div>
<div>
<div>
<div>
<p class="MsoNormal" style="text-align: center;margin: 0cm 0cm 0pt"><font color="#000000" face="'Times New Roman', Verdana, sans-serif" size="7"><span class="Apple-style-span" style="line-height: 20px;font-family: arial, tahoma, verdana"><img alt="4" class="alignnone size-full wp-image-845" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/4.png" style="padding-bottom: 0px;margin: 0px 0px 10px;padding-left: 0px;padding-right: 0px;cursor: default;padding-top: 0px" width="40" /><span style="font-size: 72px">&nbsp;/&nbsp;</span><img alt="5" class="alignnone size-full wp-image-444" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" style="padding-bottom: 0px;margin: 0px 0px 10px;padding-left: 0px;padding-right: 0px;cursor: default;padding-top: 0px" width="40" /></span></font></p>
<hr /><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: arial, helvetica, sans-serif; font-size: 11px; font-style: italic; line-height: 20px; ">The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.</span></div>
</p></div>
</div>
]]></content:encoded>
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		<item>
		<title>Keeping the Last Window Open</title>
		<link>http://www.levelfortytwo.com/2010/03/keeping-the-last-window-open/</link>
		<comments>http://www.levelfortytwo.com/2010/03/keeping-the-last-window-open/#comments</comments>
		<pubDate>Tue, 23 Mar 2010 19:20:33 +0000</pubDate>
		<dc:creator>Justin Potts</dc:creator>
				<category><![CDATA[Nintendo DS]]></category>
		<category><![CDATA[Staff Blogs]]></category>
		<category><![CDATA[cing]]></category>
		<category><![CDATA[hotel dusk]]></category>
		<category><![CDATA[last window]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3338</guid>
		<description><![CDATA[When I wrote up my preview on Cing and Nintendo&#8217;s Last Window for the DS, I sort of assumed that I was providing something more of a &#8220;glimpse&#8221; than a &#8220;preview,&#8221; since the word &#8220;preview&#8221; implied that the audience was getting an early look at something that they will eventually be able to take part [...]]]></description>
			<content:encoded><![CDATA[<p class="MsoNormal" style="line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000">When I wrote up my </font><b><a href="http://www.levelfortytwo.com/2010/02/last-window-preview/">preview</a></b><font color="#000000"> on Cing and Nintendo&rsquo;s </font><b><a href="http://www.levelfortytwo.com/2010/02/last-window-preview/">Last Window</a></b><font color="#000000"> for the DS, I sort of assumed that I was providing something more of a &ldquo;glimpse&rdquo; than a &ldquo;preview,&rdquo; since the word &ldquo;preview&rdquo; implied that the audience was getting an early look at something that they will eventually be able to take part in.&nbsp; When I wrote the article, and even </font><b><a href="http://www.levelfortytwo.com/2010/03/talk-is-cheap-3-1-10/">when we talked about the game on Talk is Cheap</a></b><font color="#000000"> along with </font><b><a href="http://www.1up.com/do/my1Up?publicUserId=5956326">1up&rsquo;s Justin Haywald</a></b><font color="#000000">, there was no word on the game&rsquo;s prospects for ever leaving Japan.&nbsp; Nintendo didn&rsquo;t even bother to mention it at their 2010 Media Summit back at the end of February.</font></span></span></p>
<p class="MsoNormal" style="text-align: center;line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000"><img alt="" height="274" src="http://www.levelfortytwo.com/wp-content/uploads/22362-138207-hotelduskjpg-620x.jpg" width="420" /></font></span></span></p>
<p class="MsoNormal" style="line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000">Little did I realize how timely the piece actually was, as </font><b><a href="http://www.destructoid.com/the-last-window-getting-localized-for-westerners-165093.phtml">the game was trademarked for Europe</a> </b><font color="#000000">right shortly after we recorded. &nbsp;&nbsp;</font></span></span></p>
<p class="MsoNormal" style="line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000">Beautiful news!&nbsp; This was no North America confirmation, but it <i>was</i> a guarantee of the game&rsquo;s existence in English, which meant that it <i>could</i> be played.</font></span></span></p>
<p class="MsoNormal" style="line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000">But we may have gotten a bit too excited just a bit too early, as Cing is apparently suffering, like, </font><b><a href="http://www.siliconera.com/2010/03/07/cing-file-for-bankruptcy/">bankruptcy suffering</a></b><font color="#000000">.&nbsp; Known not only for the critically acclaimed <i>Hotel Dusk</i> and its mighty fine sequel, the studio is also responsible for games such as <i>Trace Memory</i> and <i>Again</i> for the DS, as well as collaborated on the underappreciated <i>Little King&rsquo;s Story</i> for the Wii.</font></span></span></p>
<p class="MsoNormal" style="line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000">So, maybe you knew all of this.&nbsp; Fine.&nbsp; I felt obligated to point it out, however.&nbsp; Now that this fine game (and studio!) are in jeopardy, I felt that it was my civil duty to raise awareness.</font></span></span></p>
<p class="MsoNormal" style="line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000">What really made me want to write this, you ask?&nbsp; Well, at around the same time as all of this brouhaha, I saw something splendid.&nbsp; I like to see things that make me want to make games.&nbsp; It makes me think that it might make other people want to make great games.&nbsp; The video was about Cing making <i>Last Window</i>.</font></span></span></p>
<p class="MsoNormal" style="line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><b><a href="http://www.nintendo.co.jp/ds/yluj/anime/index.html">- Video of Cing doing what they do best -</a></b></span></span></p>
<p class="MsoNormal" style="line-height: normal;margin: 0in 0in 0pt"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000">Enjoy.&nbsp; Make games.&nbsp; Speak up.&nbsp; Also, </font><b><a href="http://www.amazon.com/Hotel-Dusk-Room-215-Nintendo-DS/dp/B000KRXA28/ref=sr_1_1?ie=UTF8&amp;s=videogames&amp;qid=1269167867&amp;sr=8-1">buying the original can&rsquo;t hurt</a></b><font color="#000000">. &nbsp; &nbsp;&nbsp;</font></span></span></p>
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		<title>Pokémon HeartGold &amp; SoulSilver</title>
		<link>http://www.levelfortytwo.com/2010/03/pokemon-heartgold-soulsilver-review/</link>
		<comments>http://www.levelfortytwo.com/2010/03/pokemon-heartgold-soulsilver-review/#comments</comments>
		<pubDate>Mon, 22 Mar 2010 19:26:37 +0000</pubDate>
		<dc:creator>LevelFortyTwo Staff</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Nintendo DS]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Crystal]]></category>
		<category><![CDATA[Gold]]></category>
		<category><![CDATA[Heart Gold]]></category>
		<category><![CDATA[Pokemon]]></category>
		<category><![CDATA[Pokemon Heart Gold]]></category>
		<category><![CDATA[Pokemon Soul Silver]]></category>
		<category><![CDATA[remake]]></category>
		<category><![CDATA[second generation]]></category>
		<category><![CDATA[Silver]]></category>
		<category><![CDATA[Soul Silver]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3323</guid>
		<description><![CDATA[Ian Walker: The Pokemon series has been one of my favorites ever since I was introduced to it at a young age. And as I&#39;ve gotten older, so have the games, with maturing and more complex game mechanics to go along with it. The second generation, which includes the Gold, Silver, and Crystal versions always [...]]]></description>
			<content:encoded><![CDATA[<p style="margin-bottom: 0in; text-align: center;"><img alt="" height="385" src="http://www.levelfortytwo.com/wp-content/uploads/pokemonhgsscharacters.jpg" width="500" /></p>
<p style="margin-bottom: 0in;"><strong>Ian Walker: </strong>The <em>Pokemon</em><span style="font-style: normal;"> series has been one of my favorites ever since I was introduced to it at a young age. And as I&#39;ve gotten older, so have the games, with maturing and more complex game mechanics to go along with it. The second generation, which includes the Gold, Silver, and Crystal versions always stood out more than the others for numerous reasons. It was the first generation to expand on the hallowed 151 original Pokemon, introduced breeding and stat training, and offered a second quest after the main storyline that allowed you to revisit Kanto, the region where the first games were set, giving you the option to challenge the first set of gym leaders and collect a whopping 16 badges total. This blew my mind when I was younger, and still remains one of the fondest video gaming memories I have.</span></p>
<p style="margin-bottom: 0in;"><span style="font-style: normal;">After the success of </span><em>Pokemon FireRed </em><span style="font-style: normal;">and </span><em>LeafGreen</em><span style="font-style: normal;">, remakes of the original games for the Gameboy Advance, Nintendo continuously hinted at the possibility of another set of remakes, this time for the Nintendo DS. These remakes were eventually revealed as </span><em>Heart Gold </em><span style="font-style: normal;">and </span><em>Soul Silver</em><span style="font-style: normal;">, new versions of the second generation. Packed with new content while still following the basic story of the originals, </span><em>Heart Gold </em><span style="font-style: normal;">and </span><em>Soul Silver</em><span style="font-style: normal;"> are two very nostalgic and fresh entries in the </span><em>Pokemon</em><span style="font-style: normal;"> series.</span></p>
<p style="margin-bottom: 0in;"><span style="font-style: normal;">From the get go, </span><em>Heart Gold </em><span style="font-style: normal;">and </span><em>Soul Silver</em><span style="font-style: normal;"> bubble over with style. Combining the older generation story with the look, feel, and overall gameplay mechanics of the newer generation is a complete home run in my book. While the older games suffered from slow battles and tedious backtracking, the whole experience has been streamlined for the remakes. The battles are still a bit slow for my liking, seeing as that&#39;s what you&#39;re wrapped up in most of the game, but they much speedier than even the most recent entries in the series. Also, having grown up quite a bit since the originals were made, it seems as if Pokemon has become a bit easier than it was before. This is especially true in this generation and the original before it. The levels of the Gym Leaders&#39; Pokemon make a gradual slope instead of a cliff like previous versions, mostly because the Gym number is double compared to the other games. And while this game does reclaim the title of &ldquo;Highest Trainer Pokemon Level,&rdquo; it comes very late in the game during a completely optional battle.</span></p>
<p style="margin-bottom: 0in;"><span style="font-style: normal;">But, the lowered difficulty doesn&#39;t lessen the main draw of these games in the slightest. Even after all these years, it&#39;s a great thing assembling a team of your favorite Pokemon and tackling the Elite Four, developing strategies and a decent moveset to counter all they can throw at you. A new mechanic that adds to personal experience draws directly from </span><em>Pokemon Yellow</em><span style="font-style: normal;">. In that game, Pikachu was your main companion throughout the game&#39;s story, following behind you and having short conversations whenever you wished. </span><em>Heart Gold</em><span style="font-style: normal;"> and </span><em>Soul Silver</em><span style="font-style: normal;"> have greatly expanded on that, allowing you to have </span><em>any</em><span style="font-style: normal;"> Pokemon you wish follow behind you as you explore Johto. This even provides some laughs when you happen to have one of the humongous Pokemon, such as Wailord or Steelix, following behind you.</span></p>
<p style="margin-bottom: 0in; text-align: center;"><span style="font-style: normal;"><img alt="" height="296" src="http://www.levelfortytwo.com/wp-content/uploads/the-pokewalker-device-from-pokemon-heart-gold-and-soul-silver.jpg" width="300" /></span></p>
<p style="margin-bottom: 0in; font-style: normal;">Another new addition comes in the form of the PokeWalker accessory. By transferring a single Pokemon to this device, it gains experience for every step you take. You can even catch some exclusive Pokemon while using the device. One of the main drawbacks, though, is the fact that your Pokemon can only gain one level per trip, making carrying the device on long trips to the mall or school pointless. It&#39;s a cool little device for what it is, but using it to actually train your Pokemon ends up being a waste of time. But, being included with the price of the game, there&#39;s not much to complain about, and it&#39;s actually pretty fun to mess around with when you don&#39;t have the game around to play.</p>
<p style="margin-bottom: 0in;"><span style="font-style: normal;">All in all, </span><em>Heart Gold </em><span style="font-style: normal;"> and </span><em>Soul Silver</em><span style="font-style: normal;"> have lived up to and quite possibly exceeded the games they revisit. Mixing the old school story and quest with the newer graphics and battle system is a definite hit on Nintendo&#39;s part. Those looking for a bit of nostalgia won&#39;t be disappointed, and newer fans of the series will be blown away by the extended quest and interesting storyline. If you&#39;re a fan of the series, new or old, pick this up. You won&#39;t be disappointed.</span></p>
<p style="margin-bottom: 0in;"><span style="font-size: 16px;"><span style="text-decoration: underline;"><strong><span style="font-style: normal;">Likes</span> </strong></span></span></p>
<ul>
<li>Updated graphics and game mechanics make for a more streamlined experience.</li>
<li>Retains the amazing second quest from the original games.</li>
<li>It&#39;s a nostalgic adventure for older Pokemon fans, while also being a fantastic experience for new ones.</li>
</ul>
<p><span style="font-size: 16px;"><span style="text-decoration: underline;"><strong>Dislikes </strong></span></span></p>
<ul>
<li>Battles, while faster, still seem incredibly slow after long play sessions.</li>
<li>PokeWalker is almost useless after the initial appeal wears off.</li>
<li>While it&#39;s a great remake, it offers almost nothing new to the series.</li>
</ul>
<p style="text-align: center;"><span style="text-decoration: underline;"><span style="font-size: 20px;">Review Score</span></span></p>
<p style="text-align: center;"><img alt="4" class="alignnone size-full wp-image-845" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/4.png" width="40" /><span style="font-size: 72px;"> / </span><img alt="5" class="alignnone size-full wp-image-444" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" width="39" /></p>
<hr />
<p style="text-align: center;">&nbsp;</p>
<p style="text-align: center;"><img alt="" height="332" src="http://www.levelfortytwo.com/wp-content/uploads/Soul_Silver_Box_Art_Lugia_by_TwilightXWolf.png" width="300" /></p>
<p><strong>Erika Szabo:</strong> When I was ten years old, I was proud to say I was a Pokemon Master.&nbsp; My team consisted of several elements and attributes that made my pokemon shine.&nbsp; I swear, they were unstoppable.&nbsp; The Elite Four couldn&#39;t beat them, Ash (or rather Red) couldn&#39;t beat them &#8212; at the end of Pokemon Gold, Silver and Crystal &#8212; and my schoolmates certainly couldn&#39;t beat them either.&nbsp; As the saying goes, I was on fire.&nbsp; However, my hours of grinding weren&#39;t simply for power, it was more for the love of my team.&nbsp; That may sound cheesy now, but I felt as though my pokemon were as much a part of my life as any so I made sure to treat them as well as any adoring child could.&nbsp; Before I faced a formidable gym leader, I encouraged my pokemon; when they fainted, I nearly cried (and sometimes, I did shed a tear or two).</p>
<p>Pokemon Blue, Yellow and Silver taught me how to be determined, kindhearted and, most important, confident.&nbsp; These titles were the pinnacle of my childhood, the epitomes of cool.&nbsp; Even playing them now, twelve years later, I feel that sense of nostalgia, that cheery feeling I did as a kid.&nbsp; I guess you could say I revert back to kid-mode every time I lay my hands on a retro console, retro game or even what is only a hint of what once was: a reminder of the past.&nbsp; I shake with delight whenever I have the opportunity of playing a childhood favourite, whatever it may be, so I think you can imagine how delighted I was to play/review a remake of one of my favourite handheld titles, Pokemon Silver.</p>
<p style="text-align: center;"><img alt="" height="224" src="http://www.levelfortytwo.com/wp-content/uploads/pokehgss1.jpg" width="300" /></p>
<p>Now renamed Pokemon SoulSilver, this Nintendo DS title takes all the best attributes of the original and incorporates several new features to the mix &#8211;&nbsp; all of which I am relatively pleased with, particularly the graphics.&nbsp; Considering the graphics of past Pokemon titles, these have to be the best yet.&nbsp; I remember each city or town having it&#39;s own character, aura if you will, whether it be the feudal Ecruteak City, the bustling Goldenrod City or the arcane Lavender Town; however, with the now revamped graphics they each have an even stronger sense of identity than before.&nbsp; It&#39;s deeply satisfying, to say the least.</p>
<p>Another great addition, and one I had always hoped for, was to have your pokemon follow you &#8212; similar to how Pikachu followed Ash in Pokemon Yellow.&nbsp; While Pikachu was used more so as a marketing ploy, allowing any pokemon on your team to trail behind you adds an extra sense of adoration.&nbsp; While I may no longer be that ten year old girl, I still feel a great deal of love knowing that I can further bond with my pokemon and understand what it&#39;s thinking and feeling throughout my journey.&nbsp; Call me overly sentimental, but sometimes those little things truly add to the experience.</p>
<p style="text-align: center;"><img alt="" height="191" src="http://www.levelfortytwo.com/wp-content/uploads/capture6.jpg" width="255" /></p>
<p>As much as I enjoy SoulSilver, it still has its weaknesses.&nbsp; While I find the game to be striking and incredibly nostalgic, there are features hidden within that keep me from becoming as mesmerized as I ought to be.&nbsp; As hard as I may have tried, I never could get into any of the Pokemon titles after Gold, Silver or Crystal.&nbsp; I&#39;m not sure if it was because of the overwhelming Pokedex, unfamiliar locales or the nostalgia that bound me, but it certainly involved one, if not all, of these factors.&nbsp; It&#39;s a bit more complicated with SoulSilver because it is very much the original title I grew up with &#8212; or at least, seemingly so.&nbsp; Pokemon SoulSilver may not include any of the newer pokemon past #251 Celebi (well, as far as I know&#8230;), but it still includes their slots in the Pokedex.&nbsp; Imagine how unfulfilling it is to have caught all 251 to find out there are still almost 250 more to collect.&nbsp; If this is the Pokemon title I grew up with then there should not be 493 pokemon in all, not in a remake.&nbsp; Now if this was done to cater to the younger generation than so be it (it wouldn&#39;t make sense not to include all of them), but for the older generation it&#39;s a bit disheartening to see our original title revamped in order to cater to the popular majority.</p>
<p style="text-align: center;"><img alt="" height="157" src="http://www.levelfortytwo.com/wp-content/uploads/pokeped_01.jpg" width="400" /></p>
<p>Another minor gripe came from the accompanying tool, the PokeWalker.&nbsp; This Pocket Pikachu clone had me giggling with delight just thinking about how I could take my pokemon with me as I walked.&nbsp; Being an almost-daily commuter to Toronto, I fantasized about all the levels I could rack up while away from my Nintendo DS, but unfortunately for me, the experience became less than satisfactory.&nbsp; While it&#39;s true that you can level up your pokemon while walking, no matter how far you walk, a pokemon will only gain a level each time.&nbsp; This means transferring your pokemon to your DS and re-transferring it to your PokeWalker in order to gain any of those much-needed levels.&nbsp; Another issue I had dealt with were missed moves.&nbsp; That&#39;s right: if you level up a pokemon on your PokeWalker and, let&#39;s say, it was supposed to learn a move, it won&#39;t learn it.&nbsp; Imagine my dismay when Pidgey failed to learn Gust, one of the most pivotal moves in the beginning of the game.</p>
