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	<title>Level Forty Two</title>
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	<link>http://www.levelfortytwo.com</link>
	<description>Gaming at our level.</description>
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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 />
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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="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 />
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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); ">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 />
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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); ">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 />
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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="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 />
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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); ">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 />
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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); ">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 />
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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); ">&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 />
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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); ">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 />
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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 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>
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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); ">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 />
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<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>
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		<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>
		<category><![CDATA[scott shelby]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3160</guid>
		<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>
<hr />
<p class="MsoNormal"><!--StartFragment--></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;"><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>
<p class="MsoNormal"><!--StartFragment--></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;"><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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		<title>On The Front Lines: Studio Tour of United Front Games</title>
		<link>http://www.levelfortytwo.com/2010/03/on-the-front-lines-studio-tour-of-united-front-games/</link>