<p>I can still say that Pokemon SoulSilver is an incredibly compelling game and certainly one that I will continue to play for the next while.&nbsp; However, some features may alter the experience and stop the game from becoming the remake I had imagined it to be.&nbsp; Sometimes, it&#39;s hard not to let a factor like nostalgia get in the way as it seems to have such a strong hold on people, my ten year old self included.&nbsp; For what it is, Pokemon SoulSilver is a wonderful attempt at retelling the past for future generations.&nbsp; And, while the experience may have changed, it still remains the game I once loved.</p>
<p style="margin-bottom: 0in;"><span style="font-size: 16px;"><span style="text-decoration: underline;"><strong><span style="font-style: normal;">Likes</span> </strong></span></span></p>
<ul>
<li>Updated graphics and music adds an extra layer of depth to an already amazing title.</li>
<li>Nostalgia plays a big factor in this remake, yet it still manages to cater to younger generations.</li>
<li>By having your pokemon follow you on your journey, it becomes that much easier to bond with your companion.</li>
</ul>
<p><span style="font-size: 16px;"><span style="text-decoration: underline;"><strong>Dislikes </strong></span></span></p>
<ul>
<li>PokeWalker is more of a nuisance than a helping hand.</li>
<li>By incorporating all 493 pokemon into the Pokedex, the sense of nostalgia is somewhat affected.</li>
</ul>
<p style="text-align: center;"><span style="text-decoration: underline;"><span style="font-size: 20px;">Review Score</span></span></p>
<p style="text-align: center;"><img alt="4" class="alignnone size-full&lt;br /&gt; wp-image-845" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/4.png" width="40" /><span style="font-size: 72px;"> / </span><img alt="5" class="alignnone size-full wp-image-444" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" width="39" /></p>
<hr />
<p><span style="color: #000000; font-family: arial,helvetica,sans-serif; font-size: 11px; font-style: italic; line-height: 20px;">The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.</span></p>
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		<title>Talk Is Cheap &#8211; 3/22/10</title>
		<link>http://www.levelfortytwo.com/2010/03/talk-is-cheap-3-22-10/</link>
		<comments>http://www.levelfortytwo.com/2010/03/talk-is-cheap-3-22-10/#comments</comments>
		<pubDate>Mon, 22 Mar 2010 19:24:07 +0000</pubDate>
		<dc:creator>LevelFortyTwo Staff</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Podcast]]></category>
		<category><![CDATA[Boktai: The Sun is in Your Hand]]></category>
		<category><![CDATA[Civilization V]]></category>
		<category><![CDATA[dan sochan]]></category>
		<category><![CDATA[final fantasy xiii]]></category>
		<category><![CDATA[God of War 3]]></category>
		<category><![CDATA[modnation racers]]></category>
		<category><![CDATA[pokemon heartgold]]></category>
		<category><![CDATA[Pokemon SoulSilver]]></category>
		<category><![CDATA[Tales of Symphonia]]></category>
		<category><![CDATA[united front games]]></category>
		<category><![CDATA[yakuza 3]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3341</guid>
		<description><![CDATA[This week on Talk is Cheap we&#39;ve got Dan Sochan, producer of ModNation Racers.&#160;Michael and Joel host this week&#39;s episode and chat with Dan about what&#39;s new at United Front Games, the process behind game development as well as some questions about GDC.&#160; If you&#39;re interested, you should also read Michael&#39;s feature, On the Front [...]]]></description>
			<content:encoded><![CDATA[<p>This week on Talk is Cheap we&#39;ve got Dan Sochan, producer of <em>ModNation Racers.</em>&nbsp;Michael and Joel host this week&#39;s episode and chat with Dan about what&#39;s new at United Front Games, the process behind game development as well as some questions about GDC.&nbsp; If you&#39;re interested, you should also read Michael&#39;s feature, <strong><a href="http://www.levelfortytwo.com/2010/03/on-the-front-lines-studio-tour-of-united-front-games/">On the Front Lines: Studio Tour of United Front Games</a></strong>, to learn more about the Vancouver-based development studio.&nbsp;</p>
<p>For What&#39;s New on LevelFortyTwo, Michael talks about <em>Yakuza 3</em> (and when doesn&#39;t he?), make sure to check out his review for the PS3 exclusive <strong><a href="http://www.levelfortytwo.com/2010/03/yakuza-3-review/">here</a></strong>.&nbsp; Afterwords, Joel talks about his review for <em>God of War III</em>, another PS3 exclusive, and how the game adds up compared to its predecessors.&nbsp; You can check out his review <strong><a href="http://www.levelfortytwo.com/2010/03/god-of-war-3-review/">here</a></strong>.&nbsp; Also, be sure to look out for Ian and Erika&#39;s <a href="http://www.levelfortytwo.com/2010/03/pokemon-heartgold-soulsilver-review"><strong>double review</strong></a> for <em>Pokemon HeartGold</em> and <em>SoulSilver.</em>&nbsp;&nbsp;In between, the guys talk about <em>Tales of Symphonia</em>, <em>Final Fantasy XIII</em>, <em>Civilization V</em> and that game none of them could remember the title of, <em>Boktai: The Sun Is in Your Hand</em>.&nbsp;</p>
<p>That&#39;s it for this week.&nbsp; Be sure to check back for our next episode!&nbsp;<span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: arial, helvetica, sans-serif; line-height: 20px; ">Send us your thoughts to podcast@levelfortytwo.com. &nbsp;<span class="Apple-style-span" style="color: rgb(34, 34, 34); ">You can direct download the episode&nbsp;<a href="http://www.levelfortytwo.com/podcast/Talk%20Is%20Cheap%203_22_10.mp3" style="color: rgb(17, 17, 17); text-decoration: none; "><strong>here</strong></a>, or subscribe to the podcast in iTunes&nbsp;<a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=340805099" style="color: rgb(17, 17, 17); text-decoration: none; "><strong>here</strong></a>.</span></span></p>

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		<title>God of War III</title>
		<link>http://www.levelfortytwo.com/2010/03/god-of-war-3-review/</link>
		<comments>http://www.levelfortytwo.com/2010/03/god-of-war-3-review/#comments</comments>
		<pubDate>Fri, 19 Mar 2010 13:07:09 +0000</pubDate>
		<dc:creator>Joel Cornell</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[action]]></category>
		<category><![CDATA[God of War]]></category>
		<category><![CDATA[God of War 3]]></category>
		<category><![CDATA[god of war 3 review]]></category>
		<category><![CDATA[gow 3 review]]></category>
		<category><![CDATA[GoW3]]></category>
		<category><![CDATA[hack and slash]]></category>
		<category><![CDATA[Kratos]]></category>
		<category><![CDATA[Santa Monica]]></category>
		<category><![CDATA[Sony]]></category>
		<category><![CDATA[Titans]]></category>
		<category><![CDATA[Zeus]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3320</guid>
		<description><![CDATA[I think it&#8217;s safe to say that most gamers have already made up their minds about God of War III. Either they&#8217;ve already spent their money wisely, or they&#8217;ve resigned themselves to missing out on one of the year&#8217;s best action games. While the game doesn&#8217;t present anything new to attract those who weren&#8217;t reeled [...]]]></description>
			<content:encoded><![CDATA[<p>I think it&rsquo;s safe to say that most gamers have already made up their minds about <i>God of War III</i>. Either they&rsquo;ve already spent their money wisely, or they&rsquo;ve resigned themselves to missing out on one of the year&rsquo;s best action games. While the game doesn&rsquo;t present anything new to attract those who weren&rsquo;t reeled in by previous installments in the series, the fluid narrative, intense gameplay and epic boss fights reaffirm <i>God of War</i> as the current standard in action gaming.</p>
<p style="text-align: center; "><img alt="" height="281" src="http://www.levelfortytwo.com/wp-content/uploads/god_of_war_3_e3.jpg" width="500" /></p>
<div>The biggest quandary that plagues this particular installment of the stunning action series is its inability to keep up with itself. The plot picks up right off the end of <i>GoW2;</i>&nbsp;Kratos has freed the Titans and they are scaling Mt. Olympus to seek collective revenge and dethrone the gods. This means your first &ldquo;training&rdquo; stage (for those new to the series/genre only) pits you against a god while riding a Titan in a battle that easily outdoes the biggest and grandest of final bosses. When the pace is set like this, it deflates the normal enjoyment of the puzzles and minions, leaving me plowing through the menial (although still exciting) in-between points as fast as I can to get to more of the good stuff. It&rsquo;s fortunate, then, that my biggest &ldquo;complaint&rdquo; is that the boss battles are too awesome.</div>
<div>&nbsp;</div>
<div style="text-align: center; "><img alt="" height="281" src="http://www.levelfortytwo.com/wp-content/uploads/god-of-war-3.jpg" width="500" /></div>
<div>&nbsp;</div>
<div>The camera issues that plagued previous <i>GoW</i> games are certainly as minimized as possible, but still present. At the same time, the way the camera smoothly pans away from the action to show off just how big the battles are is the best utilization of this technique to date. Only a handful of times was I left wondering where Kratos was mid-battle, as most of those circumstances were thought of beforehand, and your actions are tastefully highlighted via Kratos&rsquo; blades streaking through the air while at a distance. For a game of this size (35 gigs on the disc; the titan Gaia&rsquo;s nose is 1 gig of texture alone), the transitions between the cinematics and gameplay are insanely smooth as everything, cinematic or otherwise, is real-time. The plot does well enough to support the gameplay, but don&rsquo;t expect a novelization longer than 10 pages any time soon. Kratos is angry and set on revenge, the gods are defiant and powerful, the titans are huge, dead family members blah blah blah, can I kill stuff now?</div>
<div>&nbsp;</div>
<div style="text-align: center; "><img alt="" height="260" src="http://www.levelfortytwo.com/wp-content/uploads/god_of_war_3_centaur.jpg" width="500" /></div>
<div>&nbsp;</div>
<div>As far as the mechanics go, don&rsquo;t expect anything new. The team at Sony Santa Monica seems to believe in not fixing what isn&rsquo;t broken, and thus <i>GoW </i>vets can pick up literally right where they left off. You do go through the mandatory stripping of powers/items after you seeing how badass you can be, but the weapons you do retrieve as you progress do very little to spice up the gameplay. Some weapons are longer and weaker, some shorter and can break shields, etc, but nothing that will present noticeable change in the way you play. The Quick Time Events are in full force yet again, but it&rsquo;s usually a sign that a Grecian urn brimming with grade-A whoop ass is about to be poured&hellip; hard. Not necessarily unfortunate, but I found myself unable to concentrate on the action, being too busy watching for what button to push next.</div>
<div>&nbsp;</div>
<div style="text-align: center; "><img alt="" height="281" src="http://www.levelfortytwo.com/wp-content/uploads/god-of-war-3-pressannc09.jpg" width="500" /></div>
<div>&nbsp;</div>
<div>After all is said and done, the experience oozes M-rated goodness, but the depth found in other RPG-centric hack-n-slash games leaves <i>GoW</i>&rsquo;s replayability lacking. Thank god for DLC. I&rsquo;m personally grabbing at straws to find flaws in my own experience, but I&rsquo;ll avoid the clich&eacute; &ldquo;fans of the genre will enjoy&rdquo; business. The franchise really doesn&rsquo;t seek to expand its target audience, but it&rsquo;s not like it&rsquo;s hurting for a fan base. <i>God of War III</i> isn&rsquo;t quite a new standard for the action genre, but puts forth the game as Atlas, holding the bar high and finding those who would replace it wanting.</div>
<div>&nbsp;</div>
<div>
<p class="MsoNormal"><span style="font-size: 16px; "><span style="font-family: arial, helvetica, sans-serif; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><span style="text-decoration: underline; "><strong>Likes:</strong></span></span></span></span></p>
<ul>
<li><font class="Apple-style-span" color="#000000" face="arial, helvetica, sans-serif">Epic-est. Boss battles. Ever.</font></li>
<li><font class="Apple-style-span" color="#000000" face="arial, helvetica, sans-serif">Seamless, smooth, HD brutality throughout.</font></li>
<li><font class="Apple-style-span" color="#000000" face="arial, helvetica, sans-serif">Sensible and easy-to-learn control scheme.</font></li>
</ul>
<p class="MsoNormal"><span style="font-size: 16px; "><span style="font-family: arial, helvetica, sans-serif; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><span style="text-decoration: underline; "><strong>Dislikes:</strong></span></span></span></span></p>
<ul>
<li><font class="Apple-style-span" color="#000000" face="arial, helvetica, sans-serif">Tiresias could avoid a&nbsp;<span class="Apple-style-span" style="font-family: Arial, Verdana, sans-serif; color: rgb(34, 34, 34); ">clich&eacute; with more ease (seriously, is Kratos an ancestor of Frank Castle or what?!).</span></font></li>
<li><span style="font-size: 12px; "><span style="font-family: arial, helvetica, sans-serif; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">The camera can be a bit sticky at points.</span></span></span></li>
<li><font class="Apple-style-span" color="#000000" face="arial, helvetica, sans-serif">Too awesome for its own good?</font></li>
</ul>
<p style="text-align: center; "><font class="Apple-style-span" color="#000000" face="arial, tahoma, verdana" size="6"><span class="Apple-style-span" style="font-size: 20px; line-height: 20px;"><b><u><span class="Apple-style-span" style="font-family: Arial, Verdana, sans-serif; font-weight: normal; line-height: normal; -webkit-text-decorations-in-effect: none; font-size: 12px; color: rgb(34, 34, 34); "><span style="font-family: arial, helvetica, sans-serif; "><span style="color: rgb(0, 0, 0); font-size: medium; "><span style="font-size: 20px; "><span style="text-decoration: underline; ">Review Score</span></span></span></span></span></u></b></span></font></p>
<p style="text-align: center; "><font class="Apple-style-span" color="#000000" face="arial, tahoma, verdana" size="6"><b><span class="Apple-style-span" style="font-family: Arial, Verdana, sans-serif; font-weight: normal; line-height: normal; -webkit-text-decorations-in-effect: none; font-size: 12px; color: rgb(34, 34, 34); "><span style="font-family: arial, helvetica, sans-serif; "><span style="color: rgb(0, 0, 0); font-size: medium; "><img alt="4" class="alignnone size-full wp-image-845" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/4.png" style="cursor: default; " width="40" /><span style="font-size: 72px; ">&nbsp;/&nbsp;</span><img alt="5" class="alignnone size-full wp-image-444" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" style="cursor: default; " width="39" /></span></span></span></b></font></p>
<hr /><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: arial, helvetica, sans-serif; font-size: 11px; font-style: italic; line-height: 20px; ">The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.</span></div>
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		<title>What Art Says About A Game</title>
		<link>http://www.levelfortytwo.com/2010/03/what-art-says-about-a-game/</link>
		<comments>http://www.levelfortytwo.com/2010/03/what-art-says-about-a-game/#comments</comments>
		<pubDate>Thu, 18 Mar 2010 18:29:13 +0000</pubDate>
		<dc:creator>Nick Tringali</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Features]]></category>
		<category><![CDATA[2]]></category>
		<category><![CDATA[Curious Village]]></category>
		<category><![CDATA[Mass Effect]]></category>
		<category><![CDATA[Professor Layton]]></category>
		<category><![CDATA[team fortress]]></category>
		<category><![CDATA[tf2]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3185</guid>
		<description><![CDATA[A picture is worth a thousand words. Aside from lame cliches to open an article, a game&#8217;s artistic style can speak volumes about what a game is like and how the player is meant to experience it. Well built games can imply more in a single cutscene or character design than entire box blurbs, and [...]]]></description>
			<content:encoded><![CDATA[<p>A picture is worth a thousand words. Aside from lame cliches to open an article, a game&#8217;s artistic style can speak volumes about what a game is like and how the player is meant to experience it. Well built games can imply more in a single cutscene or character design than entire box blurbs, and better yet, you don&#8217;t always notice them.</p>
<p>I&#8217;ve picked a few games that are generally opposite each other artistically, and see how much we can infer from the game just from visuals alone. Obviously you&#8217;ll have played these games so you know what they are like, but it&#8217;s still a fun exercise.</p>
<p><img src="http://www.notcliche.com/lbw/wp-content/uploads/2009/09/teamfortress2-1.jpg" alt="" width="615" height="325" /></p>
<p><em>Team Fortress 2</em> is instantly recognizable among the online shooter community. The game has a very cartoony, over the top feel. Guns are everywhere, in every screenshot and every trailer and video is emphasizing over-the-top violence. Each class in <em>Team Fortress</em> has its own unique look and silhouette. Line up each character by their outline and you can easily name each one. This is the pinnacle of character design, an instantly recognizable character with the least amount of detail.</p>
<p><em>Team Fortress 2</em> isn&#8217;t very realistic, and it&#8217;s shown in the art. Cartoon graphics lead to cartoon physics and ridiculous settings. The premise itself: two teams of builders (RED and BLU) battle in arenas, is off the wall but the game never bothers itself with that and doesn&#8217;t mind if you consider it unrealistic. The iconic picture of <em>TF2</em> is all of the classes lined up brandishing their signature weapons. All of them are on an even plane, indicating the class balancing found when playing. No one class stands out.</p>
<p>Everything comes together to subconsciously tell your brain: this game is wacky fun. Over the top characters, crazy physics and violence, people like that and the game.</p>
<p><img src="http://selectstartgames.files.wordpress.com/2009/10/masseffect.jpg" alt="" width="615" height="346" /></p>
<p>From <em>Team Fortress</em> we move onto Bioware&#8217;s space opera RPG <em>Mass Effect</em>, where you play the ideallic Commander Shepard out to save the universe. <em>Mass Effect</em> has a pretty traditional story arc: The hero needs to stop the villain. You have supporting characters, other villains, and a realistic world to bind them together.</p>
<p>This is shown right at the start with the box art. We have the villain, Saren, overlooking our main hero, Shepard, and his (or her) companions. This is a look we are used to for the kind of story <em>Mass Effect</em> tells: one of epic adventure spanning the galaxy to save humanity. We see a similar set up among almost all &#8216;traditional&#8217; stories with heroes and villains.</p>
<p><em>Mass Effect</em> has an idealized realism feel to it. While there are unpleasant places to visit, the majority of the game has a &#8216;perfect&#8217; feel to it. The Normandy is spotless, along with the majority of the Citadel and other mission hubs. Characters and companions are visually perfect, with few flaws among them. And while it isn&#8217;t a very soft science fiction setting, it&#8217;s not the gritty reality we will most likely experience in a few hundred years.</p>
<p>This makes any decrepit people or places stand out from the rest of the world, which isn&#8217;t a bad thing. Bioware invested a lot into making the world realistic, but not always at the expense of the story.</p>
<p><img src="http://www.distantcreations.com/blog/wp-content/uploads/2009/03/layton1.jpg" alt="" width="600" height="337" /></p>
<p>My final exhibit is <em>Professor Layton</em>, seeing as how I don&#8217;t know a lot about this game I will take a shot at examining it and see what I can come up with. Michael has also kindly added his assessment of Layton, since he has played the game.</p>
<p>The first thing that immediately strikes me about pictures and screens of <em>Layton</em> is the sepia tone to it. The warm colors are calm and give me a sense that the game is slower paced and more controlled. I took a stab at guessing it was a puzzle/novel type game, and Michael kindly confirmed this for me.</p>
<p>Taking a look at the box art (for <em>The Curious Village</em>), the prominence of Luke and Professor Layton easily indicate they are the most important characters in this game. I can see some of the supporting cast in the background, and each one gives the feeling of a unique character to meet in game. Finally, overshadowing all the characters is what appears to be the town itself. If the title didn&#8217;t already give it away, its clear everything takes place in the village.</p>
<p>While most of the other characters have a warm or neutral tone to them, Luke is dressed in a vibrant blue. Perhaps he is an outsider? I do not truly know, but he clearly stands out from everyone else. The schoolboy outfit also gives a sense of curiosity, tying into the &#8216;mystery&#8217; presented by the game.</p>
<hr /><strong>Michael:</strong> The <em>Professor Layton</em> series is another great example of what art says about a game. In these games the art is all hand drawn, and has a hint of sepia tones that provide the game with a strong &#8220;<a href="http://en.wikipedia.org/wiki/Triplets_of_belleville"><strong>Triplets of Belleville</strong></a>&#8221; aesthetic.</p>
<p>The art not only matches the locales in the games, but also the music that goes along with it. The music is typically very whimsical and relaxing, allowing the player to focus on solving the puzzles at hand. Overall, the art quickly shows the player that they are going to be playing a more relaxed game that feels oddly European, but also really adds to the atmosphere.</p>
<p>So take a look at your favorite game and see how its design can tell you something you might have previously missed. Feel free to leave a comment below with your observations.</p>
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		<title>Yakuza 3</title>
		<link>http://www.levelfortytwo.com/2010/03/yakuza-3-review/</link>
		<comments>http://www.levelfortytwo.com/2010/03/yakuza-3-review/#comments</comments>
		<pubDate>Tue, 16 Mar 2010 14:51:43 +0000</pubDate>
		<dc:creator>Michael Brown</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[kaoru sayama]]></category>
		<category><![CDATA[kazuma kiryu]]></category>
		<category><![CDATA[no hostess bars in yakuza 3]]></category>
		<category><![CDATA[Sega]]></category>
		<category><![CDATA[yakuza 2 recap]]></category>
		<category><![CDATA[yakuza 3]]></category>
		<category><![CDATA[yakuza 3 review]]></category>
		<category><![CDATA[yakuza recap]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3307</guid>
		<description><![CDATA[Chances are you haven’t heard much about this game, and if you have, then chances are you at least haven’t played it. Yakuza 3 is the latest game in Sega’s Yakuza series (named Like A Dragon in Japan). The game once again puts you in control of Kazuma Kiryu, an ex-yakuza who now runs an orphanage in Okinawa. [...]]]></description>
			<content:encoded><![CDATA[<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; ">Chances are you haven’t heard much about this game, and if you have, then chances are you at least haven’t played it. <em>Yakuza 3</em> is the latest game in Sega’s <em>Yakuza</em> series (named <em>Like A Dragon</em> in Japan). The game once again puts you in control of Kazuma Kiryu, an ex-yakuza who now runs an orphanage in Okinawa. If you never had the chance to play the first two games, or didn’t even know they existed, the game at least provides you with two in-depth recaps of the events from <em>Yakuza</em> &amp; <em>Yakuza 2</em>.</span></span></span></p>
<div style="font-family: Arial, Verdana, sans-serif; font-size: 12px; color: #222222; background-color: #ffffff; ">
<p class="MsoNormal" style="text-align: center; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><img style="cursor: default; " src="http://www.blogcdn.com/playstation.joystiq.com/media/2010/01/yakuza3-ps3screenshots19818kiryutorikiya001-1212010-580px.jpg" alt="" width="580" height="326" align="middle" /> </span></span></span></p>
<p class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; ">The reason I keep coming back to this series is the amazing storytelling and the fun yet brutal gameplay. This time around the series manages to deliver yet again, although the story doesn’t pack quite the punch it did with the first two games. One of my biggest complaints about the story is that Kazuma’s love interest from the second game, Kaoru Sayama, makes a brief appearance at the beginning of the game and then says she must leave. Kazuma doesn’t really seem to mind, and as such she is completely forgetten, and never even mentioned again throughout the game. I find it kind of shocking that the developers would introduce a relationship like this with Kazuma only to nullify it as soon as the opportunity arises.</span></span></span></p>
<p class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; ">Although the story isn’t quite as amazing as the first two, it’s still very engrossing (and still fully voiced in Japanese and subtitled in English). The series has always been known for its plot twists and strong storytelling, so at least it isn’t a let down there. One part where fans of the series might feel let down though is with the exclusion of the game’s hostess clubs, an optional set of side missions/stories for players to engage in. When Sega announced that this content had been cut only a few days before <em>Yakuza 3</em>’s release many loyal fans were upset. Personally I hadn’t really invested much time into this aspect of the previous games so it wasn’t something I greatly missed.</span></span></span></p>
<p class="MsoNormal" style="text-align: center; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><img style="cursor: default; " src="http://blogs.ccrtvi.com/media/690/20090920-yakuza3-facesmash.jpg" alt="" width="580" height="326" align="middle" /> </span></span></span></p>
<p class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; ">In terms of game play, <em>Yakuza 3</em> is no let down either. In fact, the combat is probably the best it’s ever been. For those who have never played the series before, <em>Yakuza</em> is sort of a brawler-RPG hybrid that primarily has you using the Square and Triangle buttons for punching or kicking enemies, while level up certain abilities. There are many new moves to be acquired, most of them even more brutal than in the previous games (especially in HD). One new addition I am particularly fond of is the addition of “Super HEAT” moves. These only become available during certain boss battles but really allow the player to give their opponent a good thrashing.</span></span></span></p>
<p class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; ">However, not everything in <em>Yakuza 3</em> is great. There are many occasions in the story where it feels as if the game loses some of its increasing momentum. This usually happens when Kazuma is running around trying please all of the children staying at Sunshine Orphanage. Sure, it makes sense to the story but there are some chapters (especially early on) where you are performing countless fetch quests for these children who seemingly rule this ex-yakuza’s life. At least these chapters are few and far between, but usually sandwiched into these chapters are the inclusion of new minigames. Let me say this: I play the <em>Yakuza</em> series because I want to see the story unfold, or I want to beat up some enemies. I don’t, however, want to be forced to play golf or go fishing or play darts. These minigames are only a small part of the overall game but I can’t for the life of me understand why the developers felt the need to include them.</span></span></span></p>
<p class="MsoNormal" style="text-align: center; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><object width="640" height="385"><param name="movie" value="http://www.youtube.com/v/lctqX1SrAQo&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/lctqX1SrAQo&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object> </span></span></span></p>
<p class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; ">Overall, <em>Yakuza 3</em> is a very good game and I would highly recommend it to anyone who has played the first two games, or even someone just looking to start now. There is little to detract from your overall experience, and Sega has done a great job at providing very informative recaps of the first two games for players who are new to the series. I would like to provide one disclaimer, however: if you played the <em>Yakuza 3</em> demo and didn’t enjoy it, please don’t use that to judge the game; that demo was horrible because it threw you into a chapter a third of the way into the game. Not to mention, it didn’t do a good job of showcasing what is best about the series: compelling stories and strong gameplay.</span></span></span></p>
<p class="MsoNormal"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><strong>Likes:</strong></span></span></span></p>
<ul>
<li><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; ">Improved combat </span></span></span></li>
<li><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; ">Moveable camera </span></span></span></li>
<li><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; ">Experiencing Tokyo and all of the game’s characters in HD</span></span></span></li>
</ul>
<p class="MsoNormal"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><strong>Dislikes:</strong></span></span></span></p>
<ul>
<li><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; ">Minigames </span></span></span></li>
<li><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; ">The complete dismissal of Kaoru Sayama </span></span></span></li>
<li><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; ">Fetch quests for children in the orphanage</span></span></span></li>
</ul>
<p style="padding-top: 0px; padding-right: 0px; padding-bottom: 10px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; text-align: center; "><span style="font-family: arial, helvetica, sans-serif; "><span style="color: #000000; font-size: medium; "><span style="font-size: 20px; "><span style="text-decoration: underline;">Review Score</span></span></span></span></p>
<p style="padding-top: 0px; padding-right: 0px; padding-bottom: 10px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; text-align: center; "><span style="font-family: arial, helvetica, sans-serif; "><span style="color: #000000; font-size: medium; "><img class="alignnone size-full wp-image-845" style="cursor: default; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 10px; margin-left: 0px; display: inline; " src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/4.png" alt="4" width="40" height="60" /><span style="font-size: 72px; "> / </span><img class="alignnone size-full wp-image-444" style="cursor: default; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 10px; margin-left: 0px; display: inline; " src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" alt="5" width="39" height="60" /></span></span></p>
<hr /><span style="font-family: arial, helvetica, sans-serif; "><span style="color: #000000; font-size: medium; "><em><span style="font-size: 11px; ">The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.</span></em></span></span></div>
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		<title>Shin Megami Tensei: Strange Journey</title>
		<link>http://www.levelfortytwo.com/2010/03/shin-megami-tensei-strange-journey-preview/</link>
		<comments>http://www.levelfortytwo.com/2010/03/shin-megami-tensei-strange-journey-preview/#comments</comments>
		<pubDate>Mon, 15 Mar 2010 13:39:38 +0000</pubDate>
		<dc:creator>Justin Potts</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Nintendo DS]]></category>
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		<category><![CDATA[Shin megami tensei]]></category>
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		<category><![CDATA[strange journey preview]]></category>

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		<description><![CDATA[Quite possibly more so than ever before in the medium&#8217;s brief and whirlwind history, &#8220;accessibility&#8221; has established itself in recent years as the expression encompassing the goals of developers and publishers in consideration of both the end user as well as the corporate entity handling a game&#8217;s production.&#160; In an increasingly unpredictable, costly, volatile and [...]]]></description>
			<content:encoded><![CDATA[<p class="MsoNormal" style="margin: 0in 0in 0pt; line-height: normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000">Quite possibly more so than ever before in the medium&rsquo;s brief and whirlwind history, &ldquo;accessibility&rdquo; has established itself in recent years as the expression encompassing the goals of developers and publishers in consideration of both the end user as well as the corporate entity handling a game&rsquo;s production.&nbsp; In an increasingly unpredictable, costly, volatile and expanding marketplace, developers are faced with difficult decisions as to how to bring the games that they want to create into fruition and place them into gamers&rsquo; hands, </font><a href="http://www.joystiq.com/2010/02/26/sonic-fans-create-the-best-boycott-of-all-time/"><b>even when it comes to new titles in series&rsquo; with a relatively long history and dedicated fan-base</b></a><font color="#000000">.&nbsp;</font></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; line-height: normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000">An interesting dilemma is how developers and publishers interpret this &ldquo;accessibility&rdquo; on the user end.&nbsp; What does it mean to &ldquo;hold onto&rdquo; and &ldquo;support&rdquo; a series fan?&nbsp; What does it mean to &ldquo;expand an audience?&rdquo;&nbsp; How are these experiences made to be &ldquo;accessible&rdquo; to the right people?&nbsp; Lower prices?&nbsp; Motion control?&nbsp; Pre-order bonuses?&nbsp; &ldquo;Streamlined&rdquo; interface?&nbsp; Sticking with &ldquo;tradition?&rdquo;&nbsp; Digital distribution?&nbsp; </font></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; text-align: center; line-height: normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000"><img alt="" height="324" src="http://www.levelfortytwo.com/wp-content/uploads/SMT_StrangeJourney4.jpg" width="428" />&nbsp;</font></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; line-height: normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000">On many levels, the <i>Shin Megami Tensei</i> titles have managed to exist in a state that seems to wholly encompass the concept of inaccessibility in nearly all of its facets with respect to video games.&nbsp; This could be due to generally low distribution numbers, lack of well financed promotion and marketing support, the image of exceptionally high difficulty established early on throughout the game playing community, the darker and heavier artistic and thematic direction, or the fact that these are RPGs that require the player to invest in nurturing the game&rsquo;s mechanics in order to succeed as opposed to merely trotting through to the end.&nbsp; Those electing to join the Megaten club have been rewarded, often becoming members for life, while those left gawking on the outskirts rarely bother to look for a way in. &nbsp; &nbsp;&nbsp;</font></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; line-height: normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000">These days one of the most popular methods for establishing this &ldquo;accessibility&rdquo; for all parties involved has been to move games traditionally found on home consoles over to handheld systems, which was the strategy employed by Atlus with the latest entry in the main <em>SMT</em> series, <i>Shin Megami Tensei: Strange Journey</i>. But from the time that I&rsquo;ve spent with the game so far, by no means should this transition be interpreted as any form of scaling back on the ambitions of its creators or the scale and depth of its systems and narrative.&nbsp;</font></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; line-height: normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000">So why make the move?&nbsp; What does this portable Megaten package bring to the table?&nbsp; Producer and general supervisor on the title, Kazuma Kaneko, the series veteran </font><a href="http://en.wikipedia.org/wiki/Kazuma_kaneko"><b><font color="#0000ff">r</font>esponsible the character, demon and general art direction of nearly every entry in the SMT catalogue since its conception</b></a><font color="#000000">, as well as Eiji Ishida, Atlus 3D CG designer since </font><a href="http://en.wikipedia.org/wiki/Maken_X"><b><i>Maken X</i></b></a><font color="#000000"> and director of <i>Strange Journey</i>, tackled some of these questions.&nbsp; Their responses in conjunction with my impressions will hopefully nullify any concerns that fans may have, and maybe even manage attract a few players looking to suck all of the goodness buried in &ldquo;RPG March 2010.&rdquo; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp;</font></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; line-height: normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000"><b>Eiji Ishida:</b>&nbsp; I wanted to do a major production RPG on the DS that could be pulled off with a relatively small staff, so I presented a design document to Kaneko-san basically outlining (a project stating that) &ldquo;I want to make an <em>SMT </em>game on the DS,&rdquo; which is the series that was the impetus for me joining Atlus (in the first place).&nbsp;</font></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; line-height: normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000"><b>Kazuma Kaneko:</b>&nbsp; At about that same time I was also having this feeling that the DS might be a good way to go, so we began development after going back and forth and really digging into what direction would really take full advantage of the &ldquo;good parts&rdquo; of the DS (as a piece of hardware).&nbsp; I think that the &ldquo;good part&rdquo; is this rather unique sort of focus that comes from playing (a game) that&rsquo;s resting at your fingertips.&nbsp; It really fits with an RPG like Megaten where (the player) is strategizing and manipulating data.&nbsp; Being able to stop and put the game down whenever the player wants is a nice feature as well.&nbsp; Finding a good place to stop is a bit tough, however.&nbsp; (laughs)</font></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; line-height: normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000"><b>Ishida:</b>&nbsp; For me that &ldquo;good part&rdquo; is having the dual screens.&nbsp; Thinking as a player, having to pull up a menu, open a map . . . one can easily grow tired of that style of RPG mechanic.&nbsp; With <i>Strange Journey</i>, having the map and enemy data on the bottom screen, I think that connects to the &ldquo;focus&rdquo; that Kaneko-san was referring to.&nbsp; There&rsquo;s that issue of swap screens, check the data, close the menu, and by then you&rsquo;ve forgotten what it is that you went through the trouble to check.&nbsp; By putting the game on DS we&rsquo;ve been able to address that &ldquo;gap,&rdquo; eliminating the user&rsquo;s stress related to failure due to not being able to remember (important data).&nbsp; </font></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; text-align: center; line-height: normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000"><img alt="" height="384" src="http://www.levelfortytwo.com/wp-content/uploads/SMT_StrangeJourney1.jpg" width="256" />&nbsp;</font></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; line-height: normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000">Playing the game, I can state unequivocally that being able to have large amounts of information spread out before you cleanly and orderly across the two screens is not only a fine feature, but essential.&nbsp; The auto-mapping on the bottom screen brings about the kind of satisfaction found in series&rsquo; such as <i>Castlevania</i> or <i>Etrian Odyssey</i>, providing a clear visual representation of the player&rsquo;s success in expanding the game world while presenting important data in a way that can be interpreted, processed and used to strategize, almost instantly, a natural flow, maybe even a &ldquo;focus,&rdquo; which seems to be born naturally out of such a structure if well designed, as it has been in <i>Strange Journey</i>.&nbsp;</font></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; line-height: normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000">Even more crucial is the ability to survey and juggle enemy data, however.&nbsp; This is one of the game&rsquo;s primary mechanics, maybe even the most fundamental and essential mechanic, as it serves as both the game&rsquo;s heart and backbone.&nbsp; &nbsp;Neglecting to engage in the fusion and creation of new monster allies will stop the player in his tracks very early on.&nbsp; The player&rsquo;s craftiness in this practice is well rewarded in two ways.&nbsp; The first is merely being allowed to proceed, to see more of the game world.&nbsp; To say that the game&rsquo;s strategy revolves around enemy recruitment and fusion would be an understatement, as <i>it is the strategy</i>.&nbsp; </font></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; text-align: center; line-height: normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000"><img alt="" height="321" src="http://www.levelfortytwo.com/wp-content/uploads/SMT_StrangeJourney7.jpg" width="428" />&nbsp;</font></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; line-height: normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000">Second, and equally significant, is that this is where a great deal of the game&rsquo;s enjoyment lies.&nbsp; Carefully crafting one&rsquo;s army and molding those allies&rsquo; skills is both satisfying and rewarding, and there are always carrots left dangling just out of reach.&nbsp; Examining the table displaying the various allies in your party, grayed out are the creations which will become possible with your current party once you reach level X or Y.&nbsp; As the number and variety of monsters that you befriend grows and expands, the potential for new creations becomes all the more exciting and addicting.&nbsp;</font></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; line-height: normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000">An investment is required, however.&nbsp; Being able to sacrifice current allies in order to create something that will ideally be more helpful can be difficult for some, and it most certainly will require a good chunk of time spent roaming, coaxing, fusing, collecting, visiting and revisiting new and old locations.&nbsp; Maybe this is why the series has been tagged as being &ldquo;difficult.&rdquo;&nbsp; The game is rather intense, certainly thematically, and the amount of choices and customization open to the player is rather expansive, but is the game necessarily extremely difficult?&nbsp; This was something that the developers worked to overcome.&nbsp; </font></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; text-align: center; line-height: normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000"><img alt="" height="321" src="http://www.levelfortytwo.com/wp-content/uploads/SMT_StrangeJourney8.jpg" width="428" />&nbsp;</font></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; line-height: normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><b><font color="#000000">Kaneko:</font></b><font color="#000000">&nbsp; There&rsquo;s this tendency to think that it&rsquo;s the mood that takes priority when developing a Megaten game, but actually first we have a system that we want to play with, and then </font><b><a href="http://ja.wikipedia.org/wiki/%E7%A3%AF%E8%B2%9D%E6%AD%A3%E5%90%BE">Isogai-san</a></b><font color="#000000"> and I think up a story that matches with it.&nbsp; With this new game on the DS, we went into it wanting to incorporate some new, fresh elements as well as increase the number of first-time players, so we really put a great deal of thought into making something &ldquo;simple.&rdquo;&nbsp; People tend to say that Megaten games are difficult, I wonder if that&rsquo;s just because there aren&rsquo;t really any cute images.&nbsp; (laughs)</font></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; line-height: normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000"><b>Ishida:</b>&nbsp; We&rsquo;ve already established the game loop which unifies both the scenario and the purpose of the game with the &ldquo;befriend the demons, take down the enemies&rdquo; element, so we really struggled while pouring over what to do about creating a &ldquo;simple&rdquo; new system.&nbsp; What came out of that (discussion) was this element of having the main character gathering information and materials, and then having those things that the character receives make him stronger.&nbsp; The concept itself is really on the same vector as strengthening your party by gathering more members.&nbsp; Playing as a military researcher, the mere act of &ldquo;searching&rdquo; is enough (in <i>Strange Journey</i>).&nbsp; We wanted to take the basic act of just roaming the game world and be able to reduce that down in a way so that it would work out to be to the benefit of the player.&nbsp;</font></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; line-height: normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000"><b>Kaneko:</b>&nbsp; It&rsquo;s the RPG theory of acquiring something and then being able to proceed as a result.&nbsp; We wanted the player to find enjoyment in that kind of repetition.&nbsp; So at first, there was no story.&nbsp; But as it turned out, we had this feeling of wanting (the user) to play inside of one, compact world in a way that was really thick and dense, so we ended up creating this fictitious world that would surprise the player without it resulting in something that fell outside of what could be considered to be &ldquo;Megaten.&rdquo; </font></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; text-align: center; line-height: normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000"><img alt="" height="324" src="http://www.levelfortytwo.com/wp-content/uploads/SMT_StrangeJourney5.jpg" width="428" />&nbsp;</font></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; line-height: normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000">I would be remiss to go without mentioning a very significant development in the latest <em>SMT </em>demon fusion system:&nbsp; Passwords.&nbsp; Atlus has established a forum on the game&rsquo;s home page (although they exist elsewhere, as well) to support this new addition, allowing players to register passwords associated with demons that they&rsquo;ve created in their own game and post them along with a description of their demon&rsquo;s attributes online.&nbsp; Any player can then input any of those registered passwords into his own game where he will then be able to summon that particular monster.&nbsp; An obvious social tool and way to extend the life of the game, as well as a new measure to combat the game&rsquo;s (perceived) high difficulty, the developers discuss the new system further:&nbsp;</font></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; line-height: normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000"><b>Ishida:</b>&nbsp; The &ldquo;password system&rdquo; came about back when we first decided that we were going to do the game on the DS, thinking that we wanted to do something using the Wi-Fi Connection.&nbsp; At that time <i>Tetris DS</i> was super popular around the office.&nbsp; We kept thinking &ldquo;Isn&rsquo;t there some way that we can use this?&rdquo;&nbsp; At around that same time, <i>Shin Megami Tensei III</i> &nbsp;users were going on the web and kind of bragging about their demons (that they had created).&nbsp; There were conversations like, &ldquo;How did you attach that skill to that demon?&rdquo;&nbsp; Seeing that, we just thought, man it would be so fun if we could come up with a way for users to be able to trade those strong demons.&nbsp; I&rsquo;d have to say that the real enjoyment to be found in this game (<i>Strange Journey</i>) is in the demon fusion.&nbsp; It&rsquo;s a system that allows (users) to reciprocally evaluate one another&rsquo;s (creations).&nbsp;</font></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; line-height: normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000"><b>Kaneko:</b>&nbsp; At first we tossed around the idea of some sort battling (system), but the game doesn&rsquo;t really have the feeling of, &ldquo;All right, everybody bring your game and let&rsquo;s battle!&rdquo;&nbsp; (laughs)&nbsp; The conversation around doing something like that stopped (pretty quickly).&nbsp; So that&rsquo;s how we ended up deciding to go with a structure where passwords are posted openly on the internet and then anybody interested can get their hands on whatever demon they like.&nbsp; I mean, if you manage to make a really strong demon, you want to show it off, right?&nbsp; (laughs)</font></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; line-height: normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000"><b>Ishida:</b>&nbsp; There was also the thinking that this could be used to help out players who are stuck, as well.&nbsp;</font></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; line-height: normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000"><b>Kaneko:</b>&nbsp; So we made the official site, but before we realized it, I mean, our site did too, but other sites really livened up a lot.&nbsp; (laughs)&nbsp;</font></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; line-height: normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000"><b>Ishida:</b>&nbsp; Passwords for really strong demons were popping up way faster than we had ever possibly imagined that they would.&nbsp; (laughs)</font></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; line-height: normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000"><b>Kaneko:</b>&nbsp; It was just like, &ldquo;My god these people are playing fast!&rdquo;&nbsp; We were making demons during development thinking that we&rsquo;d keep an eye on the timing (at which people were registering different levels of demons) and then discreetly upload them onto the site accordingly, but before we knew it, it was like, &ldquo;Well, we can&rsquo;t use these (demons) anymore.&rdquo;&nbsp; (laughs)</font></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; line-height: normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000"><b>Ishida:</b>&nbsp; If we get the opportunity we&rsquo;d really love to hold a &ldquo;demon gloating contest&rdquo; or something like that.&nbsp; Because we realized that people were playing the game for just that reason. &nbsp; &nbsp; &nbsp;&nbsp;</font></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; line-height: normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000">(<i>Writer&rsquo;s note</i>:&nbsp; Atlus is currently conducting the </font><a href="http://megamisj.atlusnet.jp/contest/award05.html"><b>fifth</b></a><font color="#000000"> of six planned series&rsquo; of &ldquo;Devil Master&rdquo; contests on </font><a href="http://megamisj.atlusnet.jp/index.html"><b>the game&rsquo;s official Japanese site</b></a><font color="#000000">, with each series being assigned its own specific theme.&nbsp; </font><a href="http://www.atlus.com/strangejourney/home.html"><b>The English website is already prepped for a similar feature</b></a><font color="#000000">, although no contests have yet officially been announced).&nbsp; </font></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; text-align: center; line-height: normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000"><img alt="" height="246" src="http://www.levelfortytwo.com/wp-content/uploads/SMT_StrangeJourney9(1).jpg" width="428" />&nbsp;</font></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; line-height: normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000">Stepping outside of the conversation on features and mechanics, there is a notable quality found in <i>Strange Journey</i> which escalates the game&rsquo;s more &ldquo;adult&rdquo; direction in a way that I felt to be particularly satisfying.&nbsp; Given the game&rsquo;s story, themes and general feel composed by its creators, it&rsquo;s safe to say that the final product is being projected at a slightly older audience than many RPGs found on the DS.&nbsp; More interesting and surprising however were the themes found within the in-game dialogue and the values buried within it, particularly that dialogue which occurs between your main character and the various demons.</font></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; line-height: normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000">Not only do the game&rsquo;s endless dungeons of antagonists willingly engage in conversation, acting as both the initiator and respondent in different situations, but they all distinguish themselves on a personal level by posing questions to the player which hint each demon&rsquo;s own personal values as they relate to humans, monsters, their role in the world with relation to one another, and feelings about the behavior of the two species and how their existence impacts the earth.&nbsp; Nearly every conversation leaves room to infer parallels with real-world issues related to cultural understanding, war, racism, or how actions and behaviors are interpreted (or misinterpreted) by those observing life&rsquo;s events from the sidelines.&nbsp; The developers clearly came into the project with a goal of generating some level of critical analysis, not so much of the game and its ecology, but with regards to concepts and situations which actually hit much closer to home in very satisfyingly troubling ways.&nbsp; This quality, I feel, speaks volumes about the degree to which the game&rsquo;s creators went out of their way to consider the significance of each of the game&rsquo;s elements with relation to one another and what they lend to the experience as a whole.&nbsp; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; text-align: center; line-height: normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000"><img alt="" height="321" src="http://www.levelfortytwo.com/wp-content/uploads/SMT_StrangeJourney3.jpg" width="428" />&nbsp;</font></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; line-height: normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000"><b>Ishida:</b>&nbsp; At first glance, the really striking design of Kaneko&rsquo;s Demonica Suit (worn by the game&rsquo;s human characters) often quickly becomes the topic of discussion, however it&rsquo;s something that came into being as part of the systems within the game&rsquo;s design and therefore really matches with that design as a result.&nbsp; There&rsquo;s a connection with the design of the demons as well, but what I really want for people to notice is how that design is tied in with messages implied within the game&rsquo;s story.</font></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; line-height: normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000"><b>Kaneko:</b>&nbsp; On that note, I&rsquo;d really like for people to witness the final boss.&nbsp; It&rsquo;s kind of my own personal interpretation of God. . . Also, since the demons, of which there are over 300 &#8211; and I don&rsquo;t mean the same but just a different color, or anything like that &#8211; are this time presented as illustrations as opposed to being in 3D, we were able to do a good job reproducing all of their eccentricities as is, and I&rsquo;d be thrilled if players are able to find enjoyment in that aspect of the game as well.&nbsp; From a visual standpoint, I&rsquo;d have to say that I really like the demons that appear in the latter half of the game. . .</font></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; line-height: normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000"><b>Ishida:</b>&nbsp; It&rsquo;d also be great if the game is able to ignite conversation between fans related to their interpretation of the game&rsquo;s scenario.&nbsp; I&rsquo;m not going to say anything specific about the game&rsquo;s finale, but we&rsquo;ve incorporated several different (possible) stances and we&rsquo;d like it if players would imagine it as kind of a microcosm of the current state of today&rsquo;s world.&nbsp;</font></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; line-height: normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000"><b>Kaneko:</b>&nbsp; I&rsquo;d like for people to read into the meaning because doing so will allow for the possibility of interpretations being developed that go beyond what I&rsquo;ve thought up on my own.&nbsp; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</font></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; line-height: normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000">&nbsp;</font></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; text-align: center; line-height: normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><font color="#000000"><img alt="" height="321" src="http://www.levelfortytwo.com/wp-content/uploads/SMT_StrangeJourney2.jpg" width="428" />&nbsp;</font></span></span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; line-height: normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><i><font color="#000000">Interview excerpts translated from an article printed in magazine Weekly Famitsu, issue # 1094.&nbsp; Translation by Justin Potts.</font></i></span></span></p>
<p><a href="http://www.addtoany.com/add_to/twitter?linkurl=http%3A%2F%2Fwww.levelfortytwo.com%2F2010%2F03%2Fshin-megami-tensei-strange-journey-preview%2F&amp;linkname=Shin%20Megami%20Tensei%3A%20Strange%20Journey" title="Twitter" rel="nofollow" target="_blank"><img src="http://www.levelfortytwo.com/wp-content/plugins/add-to-any/icons/twitter.png" width="16" height="16" alt="Twitter"/></a> <a href="http://www.addtoany.com/add_to/delicious?linkurl=http%3A%2F%2Fwww.levelfortytwo.com%2F2010%2F03%2Fshin-megami-tensei-strange-journey-preview%2F&amp;linkname=Shin%20Megami%20Tensei%3A%20Strange%20Journey" title="Delicious" rel="nofollow" target="_blank"><img src="http://www.levelfortytwo.com/wp-content/plugins/add-to-any/icons/delicious.png" width="16" height="16" alt="Delicious"/></a> <a href="http://www.addtoany.com/add_to/reddit?linkurl=http%3A%2F%2Fwww.levelfortytwo.com%2F2010%2F03%2Fshin-megami-tensei-strange-journey-preview%2F&amp;linkname=Shin%20Megami%20Tensei%3A%20Strange%20Journey" title="Reddit" rel="nofollow" target="_blank"><img src="http://www.levelfortytwo.com/wp-content/plugins/add-to-any/icons/reddit.png" width="16" height="16" alt="Reddit"/></a> <a href="http://www.addtoany.com/add_to/digg?linkurl=http%3A%2F%2Fwww.levelfortytwo.com%2F2010%2F03%2Fshin-megami-tensei-strange-journey-preview%2F&amp;linkname=Shin%20Megami%20Tensei%3A%20Strange%20Journey" title="Digg" rel="nofollow" target="_blank"><img src="http://www.levelfortytwo.com/wp-content/plugins/add-to-any/icons/digg.png" width="16" height="16" alt="Digg"/></a> <a href="http://www.addtoany.com/add_to/facebook?linkurl=http%3A%2F%2Fwww.levelfortytwo.com%2F2010%2F03%2Fshin-megami-tensei-strange-journey-preview%2F&amp;linkname=Shin%20Megami%20Tensei%3A%20Strange%20Journey" title="Facebook" rel="nofollow" target="_blank"><img src="http://www.levelfortytwo.com/wp-content/plugins/add-to-any/icons/facebook.png" width="16" height="16" alt="Facebook"/></a> <a href="http://www.addtoany.com/add_to/stumbleupon?linkurl=http%3A%2F%2Fwww.levelfortytwo.com%2F2010%2F03%2Fshin-megami-tensei-strange-journey-preview%2F&amp;linkname=Shin%20Megami%20Tensei%3A%20Strange%20Journey" title="StumbleUpon" rel="nofollow" target="_blank"><img src="http://www.levelfortytwo.com/wp-content/plugins/add-to-any/icons/stumbleupon.png" width="16" height="16" alt="StumbleUpon"/></a> <a class="a2a_dd addtoany_share_save" href="http://www.addtoany.com/share_save?linkurl=http%3A%2F%2Fwww.levelfortytwo.com%2F2010%2F03%2Fshin-megami-tensei-strange-journey-preview%2F&amp;linkname=Shin%20Megami%20Tensei%3A%20Strange%20Journey"><img src="http://www.levelfortytwo.com/wp-content/plugins/add-to-any/favicon.png" width="16" height="16" alt="Share/Bookmark"/></a> </p>]]></content:encoded>
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		<title>Talk Is Cheap &#8211; 3/15/10</title>
		<link>http://www.levelfortytwo.com/2010/03/talk-is-cheap-3-15-10/</link>
		<comments>http://www.levelfortytwo.com/2010/03/talk-is-cheap-3-15-10/#comments</comments>
		<pubDate>Mon, 15 Mar 2010 13:23:02 +0000</pubDate>
		<dc:creator>LevelFortyTwo Staff</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Podcast]]></category>
		<category><![CDATA[Aaaaa!]]></category>
		<category><![CDATA[Closure]]></category>
		<category><![CDATA[Cogs]]></category>
		<category><![CDATA[Continuity]]></category>
		<category><![CDATA[final fantasy 13]]></category>
		<category><![CDATA[final fantasy xiii]]></category>
		<category><![CDATA[Flotilla]]></category>
		<category><![CDATA[Hazard: The Journey of Life]]></category>
		<category><![CDATA[Heroes of Newerth]]></category>
		<category><![CDATA[IGF]]></category>
		<category><![CDATA[Independent Games Festival]]></category>
		<category><![CDATA[Limbo]]></category>
		<category><![CDATA[max and the magic marker]]></category>
		<category><![CDATA[Megaman 10]]></category>
		<category><![CDATA[Monaco]]></category>
		<category><![CDATA[Owlboy]]></category>
		<category><![CDATA[Redder]]></category>
		<category><![CDATA[Resident Evil 5: Desperate Escape]]></category>
		<category><![CDATA[Resident Evil DLC]]></category>
		<category><![CDATA[Talk Is Cheap]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3290</guid>
		<description><![CDATA[With the&#160;12th Annual Independent Games Festival&#160;having recently drawn to a close, the people over at Level Forty Two made sure to celebrate!&#160; Join Joel, Nick, Erika and Justin as they discuss this year&#39;s winners as well as their personal favourites.&#160; Games include:&#160;Monaco,&#160;Cogs,&#160;Owlboy,&#160;Limbo,&#160;Closure,&#160;Aaaaa!,&#160;Heroes of Newerth,&#160;Max and the Magic Marker&#160;and&#160;Continuity(thanks to Joel, Erika is now addicted to [...]]]></description>
			<content:encoded><![CDATA[<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">With the&nbsp;<strong><a href="http://www.igf.com/">12th Annual Independent Games Festival</a></strong>&nbsp;having recently drawn to a close, the people over at Level Forty Two made sure to celebrate!&nbsp; Join Joel, Nick, Erika and Justin as they discuss this year&#39;s winners as well as their personal favourites.&nbsp; Games include:&nbsp;<em><strong><a href="http://www.monacoismine.com/">Monaco</a></strong></em>,&nbsp;<em><strong><a href="http://www.cogsgame.com/">Cogs</a></strong></em>,&nbsp;<em><strong><a href="http://www.dpadstudio.com/">Owlboy</a></strong></em>,&nbsp;<em><strong><a href="http://www.limbogame.org/">Limbo</a></strong></em>,&nbsp;<em><strong><a href="http://www.closuregame.com/">Closure</a></strong></em>,&nbsp;<em><strong><a href="http://www.dejobaan.com/aaaaa/">Aaaaa!</a></strong></em>,&nbsp;<em><strong><a href="http://www.heroesofnewerth.com/">Heroes of Newerth</a></strong></em>,&nbsp;<em><strong><a href="http://maxandthemagicmarker.com/">Max and the Magic Marker</a></strong></em>&nbsp;and&nbsp;<em><strong><a href="http://continuitygame.com/">Continuity</a></strong></em>(thanks to Joel, Erika is now addicted to this game!).&nbsp;</span></span></span></p>
<div style="font-family: Arial, Verdana, sans-serif; font-size: 12px; color: rgb(34, 34, 34); background-color: rgb(255, 255, 255); ">
<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">In addition, they talk about Ian&#39;s reviews for&nbsp;<em><strong><a href="http://www.levelfortytwo.com/2010/03/mega-man-10-review/">Mega Man 10</a></strong></em>&nbsp;and&nbsp;<em><strong><a href="http://www.levelfortytwo.com/2010/03/re5-desperate-escape-review/">Resident Evil 5 DLC: Desperate Escape</a></strong></em>, Matthew&#39;s review for&nbsp;<em><strong><a href="http://www.levelfortytwo.com/2010/03/flotilla-review/">Flotilla</a></strong></em>&nbsp;and Joel&#39;s review for&nbsp;<em><strong><a href="http://www.levelfortytwo.com/2010/03/final-fantasy-xiii-review/">Final Fantasy XIII</a></strong></em>.&nbsp; Branching off of the latter, the guys discuss their favourite&nbsp;<em>Final Fantasy</em>&nbsp;titles and why they are pinnacles in the series.&nbsp;</span></span></span></p>
<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">Last but not least, Erika talks about some of her picks for this week&#39;s Indie Compendium.&nbsp; First up is&nbsp;<em><a href="http://www.demruth.com/hazard.htm"><strong>Hazard: The Journey of Life</strong></a></em>, a (get ready for it) Philosophical First Person Single Player Exploration Puzzle Art Game &#8212; quite the mouthful!&nbsp; While the guys didn&#39;t get to try it out, the accompanying link shows you everything you need in order to play this amazing looking game.&nbsp; Keep in mind&nbsp; you need Unreal Tournament 3 and the 2.0 patch in order to play Hazard.&nbsp; Our second pick is a puzzle/exploration game called&nbsp;<em><strong><a href="http://www.newgrounds.com/portal/view/529992">Redder</a></strong></em>.&nbsp; Merging the exploration of indie exploration cult classic,&nbsp;<em>Knytt</em>/<em>Knytt Stories</em>, and the puzzles in&nbsp;<em>The Legend of Zelda: A Link to the Past</em>&#39;s third dungeon (light world),&nbsp;<em>Redder&nbsp;</em>is a freeware game definitely worth checking out as well.&nbsp;</span></span></span></p>
<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><span class="Apple-style-span" style="color: rgb(0, 0, 0); line-height: 20px; ">Send us your thoughts to podcast@levelfortytwo.com. &nbsp;<span class="Apple-style-span" style="color: rgb(34, 34, 34); ">You can direct download the episode&nbsp;<a href="http://www.levelfortytwo.com/podcast/Talk%20Is%20Cheap%203_15_10.mp3" style="color: rgb(17, 17, 17); text-decoration: none; "><strong>here</strong></a>, or subscribe to the podcast in iTunes&nbsp;<a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=340805099" style="color: rgb(17, 17, 17); text-decoration: none; "><strong>here</strong></a>.</span></span></span></span></span></p>
<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"></span></span></p>
</div>
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		<slash:comments>3</slash:comments>
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		<title>Final Fantasy XIII</title>
		<link>http://www.levelfortytwo.com/2010/03/final-fantasy-xiii-review/</link>
		<comments>http://www.levelfortytwo.com/2010/03/final-fantasy-xiii-review/#comments</comments>
		<pubDate>Fri, 12 Mar 2010 17:16:26 +0000</pubDate>
		<dc:creator>Joel Cornell</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[final fantasy 13]]></category>
		<category><![CDATA[final fantasy 13 review]]></category>
		<category><![CDATA[final fantasy xiii]]></category>
		<category><![CDATA[final fantasy xiii review]]></category>
		<category><![CDATA[masashi hamauzu]]></category>
		<category><![CDATA[square enix]]></category>
		<category><![CDATA[tetsuya nomura]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3273</guid>
		<description><![CDATA[The Final Fantasy series has always benefited from extreme consumer confidence. The franchise rarely fails or disappoints, and I don’t need to tell you what you already know: Final Fantasy 13 is no exception in its excellence. However, it does begin to reveal the dilemma of not fixing what isn’t broken versus innovating or reinvigorating the 23 [...]]]></description>
			<content:encoded><![CDATA[<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; ">The <em>Final Fantasy</em> series has always benefited from extreme consumer confidence. The franchise rarely fails or disappoints, and I don’t need to tell you what you already know: <em>Final Fantasy 13</em> is no exception in its excellence. However, it does begin to reveal the dilemma of not fixing what isn’t broken versus innovating or reinvigorating the 23 year old series. While series veterans won’t find much if anything in terms of originality, the quality of <em>FF13</em> is as high as always.</span></span></span></p>
<div style="font-family: Arial, Verdana, sans-serif; font-size: 12px; color: #222222; background-color: #ffffff; ">
<div style="text-align: center; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><img style="cursor: default; " src="http://www.levelfortytwo.com/wp-content/uploads/FFXIII_Characters.jpg" alt="" width="400" height="381" /></span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><br />
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<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; ">The biggest components of the game that haven’t seen much change (well, the names are different) are the characters and the plot. Square-Enix offers up the usual cast of stock characters: you’ve got your mysterious, former-military-gone-rogue guardian type; there’s the peppy, young mini-skirt; the black dude as comic relief; the bad-ass lover boy, complete with optimistically doomed love interest; the tortured youngster out to prove himself; and finally the dark, sultry bad girl with a forgotten soft spot of humanity. The characters do have some degree of depth, even pulling on the ol’ heart strings here and there as the story progresses, but the lack of originality on the part of the characters isn’t helped at all by the staleness of the plot.<br />
</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><br />
</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; ">Once again, our heroes are tired of the Orwellian theocracy, and are captured/exiled by the Byronic supremacist villain who believes he is just in his *insert crime against humanity here*. Facing impossible odds, they bop around the world until they discover a pure source of power our villain could not, and win the day to the tune of a bittersweet pop song and a plethora of cringe-worthy dialogue. Although the voice acting is just good enough to be believable, not much of<em>FF13</em>’s story is new. What is new is that the minor background characters have much more depth, granting a great amount of realism to the worlds of Cocoon and Pulse. Nonetheless, the fact that we&#8217;ve seen all this before doesn’t keep the from being just as high in quality as any other <em>FF</em>.</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><br />
</span></span></span></div>
<div style="text-align: center; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><img style="cursor: default; " src="http://www.levelfortytwo.com/wp-content/uploads/ffxiii_battle05.jpg" alt="" width="600" height="338" /></span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><br />
</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; ">The Active Time Battle (ATB) system has always been about sacrificing strategy for dynamic gameplay. This edition of the system, however, provides a surprising amount of strategy in light of how fast paced the battles are. The action hits hard and quick, and the way the combatants move about the battlefield arbitrarily staves off the stale presentation that most RPGs suffer from. Each character is able to fulfill six different roles within the party, and Paradigm Shift system gives you the ability to switch their roles via pre-planned sets in the heat of battle without sacrificing momentum. You can only control the party leader, but the AI that manages the other 2 party members is quite trustworthy. The end result is one of the best ATB systems to date.</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><br />
</span></span></span></div>
<div style="text-align: center; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><img style="cursor: default; " src="http://www.levelfortytwo.com/wp-content/uploads/final-fantasy snow &amp; shiva.jpg" alt="" width="431" height="300" /></span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><br />
</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; ">This being the first numbered <em>FF</em> not scored by Nobuo Uematsu, the score composed by Masashi Hamauzu is just as good, if not more varied. Several jazz and blues pieces mix up the traditional orchestral/rock soundtrack, lending some much needed originality to the world. As should be assumed, this is certainly the most gorgeous world in an <em>FF</em>, despite still being more of the same aesthetic we’ve seen in past <em>FF</em> games.<br />
</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><br />
</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; ">Unfortunately, the environments aren’t any more lively or fleshed out than in previous titles. The abilities and items in the game will be familiar to any <em>FF</em> veteran, employing Phoenix Downs, Firagas and Eidolons (summons) as usual, with some new abilities (Ruinaga) and the revelation that Eidolons are apparently Transformers (you can now ride Shiva like a motorcycle). The leveling system is straight out of <em>FFX</em>, leaving you the choice on which role each character should develop via a grid of new abilities and stat improvements you can purchase using Crystal Points you earn in battle.</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><br />
</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; ">On each gamer’s Top 10 list, you’ll find a <em>Final Fantasy</em> game somewhere in there. Their formula has consistently exemplified the pinnacle of RPGs, and it still is. The fact that it’s still the same formula year after year is a bit disconcerting, but when that formula never fails to captivate the player for hundreds of hours on end (not to mention selling millions of copies), it’s hard to disagree. </span></span></span></div>
<div><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; font-size: medium; "><br />
</span></span></div>
<div>
<p style="margin-bottom: 0in; "><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; font-size: medium; "><span style="font-size: 16px; "><span style="text-decoration: underline;"><strong><span style="font-style: normal; ">Likes</span><br />
</strong></span></span></span></span></p>
<ul>
<li><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; ">The same <em>Final Fantasy</em> characters, world and style as usual.</span></span></span></li>
<li><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><span style="color: #000000; ">Best. ATB system. Ever.</span></span></span></span></li>
<li><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><span style="color: #000000; ">A massive, wildly vivid and incredibly enjoyable time sink.</span></span></span></span></li>
</ul>
<p><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; font-size: medium; "><strong><span style="text-decoration: underline;"><span style="font-size: 16px; ">Dislikes</span></span></strong></span></span></p>
<ul>
<li><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; ">The same <em>Final Fantasy</em> characters, world and style as usual.</span></span></span></li>
<li><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><span style="color: #000000; ">Less linear gameplay would have been nice.</span></span></span></span></li>
<li><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; ">Not enough moogles!</span></span></span></li>
</ul>
<p style="text-align: center; "><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; font-size: medium; "><span style="font-size: 20px; "><span style="text-decoration: underline;">Review Score</span></span></span></span></p>
<p style="text-align: center; "><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; font-size: medium; "><img class="alignnone size-full wp-image-845" style="cursor: default; " src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/4.png" alt="4" width="40" height="60" /><span style="font-size: 72px; "> / </span><img class="alignnone size-full wp-image-444" style="cursor: default; " src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" alt="5" width="39" height="60" /></span></span></p>
<hr /><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; font-size: medium; "><em><span style="font-size: 11px; ">The review scale at LevelFortyT is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.</span></em></span></span></div>
</div>
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		<title>Flotilla</title>
		<link>http://www.levelfortytwo.com/2010/03/flotilla-review/</link>
		<comments>http://www.levelfortytwo.com/2010/03/flotilla-review/#comments</comments>
		<pubDate>Thu, 11 Mar 2010 20:04:09 +0000</pubDate>
		<dc:creator>Matthew O&#39;Mara</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Blendo Games]]></category>
		<category><![CDATA[Brendon Chung]]></category>
		<category><![CDATA[Flotilla]]></category>
		<category><![CDATA[indie game]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3205</guid>
		<description><![CDATA[What would you do if you had seven months to live?]]></description>
			<content:encoded><![CDATA[<div>
<div style="font-family: Arial, Verdana, sans-serif; font-size: 12px; color: rgb(34, 34, 34); background-color: rgb(255, 255, 255); ">
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">What would you do if you had seven months to live? Go on a round the world trip or get in that last play through of&nbsp;<em>Metal Gear</em>? Regardless, you&rsquo;d want to do something that you love. In&nbsp;<em>Flotilla</em>, a title developed by Blendo Games, you play as a captain who&rsquo;s been diagnosed with a terminal illness. Armed with nothing more than a bone to pick and two ships, you&rsquo;re getting in one last hurrah before it&rsquo;s all over.&nbsp;<em>Flotilla&nbsp;</em>has style, wit and an intuitive design; it has technical polish, an interesting story and a nostalgic feel.<em>&nbsp;Flotilla&nbsp;</em>is a veritable intergalactic space ballet. It&rsquo;s an endearing experience that will keep your attention and make you wish we had space faring technology. Who knows what lies out there, but you&rsquo;re determined to make the most out of it in your last seven months.</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
			</span></span></span></div>
<div style="text-align: center; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><img alt="Flotilla Final" class="aligncenter size-full wp-image-3224" height="456" src="http://www.levelfortytwo.com/wp-content/uploads/2010/03/Flotilla-Final.JPG" style="cursor: default; width: 570px; height: 377px; " width="570" /></span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
			</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">You and your Flotilla, which is like a space convoy, are setting out on one last adventure before it&rsquo;s all over. On your adventure, you&rsquo;ll encounter everything from military space deer, irradiated glowing toucans, Rastafarian cats and a samurai owl with a karaoke related grudge. It&rsquo;s a funny game, but there&rsquo;s also a nostalgic tone behind it.&nbsp;You&#39;re going to complete intergalactic bucket list. You travel from planet to planet in search of treasure, parts and people in hopes of making those last seven months memorable and epic. The game works on a turn by turn basis, but each will take you closer to&nbsp;the end of the captain&rsquo;s life, so you have to make decisions carefully to get the most out of your adventure.</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
			</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">At the start, you&rsquo;re given two ships and a small tutorial. The tutorial is a funny and an intuitive segment. You&rsquo;ll soon find yourself&nbsp;in the swing of things, but you&rsquo;d better be prepared for some fierce battles. During adventure mode, you&rsquo;ll encounter anything from battle cruisers to fleets of destroyers who all want to take you out and steal your loot. If you&rsquo;re lucky your Flotilla will grow in size and you&rsquo;ll be able to gain&nbsp;parts to upgrade your ships. In one play through, I ended up with three destroyers and one torpedo frigate. With just those four ships, I felt as though I could take on the universe. And lo and behold when a military blockade showed up on a planet and their captain demanded my loot I said no, and their battle cruisers fell before my wrath. It was an empowering moment and what a&nbsp;legacy&nbsp;for the captain. These are just some of the decisions you&rsquo;ll make that will affect his last seven months, so I always remembered to choose the planets carefully. Who knows when Space Madness suffering hippos might strike.</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
			</span></span></span></div>
<div style="text-align: center; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><img alt="Flotilla 42" class="aligncenter size-full wp-image-3216" height="456" src="http://www.levelfortytwo.com/wp-content/uploads/2010/03/Flotilla-42.jpg" style="cursor: default; width: 570px; height: 365px; " width="570" /></span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
			</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">At the end of your journey the game tallies up all of your achievements on a small list.&nbsp;Your choices as a captain are reflected in your point score and that&nbsp;shows&nbsp;how well you spent the&nbsp;captain&rsquo;s last seven months.&nbsp;&nbsp;&nbsp;<span style="background-color: rgb(255, 255, 255); ">You can steal cargo from hitchhikers, take down rabid chicken pirates, spend all your money in casinos or meet a space goddess, but every planet you travel to and event you take part in effects the score you receive&nbsp;at the end.&nbsp;You can end up being&nbsp;anywhere on the&nbsp;the scale&nbsp;from Kirk to Kahn, metaphorically speaking,</span>&nbsp;either way the captain&#39;s determined to make&nbsp;of his or her&nbsp;last seven months and maybe get a little schwag for&nbsp;his or her&nbsp;crew. The game lets you go on as many adventures as you would like and encourages you to get new high scores.&nbsp;<em>Flotilla</em>&nbsp;also has a skirmish mode where you can match up six on six&nbsp;ship battles. It&rsquo;s a lot of fun and provides a great deal of variety to the game.</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
			</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">On my first skirmish, I used three battle cruisers versus one enemy destroyer, you know, the smallest ship in the fleet. I thought, &ldquo;Yeah, I&rsquo;ll just take the high ground and destroy him.&rdquo; This was before I got into the game and learned the intricacies of the combat system. Underestimating him was a mistake. So it was me with three cruisers, and then one cruiser just two seconds in. Something that my brain didn&rsquo;t think of was that when two giant ships move together they won&rsquo;t just bump into each other, they&rsquo;ll collide and explode. The control system can be a little tricky at first. Moving around on the spacial plane requires a lot of camera movement, and sometimes the camera can get a little sticky. You&#39;ll have to zoom out to get a good view of the battle field. So after about two minutes, and a bit of struggle,&nbsp;I was feeling pretty embarrassed, but rearing for another fight. This is what makes&nbsp;<em>Flotilla</em>&nbsp;so good.</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
			</span></span></span></div>
<div style="text-align: center; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">&nbsp;<img alt="Flotilla Final 2" class="aligncenter size-full wp-image-3225" height="456" src="http://www.levelfortytwo.com/wp-content/uploads/2010/03/Flotilla-Final-2.JPG" style="cursor: default; width: 570px; height: 370px; " width="570" /></span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
			</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">Skirmishes take no more than five minutes, but each second counts and each turn can lead to a serious turn around in the fight.&nbsp;<span style="background-color: rgb(255, 255, 255); ">You have to think on the X, Y and Z axes.&nbsp;</span>The armour on the ships&rsquo; front and tops will deflect attacks from other vessels, so you have to attack from behind or below. Unless you&#39;re using the beam frigate,&nbsp;whose weapons aren&#39;t affected by this rule, you&#39;ll have to plan out attacks in advance and anticipate the enemy captain&#39;s moves. When you set up a shot you have to think on those three different and intricate scales. The game is sort of like a combination of&nbsp;<em>Toribash</em>,&nbsp;<em>Homeworld</em>&nbsp;and the story from&nbsp;<em>Gazillionaire</em>. Thinking tactically will ensure that each skirmish will be in your favour. For example, you have two destroyers &#8212; the smallest ships versus one battle cruiser &#8212; sending one high and one low will ensure that you will get hits. It&rsquo;s an intricate system that requires some thought, but it&rsquo;s also intuitive and diverse. There&#39;s also a replay function that allows you to review your battles. Seeing your ships sped up shows how much thought it put into every move you make and every missile you fire. It&#39;s little touches like these that make&nbsp;<em>Flotilla</em>&nbsp;an awesome experience.</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
			</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">With just seven months to live, I&rsquo;d be sure to spend some of it playing<em>&nbsp;Flotilla</em>. Of all the games that I&rsquo;ve played this year, I can honestly say this was one of the most enjoyable. The length is perfect, the design is gorgeous and the wit is witty. It&rsquo;s definitely worth a play. So if it&rsquo;s not on your bucket list, be sure to put it there somewhere in between sky diving and climbing Mt. Everest.</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
			</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">You can download&nbsp;<em>Flotilla</em>&nbsp;at the Blendo Games website here:&nbsp;<a href="http://www.blendogames.com">http://www.blendogames.com</a>. Try the demo out or buy the full game, it&#39;s worth it to experience&nbsp;<em>Flotilla</em>&nbsp;for yourself.</span></span></span></div>
<div><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><br />
			</span></span></span></div>
<div>
<p class="MsoNormal"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><span style="text-decoration: underline; "><strong>Likes:</strong></span></span></span></span></p>
<ul>
<li><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">Intuitive design and combat system</span></span></span></li>
<li><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">Technical polish&nbsp;and&nbsp;spacey aesthetic</span></span></span></li>
<li><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">Nostalgic atmosphere and the hilarious adventure mode</span></span></span></li>
<li><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">Glowing toucans</span></span></span></li>
</ul>
<p class="MsoNormal"><span style="font-size:16px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><span style="text-decoration: underline; "><strong>Dislikes:</strong></span></span></span></span></p>
<ul>
<li><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">Seven months isn&#39;t a lot of time, though multiple adventures remidies this</span></span></span></li>
<li><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">The camera is a bit sticky</span></span></span></li>
<li><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">Top and front armour adds to the complexity of the combat system, but it can get&nbsp;a little frustrating</span></span></span></li>
</ul>
<p style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 10px; padding-left: 0px; text-align: center; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><span style="font-size: large; "><span style="font-size: 18px; text-decoration: underline; "><strong><span style="line-height: 20px; font-family: arial, tahoma, verdana; color: rgb(0, 0, 0); font-size: 20px; "><span style="text-decoration: underline; ">Review Score</span></span></strong></span></span></span></p>
<p style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 10px; padding-left: 0px; text-align: center; "><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><span style="font-family: times; color: rgb(0, 0, 0); font-size: medium; "><img alt="5" class="alignnone size-full wp-image-444" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" style="cursor: default; margin-top: 0px; margin-right: 0px; margin-bottom: 10px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; " width="39" /><span style="font-size: 72px; ">&nbsp;<span style="font-size: 48px; "><span style="font-size: 72px; ">/</span></span>&nbsp;</span><img alt="5" class="alignnone size-full wp-image-444" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" style="cursor: default; margin-top: 0px; margin-right: 0px; margin-bottom: 10px; margin-left: 0px; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; " width="39" /></span></span></p>
<hr /><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: Times; font-size: medium; "><span class="Apple-style-span" style="font-family: Arial, Tahoma, Verdana; font-size: 11px; font-style: italic; line-height: 20px; ">The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.</span></span></div>
<p>&nbsp;</p>
</p></div>
</div>
]]></content:encoded>
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		<item>
		<title>Mega Man 10</title>
		<link>http://www.levelfortytwo.com/2010/03/mega-man-10-review/</link>
		<comments>http://www.levelfortytwo.com/2010/03/mega-man-10-review/#comments</comments>
		<pubDate>Wed, 10 Mar 2010 19:05:03 +0000</pubDate>
		<dc:creator>Ian Walker</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Wii]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Capcom]]></category>
		<category><![CDATA[Dr. Light]]></category>
		<category><![CDATA[Dr. Wily]]></category>
		<category><![CDATA[Inti Creates]]></category>
		<category><![CDATA[mega man]]></category>
		<category><![CDATA[Mega Man 10]]></category>
		<category><![CDATA[proto man]]></category>
		<category><![CDATA[Roll]]></category>
		<category><![CDATA[Sheep Man]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3249</guid>
		<description><![CDATA[When Capcom released Mega Man 9 in 2008, it was hailed as an impressive return to the series&#39; original, 8-bit roots. Development company Inti Creates, also known for creating the Mega Man Zero and Mega Man ZX series, took a very old school approach by including an incredibly punishing gameplay experience with common hardware restrictions [...]]]></description>
			<content:encoded><![CDATA[<p style="margin-bottom: 0in"><span style="font-style: normal">When Capcom released </span><em>Mega Man 9</em><span style="font-style: normal"> in 2008, it was hailed as an impressive return to the series&#39; original, 8-bit roots. Development company Inti Creates, also known for creating the </span><em>Mega Man Zero </em><span style="font-style: normal">and </span><em>Mega Man ZX</em><span style="font-style: normal"> series, took a very old school approach by including an incredibly punishing gameplay experience with common hardware restrictions that existed when these games were most popular. They then took it one step further by limiting Mega Man to his most basic combat tactics: jump and shoot. </span><em>Mega Man 9</em><span style="font-style: normal"> was amazing in its simplicity, and reminded people of a bygone era where gameplay took precedent over everything else.</span></p>
<p style="margin-bottom: 0in"><span style="font-style: normal">Looking to capitalize in a similar fashion, Capcom released </span><em>Mega Man 10</em><span style="font-style: normal"> earlier this month, which takes the exact same approach: offering a decidedly retro experience to a new audience and at the same time giving older fans of the series a bit of nostalgia at the same time. And while the gameplay is everything you&#39;d expect from a Mega Man game, it&#39;s lost a bit of its charm following so close behind the release of </span><em>Mega Man 9</em><span style="font-style: normal">.</span></p>
<p style="margin-bottom: 0in;text-align: center"><img alt="castle" class="alignnone size-full wp-image-3250" height="377" src="http://www.levelfortytwo.com/wp-content/uploads/2010/03/castle.png" width="615" /></p>
<p style="margin-bottom: 0in;font-style: normal">The game begins with another crisis befalling the human race. You&#39;d think after XX years of relying so heavily on robots that betray them at every turn they&#39;d try to be a little more self-sufficient, but I digress. This newest disaster comes in the form of Roboenza, a curious disease that only seems to infect robots, if you couldn&#39;t tell by the charming name. Robots infected with Roboenza come down with similar symptoms to our own flu virus. Soon after the virus&#39;s outbreak, the infected robots become violent and try to take over the world. A cure seems impossible until Dr. Wily, constant nemesis of Mega Man and his allies, comes forward with a cure. He explains that the berserk robots stole the medication that could cure them, and that only Mega Man can defeat them. Joined by his brother Proto Man, the blue bomber heads off to confront the 8 Robot Masters who stand between him and the Roboenza cure.</p>
<p style="margin-bottom: 0in;text-align: center"><img alt="orb" class="alignnone size-full wp-image-3252" height="377" src="http://www.levelfortytwo.com/wp-content/uploads/2010/03/orb.png" width="615" /></p>
<p style="margin-bottom: 0in"><span style="font-style: normal">Admittedly, the story is incredibly cheesy and full of strange occurrences. How are robots catching an infectious disease? What kind of medicine can they take that would fix that? And most of all, why would Mega Man trust Dr. Wily so easily after the plot he hatched in </span><em>Mega Man 9</em><span style="font-style: normal">? With a game of this kind, it&#39;s probably in your best interest to disregard the odd story and just dive right in. Upon reaching the stage select screen, you&#39;re greeted with the faces of the 8 Robot Masters. I was personally a bit upset that the selection of bosses was once again reduced to a boy&#39;s club, especially after the overwhelmingly positive response Capcom received regarding Splash Woman in </span><em>Mega Man 9</em><span style="font-style: normal">. A big part of the Mega Man games are the bosses, as you spend entire levels battling their minions in order to fight them and eventually steal their powers.</span></p>
<p style="margin-bottom: 0in"><span style="font-style: normal">The Robot Masters in </span><em>Mega Man 10</em><span style="font-style: normal"> are&#8230; interesting. While the cast of Robot Masters in </span><em>Mega Man 9</em><span style="font-style: normal"> was mostly comprised of original, interesting character designs with a few stinkers, the lineup in this game is almost the exact opposite. The only true stand out in the group is Sheep Man, solely for the fact he&#39;s such an oddball. The weapons gained from them all tend to have interesting applications outside of exploiting the weakness of the next boss but, aside from that, the Robot Masters themselves all tend to be very forgettable.</span></p>
<p style="margin-bottom: 0in;text-align: center"><img alt="snow" class="alignnone size-full wp-image-3253" height="377" src="http://www.levelfortytwo.com/wp-content/uploads/2010/03/snow.png" width="615" /></p>
<p style="margin-bottom: 0in"><span style="font-style: normal">The gameplay is just what you would expect from a top notch Mega Man game. You run, you jump, you shoot&#8230; you also die many many many times. I would consider myself somewhat of a veteran in the sport of Mega Man, but this game was handing out the ass kickings free of charge. This is the sort of challenge that was missing from </span><em>Mega Man 9</em><span style="font-style: normal">, and I&#39;m happy to see Capcom set out to change that aspect. Fortunately for newer players, an easy mode was added, which lessens the damage you take, increases the damage you dole out, and even adds platforms over some of the crevasses found throughout the stages. It&#39;s a great starting point for those who are new to this brand of difficulty, but fans will definitely find it more rewarding to tackle stages at a harder difficulty.</span></p>
<p style="margin-bottom: 0in;text-align: center"><img alt="lightning" class="alignnone size-full wp-image-3251" height="377" src="http://www.levelfortytwo.com/wp-content/uploads/2010/03/lightning.png" width="615" /></p>
<p style="margin-bottom: 0in"><span style="font-style: normal">Although </span><em>Mega Man 10</em><span style="font-style: normal"> should probably be viewed on its own merit, it&#39;s hard not to draw comparisons between it and its predecessors, especially when they were released so close together. Both captured the retro experience perfect, down to the soul-crushing difficulty and classic graphic flicker. While </span><em>Mega Man 9</em><span style="font-style: normal"> boasted a more impressive cast of Robot Masters, </span><em>Mega Man 10</em><span style="font-style: normal"> did a much better job of offering a challenge to more experienced fans of the series. Also, the inclusion of Proto Man off the bat, instead of releasing him as DLC, makes multiple playthroughs a must. Everything in this game, from the stage design to the music direction, is fantastic. Instead of sullying the series with newer, more graphically intensive sequels, Capcom and Inti Creates did a marvelous job of retaining the classic Mega Man spirit and introducing it to newer generations of gamers.</span></p>
<p style="margin-bottom: 0in"><span style="font-style: normal">Bring on </span><em>Mega Man 11</em>.</p>
<p style="margin-bottom: 0in"><span style="font-size: 16px"><span style="text-decoration: underline;"><strong>Likes<br />
	</strong></span></span></p>
<ul>
<li>Tons of nostalgia from the retro gameplay and overall game design.</li>
<li>Increased challenge that is very satisfying upon completion.</li>
<li>Easy mode helps ease newer players into the game.</li>
</ul>
<p><span style="font-size: 16px"><span style="text-decoration: underline;"><strong>Dislikes<br />
	</strong></span></span></p>
<ul>
<li>Robot Masters are easily forgettable.</li>
<li>Once you get past the difficulty curve, the game is quite short.</li>
<li>What little bit of story there is is incredibly strange, but not unexpected.</li>
</ul>
<p style="text-align: center"><span style="text-decoration: underline;"><span style="font-size: 20px">Review Score</span></span></p>
<p style="text-align: center"><img alt="5" class="alignnone size-full wp-image-444" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" width="39" /><span style="font-size: 72px"> / </span><img alt="5" class="alignnone size-full wp-image-444" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" width="39" /></p>
<hr />
<p><span style="font-size: 11px"><em>The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.<br />
	</em></span></p>
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		<title>Resident Evil 5: Desperate Escape</title>
		<link>http://www.levelfortytwo.com/2010/03/re5-desperate-escape-review/</link>
		<comments>http://www.levelfortytwo.com/2010/03/re5-desperate-escape-review/#comments</comments>
		<pubDate>Tue, 09 Mar 2010 19:25:10 +0000</pubDate>
		<dc:creator>Ian Walker</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Capcom]]></category>
		<category><![CDATA[chris redfield]]></category>
		<category><![CDATA[desperate escape]]></category>
		<category><![CDATA[gold edition]]></category>
		<category><![CDATA[jill valentine]]></category>
		<category><![CDATA[Josh Stone]]></category>
		<category><![CDATA[resident evil]]></category>
		<category><![CDATA[resident evil 5]]></category>
		<category><![CDATA[Sheva Alomar]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3223</guid>
		<description><![CDATA[Much like&#160;Lost in Nightmares, released and reviewed last month, the newest batch of&#160;Resident Evil 5&#160;downloadable content entitled&#160;Desperate Escape&#160;expands upon the story portrayed in the main game, and gives its hardcore fans a nice little add-on. With this release, the entirety ofResident Evil 5: Gold Edition&#160;has been made available, and overall is a very entertaining and [...]]]></description>
			<content:encoded><![CDATA[<p style="margin-bottom: 0in"><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: arial, helvetica, sans-serif; "><span style="font-style: normal; ">Much like&nbsp;</span><a href="http://www.levelfortytwo.com/2010/02/resident-evil-5-lost-in-nightmares/"><strong><em>Lost in Nightmares</em></strong></a><span style="font-style: normal; ">, released and reviewed last month, the newest batch of&nbsp;</span><em>Resident Evil 5</em><span style="font-style: normal; ">&nbsp;downloadable content entitled&nbsp;</span><em>Desperate Escape</em><span style="font-style: normal; ">&nbsp;expands upon the story portrayed in the main game, and gives its hardcore fans a nice little add-on. With this release, the entirety of</span><em>Resident Evil 5: Gold Edition</em><span style="font-style: normal; ">&nbsp;has been made available, and overall is a very entertaining and fulfilling experience. Unlike&nbsp;</span><em>Lost in Nightmares</em><span style="font-style: normal; ">, this new chapter is all action, all the time.</span></span></p>
<div style="font-family: Arial, Verdana, sans-serif; font-size: 12px; color: rgb(34, 34, 34); background-color: rgb(255, 255, 255); ">
<p style="margin-bottom: 0in; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><span style="font-style: normal; ">Beginning at the point Jill Valentine separates from Chis and Sheva,&nbsp;</span><em>Desperate Escape</em><span style="font-style: normal; ">&nbsp;shows how she and BSAA agent Josh Stone (spoilers!) escaped from the Tricell facility and managed to save the main characters later on. The developers aimed to create an incredibly challenging mission, and I&#39;d have to say they completed that task admirably. While&nbsp;</span><em>Lost in Nightmares</em><span style="font-style: normal; ">returned to the series&#39; roots with puzzles and atmosphere,&nbsp;</span><em>Desperate Escape</em><span style="font-style: normal; ">&nbsp;is the complete opposite. Strategic movement and combat tactics still help in some of the larger battles, but it&#39;s gameplay is very much like the most recent games in the series.</span></span></span></span></p>
<p style="margin-bottom: 0in; font-style: normal; text-align: center; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><img alt="zR_s704_0060-00000_bmp_jpgcopy" class="alignnone size-full wp-image-3222" height="346" src="http://www.levelfortytwo.com/wp-content/uploads/2010/03/zR_s704_0060-00000_bmp_jpgcopy.png" style="cursor: default; " width="615" /></span></span></span></p>
<p style="margin-bottom: 0in; font-style: normal; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">The entirety of the story is just as the title implies: Jill and Josh are escaping, and they&#39;re rather desperate to do so. It&#39;s just you and a friend against a horde of Majini warriors, and even though you may be better equipped than they are, they have numbers. You&#39;ll constantly be surrounded by a great deal of them as explosions go off around you, and having another player you can trust by your side will make it that much more enjoyable. The partner AI seemed to be improved a little from the main game, but you&#39;ll still find yourself wishing for a human if you&#39;re stuck going the solo route. A few surprising additions found their way into the story mode from the Mercenaries mode, namely in the form of exploding enemies. I was caught off guard many times by exploding bodies after I thought my enemy was dead, which added another layer of intensity throughout the games many firefights.</span></span></span></p>
<p style="margin-bottom: 0in; font-style: normal; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">One of my favorite parts of&nbsp;<em>Resident Evil 5</em>&nbsp;were the situation-determined action commands, through which you could incapacitate and even kill the enemies in order to conserve ammo usage. These make a huge return in&nbsp;<em>Desperate Escape</em>, as both Jill and Josh come equipped with hand-to-hand moves of their own. Jill makes use of her flexibility and nimbleness by knee dropping prone enemies, and even snapping their necks with her thighs if they are both situated properly. Josh&#39;s moves were some of the coolest I&#39;ve seen, incorporating grappling techniques and various wrestling maneuvers to subdue his enemies. The character animations are incredibly fluid and look amazing in motion.</span></span></span></p>
<p style="margin-bottom: 0in; font-style: normal; text-align: center; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><img alt="zR_s704_0012-00000_bmp_jpgcopy" class="alignnone size-full wp-image-3221" height="346" src="http://www.levelfortytwo.com/wp-content/uploads/2010/03/zR_s704_0012-00000_bmp_jpgcopy.png" style="cursor: default; " width="615" /></span></span></span></p>
<p style="margin-bottom: 0in; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><span style="font-style: normal; ">As I was playing through&nbsp;</span><em>Desperate Escape</em><span style="font-style: normal; ">&nbsp;with the same friend I finished the main story with, we were constantly surprised with the amount of story points they intertwined within the main plot. It was interesting to see what Jill was up to when she was in communication with Chris, and what she had to go through to save them at the end of the game. As a huge nerd when it comes to storylines, it answered a lot of questions I had regarding the whereabouts of Jill and Josh during all the craziness in Chris and Sheva&#39;s storyline. It also does a great job of fleshing out the side characters and adding a bit of depth when it comes to their personalities, ambitions, and overall reason for doing what they do. As soon as a new character is introduced, though, they are usually done in to make room for Jill and Josh, who are the kept as the focus the entire time.</span></span></span></span></p>
<p style="margin-bottom: 0in; font-style: normal; text-align: center; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><img alt="zR_s703_0004-00000_bmp_jpgcopy" class="alignnone size-full wp-image-3220" height="346" src="http://www.levelfortytwo.com/wp-content/uploads/2010/03/zR_s703_0004-00000_bmp_jpgcopy.png" style="cursor: default; " width="615" /></span></span></span></p>
<p style="margin-bottom: 0in; "><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); "><span style="font-style: normal; ">Overall,&nbsp;</span><em>Desperate Escape</em><span style="font-style: normal; ">&nbsp;is a very interesting experience. It is almost the polar opposite of the last DLC patch&nbsp;</span><em>Lost in Nightmares</em><span style="font-style: normal; ">&nbsp;as it sticks with the newer formula found in&nbsp;</span><em>Resident Evil 5.</em><span style="font-style: normal; ">&nbsp;It is entirely action-oriented, with absolutely no puzzles. The main draw is the almost horde-like rush of enemies you&#39;ll experience throughout the entire gameplay experience, which makes for a very intense and somewhat frustrating mission. But with the addition of new plot points that flesh out the already interesting&nbsp;</span><em>Resident Evil 5</em><span style="font-style: normal; ">&nbsp;story arc, it&#39;s a game you&#39;ll want to play again to see if you missed any references or side stories.</span></span></span></span></p>
<p style="margin-bottom: 0in; "><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-size: medium; "><span style="font-size: 16px; "><span style="text-decoration: underline; "><strong><span style="font-style: normal; ">Likes</span><br />
		</strong></span></span></span></span></p>
<ul>
<li><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">New, revealing story points on how other characters fared.</span></span></span></li>
<li><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">Amazing new hand-to-hand animations for both new characters.</span></span></span></li>
<li><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">Tons and tons of challenge even for the most hardened RE5 veterans.</span></span></span></li>
</ul>
<p><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-size: medium; "><span style="font-size: 16px; "><span style="text-decoration: underline; "><strong>Dislikes<br />
		</strong></span></span></span></span></p>
<ul>
<li><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">Returns to the emphasis on action of the newer games.</span></span></span></li>
<li><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">The challenge can become a bit frustrating after numerous attempts.</span></span></span></li>
<li><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); ">The partner AI still needs a lot of work, but remains somewhat manageable.</span></span></span></li>
</ul>
<p style="text-align: center; "><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-size: medium; "><span style="font-size: 20px; "><span style="text-decoration: underline; ">Review Score<br />
		</span></span></span></span></p>
<p style="text-align: center; "><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-size: medium; "><img alt="4" class="alignnone size-full wp-image-845" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/4.png" style="cursor: default; " width="40" /><span style="font-size: 72px; ">&nbsp;/&nbsp;</span><img alt="5" class="alignnone size-full wp-image-444" height="60" src="http://www.levelfortytwo.com/wp-content/uploads/2009/11/5.png" style="cursor: default; " width="39" /></span></span></p>
<hr />
<p><span style="font-family:arial,helvetica,sans-serif;"><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-size: medium; "><em><span style="font-size: 11px; ">The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.</span></em></span></span></p>
</div>
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		<title>Talk Is Cheap &#8211; 3/8/10</title>
		<link>http://www.levelfortytwo.com/2010/03/talk-is-cheap-3-8-10/</link>
		<comments>http://www.levelfortytwo.com/2010/03/talk-is-cheap-3-8-10/#comments</comments>
		<pubDate>Mon, 08 Mar 2010 19:16:35 +0000</pubDate>
		<dc:creator>LevelFortyTwo Staff</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Podcast]]></category>
		<category><![CDATA['Splosion Man]]></category>
		<category><![CDATA[Black Dynamite]]></category>
		<category><![CDATA[Captain Swing and the Electrical Pirates of Cindry Island]]></category>
		<category><![CDATA[Comic Jumper]]></category>
		<category><![CDATA[Condition]]></category>
		<category><![CDATA[electric punk]]></category>
		<category><![CDATA[Heavy Rain]]></category>
		<category><![CDATA[indie games]]></category>
		<category><![CDATA[Limbo]]></category>
		<category><![CDATA[Mass Effect: Ascension]]></category>
		<category><![CDATA[Mass Effect: Redemption]]></category>
		<category><![CDATA[Menacing video game characters]]></category>
		<category><![CDATA[Portal 2]]></category>
		<category><![CDATA[Robert Kirkman]]></category>
		<category><![CDATA[Sean Riley]]></category>
		<category><![CDATA[Sushi Cat]]></category>
		<category><![CDATA[Talk Is Cheap]]></category>
		<category><![CDATA[The Astounding Wolf-Man]]></category>
		<category><![CDATA[The Maw]]></category>
		<category><![CDATA[Twisted Pixel Games]]></category>
		<category><![CDATA[united front games]]></category>
		<category><![CDATA[Warren Ellis]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3198</guid>
		<description><![CDATA[There&#39;s lots to talk about on this week&#39;s episode of Talk is Cheap!&#160; Michael, Erika and Joel chat with Lead Designer at Twisted Pixel Games, Sean Riley (&#39;Splosion Man, The Maw, Comic Jumper) about Michael&#39;s feature, On the Front Lines: Studio Tour of United Front Games, Matthew&#39;s feature, 10 of Video Game&#39;s Most Menacing Characters, [...]]]></description>
			<content:encoded><![CDATA[<p><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: rgb(0, 0, 0);">There&#39;s lots to talk about on this week&#39;s episode of Talk is Cheap!&nbsp; </span></span></span><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: rgb(0, 0, 0);">Michael, Erika and Joel chat with Lead Designer at Twisted Pixel Games, <strong>Sean Riley </strong>(<em><strong>&#39;Splosion Man</strong></em>, <strong><em>The Maw</em></strong>, <em><strong>Comic Jumper</strong></em>) about Michael&#39;s feature, <strong><a href="http://www.levelfortytwo.com/2010/03/on-the-front-lines-studio-tour-of-united-front-games/">On the Front Lines: Studio Tour of United Front Games</a></strong>, Matthew&#39;s feature, <u><strong><a href="http://www.levelfortytwo.com/2010/03/10-of-videogames-most-menacing-characters/">10 of Video Game&#39;s Most Menacing Characters</a></strong></u>, news about <strong><em>Portal 2</em></strong>, Justin and Michael&#39;s reviews for <u><em><strong><a href="http://www.levelfortytwo.com/2010/03/heavy-rain-review/">Heavy Rain</a></strong></em></u> and finally an interview with Sean about the process behind <em>&#39;Splosion Man</em> and some info about Twisted Pixel&#39;s latest game, <em>Comic Jumper</em>.&nbsp; Be sure to visit Twisted Pixel&#39;s website <u><strong><a href="http://www.twistedpixelgames.com/">here</a></strong></u>.&nbsp;</span></span></span></p>
<p><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: rgb(0, 0, 0);">On Indie Compendium, Erika talks about </span></span></span><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: rgb(0, 0, 0);"><em><strong>Condition</strong></em>, a retro, side-scrolling run and gun platformer.&nbsp; You </span></span></span><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: rgb(0, 0, 0);">can </span></span></span>play the game on Newgrounds.com <u><strong><a href="http://www.newgrounds.com/portal/view/529101">here</a></strong></u>. She<span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: rgb(0, 0, 0);"> also talk about <em><strong>Sushi Cat</strong></em>, a Peggle-esque game with a bouncing cat and tons of sushi &#8211; what more could you want!&nbsp; if you haven&#39;t already checked out the title, be sure to do so</span></span></span><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: rgb(0, 0, 0);"> <u><strong><a href="http://www.newgrounds.com/portal/view/529334">here</a></strong></u>.&nbsp; Finally, we talk about 2010 IGF Finalist, <strong><em>Limbo</em></strong>, and its summer release on XBLA.&nbsp; This stylized indie game has been in development since 2006 and has finally resurfaced for all to see!&nbsp; Be sure to check out the teaser trailer for the game <u><strong><a href="http://www.limbogame.org/">here</a></strong></u>. &nbsp;</span></span></span></p>
<p><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: rgb(0, 0, 0);"><span style="color: rgb(0, 0, 0); line-height: 20px;">Joel and Michael also makes some special mentions in this week&#39;s Comic Compendium.&nbsp; First up is Warren Ellis&#39; latest comic series, <em>Captain Swing and the Electrical Pirates of Cindry Island</em> (quite a mouthful, isn&#39;t it?).&nbsp; Later, Michael talks about Robert Kirkman&#39;s <em>The Astounding Wolf-Man</em> as well as</span></span></span></span> <em>Mass Effect: Redemption</em>, a four issue comic series, and <em>Mass Effect: Ascension</em>, a science-fiction novel.&nbsp;&nbsp; To top things off, Erika talks about the recently released <em>Black Dynamite</em>, a parody of &#39;70s-era Blaxploitation films.&nbsp;</p>
<p><span style="font-size: 12px;"><span style="font-family: arial,helvetica,sans-serif;"><span style="color: rgb(0, 0, 0);"><span style="color: rgb(0, 0, 0); line-height: 20px;">Send us your thoughts to podcast@levelfortytwo.com. &nbsp;<span class="Apple-style-span" style="color: rgb(34, 34, 34); ">You can direct download the episode&nbsp;<a href="http://www.levelfortytwo.com/podcast/Talk%20Is%20Cheap%203_8_10.mp3" style="color: rgb(17, 17, 17); text-decoration: none; "><strong>here</strong></a>, or subscribe to the podcast in iTunes&nbsp;<a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=340805099" style="color: rgb(17, 17, 17); text-decoration: none; "><strong>here</strong></a>.</span></span></span></span></span></p>
<p><em>[Mind the perpetual fan in the background, everyone!&nbsp; We&#39;re working on it!]<br />
	</em></p>

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		<title>E.V.O.: Search for Eden</title>
		<link>http://www.levelfortytwo.com/2010/03/e-v-o-search-for-eden/</link>
		<comments>http://www.levelfortytwo.com/2010/03/e-v-o-search-for-eden/#comments</comments>
		<pubDate>Mon, 08 Mar 2010 19:00:44 +0000</pubDate>
		<dc:creator>Matthew O&#39;Mara</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[New Game+]]></category>
		<category><![CDATA[Site Blogs]]></category>
		<category><![CDATA[E.V.O.: Search for Eden]]></category>
		<category><![CDATA[Koichi Sugiyama]]></category>
		<category><![CDATA[Snes]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3175</guid>
		<description><![CDATA[Let’s go back to 1992. It was quite a year, but in all the hubbub a gem was released.]]></description>
			<content:encoded><![CDATA[<div style="text-align: center"><img alt="Level Forty Two" class="aligncenter size-full wp-image-3047" height="85" src="http://www.levelfortytwo.com/wp-content/uploads/2010/02/Level-Forty-Two.png" width="600" /></div>
<div>Let&rsquo;s go back to 1992. <em>Kirby&rsquo;s Dreamland </em>was just released, Midway let loose the bloody <em>Mortal Kombat</em>, <em>Alone in the Dark </em>redefined horror in video games and Sonic made his second&nbsp;appearance this time accompanied by his sidekick Tails. It was quite a year, but&nbsp;in all the hubbub another gem was released. In 1993, the part creation myth, part action-adventure platformer, <em>E.V.O.: Search for Eden </em>came overseas and went mostly unnoticed.&nbsp;Today it&rsquo;s remembered for its innovative and progressive design.&nbsp;It was&nbsp;a game that came&nbsp;out way before it&#39;s time, and it helped evolve the genre.</div>
<div>&nbsp;</div>
<div style="text-align: center"><img alt="EVO 1" class="aligncenter size-full wp-image-3178" height="240" src="http://www.levelfortytwo.com/wp-content/uploads/2010/03/EVO-1.jpg" width="342" /></div>
<div>&nbsp;</div>
<div>Originally released as <i>46 Okunen Monogatari: The Shinka Ron </i>(1990) or<i> 46 Billion Years: The Theory of Evolution</i> for the NEC PC-9801<i>, </i><em>E.V.O.</em> is probably one of the most innovative videogames released, ever. Do you remember <em>Spore</em>? <em>E.V.O.</em> did it first. We all hailed Will Wright&#39;s game as something marvellous and original, but we were sorely disappointed in the game&#39;s delivery and lacklustre gameplay. <em>E.V.O.</em>&nbsp;recipe&nbsp;is quite different.&nbsp;The combination of platforming&nbsp;elements mixed with an interesting story&nbsp;made it an engaging experience from start to finish.&nbsp;And it&#39;s a&nbsp;game that has always fascinated me because of its diversity and its scope.</div>
<div>&nbsp;</div>
<div>I first played <em>E.V.O. </em>at a friend&rsquo;s house back in the heyday of my childhood. Back then my little undeveloped brain could barely comprehend the concept of evolution, at least until playing this game. It&rsquo;s a game about evolutionary theory! You could perform as many fatalities as you wanted as Johnny Cage, but were you learning about life? Let&#39;s start from the beginning.</div>
<div>&nbsp;</div>
<div>The story&nbsp;begins with The Sun, the ruler of the solar system, telling the third planet, Gaia, that she will bear&nbsp;life. Each time a new species comes into existence they will be put through a test. This contest of Survival of the Fittest will be used to find Gaia&rsquo;s partner in Eden. Then civilization will grow on her planet. Think of it&nbsp;as a&nbsp;spritual&nbsp;prequel to&nbsp;Almanic Corp&rsquo;s <em>Actraiser</em>, a city-development simulator mixed with action platforming sections. Your quest starts off in the prehistorics and ends somewhere&nbsp;in the&nbsp;range of&nbsp;5 to 3 B.C., the age of early man. There&rsquo;s also something about aliens, crystals, a gelatinous monster and a prophecy. The story gets a little hazy here,&nbsp;but I won&rsquo;t spoil the crazy ending for anyone. Your struggle to survive&nbsp;is the game&rsquo;s central focus,&nbsp;and the story revolves around the player aiming for the same end, the ultimate form of survival, Gaia.</div>
<div>&nbsp;</div>
<div style="text-align: center"><img alt="EVO 3" class="aligncenter size-full wp-image-3177" height="211" src="http://www.levelfortytwo.com/wp-content/uploads/2010/03/EVO-3.jpg" style="width: 342px;height: 245px" width="284" /></div>
<div>&nbsp;</div>
<div>Gaia, what can I say? She&rsquo;s the goddess who controls Earth and the fate of humanity; she&rsquo;s also really pretty and wants to share Eden with you. You know what that means, actually, no, I really can&rsquo;t say what Gaia had planned. She&rsquo;d probably find a means of asexually reproducing your final form&nbsp;so that your species could inhabit the Earth. She&rsquo;s a goddess damn it, shame on you (and me) for thinking that way, but I applaud the game for tackling a touchy subject. Being with Gaia in Eden will grant your species &quot;Intelligence&quot; and thus they begin their trek towards civilization. They&#39;ll&nbsp;learn and become more than just animals; they&#39;ll&nbsp;become&nbsp;civlized and eventually discover the secrets of the universe! You really can&rsquo;t call <em>E.V.O.</em> an educational game, but you can call it an insightful one. Evolution is still considered just as a theory and for some reason people still don&rsquo;t agree with it, but if it comes even close to being this entertaining who really cares?</div>
<div>&nbsp;</div>
<div>It has taken human species took over 34 billion years to evolve, <em>E.V.O. </em>will take just about that much time to complete. This is the only problem I have with the game. Playing the game as a kid, my brain was constantly afire each time I ate a jellyfish or evolved a new pair of jaws. It was exhilarating to have that much variety and control over the development of my creature. It was my 16-bit <em>Spore</em>, and it was actually fun. Going back to the game and playing through it again, I was surprised to see how much grind there is. It&rsquo;s inevitable that for the best parts you should have to work for them, but it shouldn&rsquo;t take a few hours just to get enough points to get a new pair of fins. One saving grace of this evolutionary system&nbsp;is the occasional dropping of &ldquo;super-meat&rdquo; (I guess you could call it that) that gives you a&nbsp;50 e.v.o. points. I spent hours playing through the first section and trying to make sure that I had every part, and then I was transported into the Jurassic age and sentenced to start all over again.</div>
<div>&nbsp;</div>
<div>It&rsquo;s cool to think that you&rsquo;re going to get a whole new table of upgrades, but it&rsquo;s a little frustrating to be up heaved every time you move on. It&rsquo;s a lengthy game, but playtime all depends on how you play. If you&rsquo;re a purist like me, it&rsquo;ll take a good amount of time to get the best parts. If you&rsquo;re a normal and well-rounded person who has to actually do something with their life, it&rsquo;ll take the better half of ten hours to get through. For a 16-bit non-RPG game that&rsquo;s quite a lot of time to invest, and speaking of RPGs.</div>
<div>&nbsp;</div>
<div style="text-align: center"><img alt="EVO 2" class="aligncenter size-full wp-image-3176" height="336" src="http://www.levelfortytwo.com/wp-content/uploads/2010/03/EVO-2.jpg" style="width: 338px;height: 218px" width="448" /></div>
<div>&nbsp;</div>
<div><em>E.V.O.</em>&rsquo;s music was composed by Koichi Sugiyama who also did the music for <em>Dragon Quest </em>series. This was the first 16-bit game he ever worked on and his skills as a composer really show. Whenever I played through the first part of the game in the ocean I always thought that the music sounded familiar. If you listen to the themes of both<em> E.V.O.</em> and <em>Dragon Quest,</em> you can hear some similar melodies. There&rsquo;s something about the game&rsquo;s theme that adds to the game&rsquo;s atmosphere of discovery and development.&nbsp;Sugiyama&#39;s music&nbsp;adds another layer of awesome to the epic nature of your survival.</div>
<div>&nbsp;</div>
<div><em>E.V.O.: Search for Eden</em> was a revolutionary title.&nbsp;It once&nbsp;had me hooked and even today it still holds my interest.&nbsp;The level of innovation E.V.O. displayed has also had a lasting effect on the developers today. The evolution of videogames received a real boost from this title, and it taught me that to survive I needed to be tough. There were life lessons to be learned from this game,&nbsp;and maybe save enough points up to get a new set of jaws. I&#39;m sure&nbsp;some big canines&nbsp;would do wonders for my writing and my personality.</p>
<hr /><span class="Apple-style-span">New Game+ is LevelFortyTwo.com&#39;s blog not just looking back at older games, but also the effort and work that was put into them, as well as the joy of reliving old gaming experiences. Read more about the goal of this blog&nbsp;<a href="http://www.levelfortytwo.com/2010/02/launching-new-game/"><strong><span>here</span></strong></a>.</span></div>
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		<title>Heavy Rain</title>
		<link>http://www.levelfortytwo.com/2010/03/heavy-rain-review/</link>
		<comments>http://www.levelfortytwo.com/2010/03/heavy-rain-review/#comments</comments>
		<pubDate>Fri, 05 Mar 2010 16:22:17 +0000</pubDate>
		<dc:creator>Michael Brown</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[ethan mars]]></category>
		<category><![CDATA[Heavy Rain]]></category>
		<category><![CDATA[heavy rain endings]]></category>
		<category><![CDATA[heavy rain ps3]]></category>
		<category><![CDATA[heavy rain review]]></category>
		<category><![CDATA[madison paige]]></category>
		<category><![CDATA[norman jayden]]></category>
		<category><![CDATA[quantic dream]]></category>
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		<description><![CDATA[In a game with so many different outcomes how can you only have one person review it? Each person&#39;s experience will be vastly different from another&#39;s, so we decided to have yet another multi-person review. You might also notice we haven&#39;t assigned the game score; we&#39;re trying something new, so give both the review and [...]]]></description>
			<content:encoded><![CDATA[<p>In a game with so many different outcomes how can you only have one person review it? Each person&#39;s experience will be vastly different from another&#39;s, so we decided to have yet another multi-person review. You might also notice we haven&#39;t assigned the game score; we&#39;re trying something new, so give both the review and game a good look!</p>
<hr />
<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; "><strong>Michael Brown:</strong> Dark and dreary,&nbsp;<em>Heavy Rain</em>&nbsp;packs a hell of a punch. By the end you feel exhausted and your emotions are completely out of whack, at least for me anyway. Quantic Dream&rsquo;s latest game puts you in the place of four characters, Ethan Mars, Madison Paige, Scott Shelby and Norman Jayden. Switching between the four personas you delve deep into the mystery of the Origami Killer, and (if you&rsquo;re playing as Madison or Ethan) getting closer to saving Ethan&rsquo;s son, Shaun.</span></span></span></p>
<p style="text-align: center; "><img align="middle" alt="" height="337" src="http://www.thekoalition.com/wp-content/gallery/heavy-rain-xmas-screens/heavy_rain-playstation_3screenshots16699birthday_01.jpg" width="600" /></p>
<div style="font-family: Arial, Verdana, sans-serif; font-size: 12px; color: #222222; background-color: #ffffff; ">
<p class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; ">The game controls differently from any other game you might have played before, and although there is a small adjustment period it quickly becomes second nature. The tasks that you are required to perform by using the Right Stick, or buttons are very good at immersing you into the experience. From the get go I was aware that any of the characters I was playing as could die and thus my decisions were greatly influenced. For my first playthrough I was determined to keep everyone alive. As the story progressed I found myself in increasingly stressful situations where my heart rate would steadily rise. </span></span></span></p>
<p class="MsoNormal"><span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: arial, helvetica, sans-serif; ">After beating the game I was still so enthralled in the story that I couldn&rsquo;t think of much else for the next little while. Another amazing aspect of this game are the branching story paths. Based off of your decisions characters can live or die, and as such the story can be impacted. Upon completing&nbsp;<em>Heavy Rain</em> I felt instantly compelled to go back and play the game again with specific things I would do differently for each chapter.</span></p>
<p class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; ">The game also shares heavy similarities with the movie&nbsp;<em>se7en</em>, which actually works in its favor to create dark and atmospheric environments. Speaking of atmospheric, the music in&nbsp;<em>Heavy Rain</em> is phenomenal. There are many times where it builds up suspense making you feel as if your next decision could cost you your life. As mentioned earlier, each of the four characters can die and as such there are no restarts; if someone dies, that&rsquo;s it. There were many times where I could only play a couple chapters and would then feel the need to take a break, sort of like reading a book. I felt as if this was a testament to how well crafted the story was; I was able to complete it at my own pace and not feel the need to finish it &ldquo;before everyone else&rdquo;.</span></span></span></p>
<p class="MsoNormal" style="text-align: center; "><img align="middle" alt="" height="338" src="http://media.crispygamer.com/screenshot/Title748/screenshot9-640x.jpg" width="600" /></p>
<p class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; ">Overall,&nbsp;<em>Heavy Rain</em> is an emotionally engrossing game. It provides a new experience not yet seen in the medium of video games. I would highly recommend it to those looking for something different than anything else on the market. With twists and turns around each corner, and plenty of replayability&nbsp;<em>Heavy Rain</em> is one of the best experiences you&rsquo;ll have on your PS3.</span></span></span></p>
<p class="MsoNormal"><span style="font-size: 16px; "><span style="font-family: arial, helvetica, sans-serif; "><span style="color: #000000; "><strong>Likes:</strong></span></span></span></p>
<ul>
<li><span style="font-size: 12px; "><span style="font-family: arial, helvetica, sans-serif; "><span style="color: #000000; ">Engrossing story with many endings </span></span></span></li>
<li><span style="font-size: 12px; "><span style="font-family: arial, helvetica, sans-serif; "><span style="color: #000000; ">Controls bridge a gap between been player and character </span></span></span></li>
<li><span style="font-size: 12px; "><span style="font-family: arial, helvetica, sans-serif; "><span style="color: #000000; ">Ability to choose your own actions and have to live with the consequences</span></span></span></li>
</ul>
<p class="MsoNormal"><span style="font-size: 16px; "><span style="font-family: arial, helvetica, sans-serif; "><span style="color: #000000; "><strong>Dislikes:</strong></span></span></span></p>
<ul>
<li><span style="font-size: 12px; "><span style="font-family: arial, helvetica, sans-serif; "><span style="color: #000000; ">Walking can sometimes be frustrating </span></span></span></li>
<li><span style="font-size: 12px; "><span style="font-family: arial, helvetica, sans-serif; "><span style="color: #000000; ">Characters sometimes look stunning, and horrible at others (Uncanny Valley)</span></span></span></li>
</ul>
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<p class="MsoNormal" style="margin-bottom: .0001pt; line-height: &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br &gt;&lt;br /&gt;&lt;/p&gt; normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><strong>Justin Potts:</strong> Upon embarking on the <em>Heavy Rain</em><span style="font-style:normal"> rollercoaster, one of my first ambitions was to wander my spacious, sun-drenched home in my undergarments.&nbsp; I was not allowed to do so.&nbsp; This felt strange, as <a href="http://www.molleindustria.org/everydaythesamedream/everydaythesamedream.html"><strong>I had taken part in such simple activity only a few short weeks ago</strong></a>.</span></span></span></p>
<p class="MsoNormal" style="margin-bottom: .0001pt; line-height: &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br &gt;&lt;br /&gt;&lt;/p&gt; normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;">Forced to make myself presentable, I headed for my wardrobe, which appeared to be packed with stylish options.&nbsp; With the flick of a thumbstick, my character dressed himself in something that I certainly wouldn&rsquo;t have selected.&nbsp; If found this rather frustrating, not because many <a href="http://www.youtube.com/watch?v=s-1l-AK3FPg"><strong>smaller games built on &ldquo;archaic&rdquo; design principles sport some rather extensive costume customization</strong></a>, but because just prior to this I had been forced to . . . take a shower? </span></span></p>
<p class="MsoNormal" style="margin-bottom: 0.0001pt; text-align: center; "><img align="middle" alt="" height="338" src="http://www.crushfragdestroy.com/wp-content/gallery/heavy-rain-screens-4/heavy_rain-playstation_3screenshots16709park_04.jpg" width="600" /></p>
<p class="MsoNormal" style="margin-bottom: .0001pt; line-height: &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br &gt;&lt;br /&gt;&lt;/p&gt; normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;">Despite these regular engagements with the mundane, <em>Heavy Rain</em><span style="font-style:normal"> places the player smack in the midst of a multitude of intense, compromising situations, and these are (most often) stressful and anxiety inducing, to say the least.&nbsp; Failing to perform the prompted inputs accurately in these segments, something I frequently struggled with although I feel this was due to no personal fault of my own, can drastically alter the course of events later on in the story.&nbsp; However, should you choose not to engage and merely watch things play out, while the end result may be different, the individual events within the scene may not change in the least. </span></span></span></p>
<p class="MsoNormal" style="margin-bottom: .0001pt; line-height: &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br &gt;&lt;br /&gt;&lt;/p&gt; normal;"><span class="Apple-style-span" style="font-family: arial, helvetica, sans-serif; ">The examples above outline my biggest complaint:&nbsp; More often than not, it feels as if points and events for player &ldquo;engagement&rdquo; are arbitrary.&nbsp; I often got the impression that the entire game was &ldquo;shot,&rdquo; and then had &ldquo;interactive&rdquo; elements laid over the top, as opposed to the developers having actively sculpted interesting interactions which would then add to the experience.&nbsp; Yes, the action and suspense are certainly tense, but that in and of itself is <a href="http://en.wikipedia.org/wiki/Silent_Hill_2"><strong>really nothing new</strong></a>.&nbsp; It was all of the stuff in between that I was looking forward to.&nbsp; We often hear the argument that merely presenting text to the player is a &ldquo;waste of the medium,&rdquo; that there should be other ways to pursue these interactions.&nbsp; <em>Heavy Rain</em><span style="font-style:normal"> has presented us with one more method, which should be seen as just that, </span><em>one possible method</em><span style="font-style:normal">.</span></span></p>
<p class="MsoNormal" style="margin-bottom: .0001pt; line-height: &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br &gt;&lt;br /&gt;&lt;/p&gt; normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;">Yet, despite what may read like a somewhat scathing analysis, the fact of the matter is that I could not stop playing.&nbsp; The game&rsquo;s developers repeatedly stated that <em>Heavy Rain</em><span style="font-style:normal"> is not a &ldquo;game,&rdquo; but something more along the lines of film.&nbsp; If this is truly the case, then </span><em>Heavy Rain</em><span style="font-style:normal"> has accomplished something rather remarkable, as there is no way that I would put up with a movie this long, much less repeatedly sacrifice sleep in order to watch &ldquo;just one more scene.&rdquo;&nbsp; There is something bigger occurring here, something that has been brewed up in the bowels of this composition, and the argument surrounding exactly what this may be still seems to be far from reaching any sort of conclusive analysis.&nbsp; The questions in this case, I think, are of far greater importance than the (perceived) answer. </span></span></span></p>
<p class="MsoNormal" style="margin-bottom: 0.0001pt; text-align: center; "><img align="middle" alt="" height="338" src="http://gamerinvestments.com/video-game-stocks/wp-content/uploads/2010/01/Heavy_Rain-PlayStation_3Screenshots16715SLEAZY_PLACE07.jpg" width="600" /></p>
<p class="MsoNormal" style="margin-bottom: .0001pt; line-height: &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br &gt;&lt;br /&gt;&lt;/p&gt; normal;"><span class="Apple-style-span" style="font-family: arial, helvetica, sans-serif; ">The qualities of <em>Heavy Rain</em> which make it feel fresh, engaging and memorable, most notably the story, themes and atmosphere largely lacking from big retail products within the medium, as well as the game&rsquo;s visuals, likely aren&rsquo;t going to stand the test of time.&nbsp; As hardware grows more powerful and video games (hopefully) continue to broaden in their scope of viable material, the outstanding qualities of <em>Heavy Rain</em> will one day likely become some standard form of sub-genre.&nbsp; It is quite possible however, that upon looking back, we may end up viewing the title as a significant turning point, a catalyst for the exploration and resulting production of a more diverse and challenging engagement with various avenues for storytelling and what it means for something to be &ldquo;adult&rdquo; underneath the video game umbrella.&nbsp; Should this prove to be the case, I can hardly imagine a more welcome contribution.&nbsp;</span></p>
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<p class="MsoNormal" style="margin-bottom: .0001pt; line-height: &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br &gt;&lt;br /&gt;&lt;/p&gt; normal;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000;"><span><strong><span style="font-size:16px;">Likes: </span></strong></span></span></span></span></p>
<ul>
<li><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000;"><span>Forces the player to make difficult, rarely explored decisions </span></span></span></span></li>
<li><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000;"><span>Lots of great conversation to be had about the experience with others </span></span></span></span></li>
<li><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000;"><span>Always want to see what&rsquo;s next</span></span></span></span></li>
</ul>
<p class="MsoNormal" style="margin-bottom: .0001pt; line-height: &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br &gt;&lt;br /&gt;&lt;/p&gt; normal;"><span style="font-size:16px;"><span style="font-family: arial, helvetica, sans-serif; color: #000000;"><strong><span style="font-family:arial,helvetica,sans-serif;">Dislikes:</span> </strong></span></span></p>
<ul>
<li><span style="font-family: arial, helvetica, sans-serif; color: #000000; font-size: medium;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;">&ldquo;Interactive elements&rdquo; often feel arbitrary, disengaging</span> </span></span></li>
<li><span style="font-family: arial, helvetica, sans-serif; color: #000000; font-size: medium;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;">Experienced many issues inputting desired commands</span> </span></span></li>
<li><span style="font-family: arial, helvetica, sans-serif; color: #000000; font-size: medium;"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;">Feedback to the player is (intentionally?) unclear</span></span></span></li>
</ul>
</div>
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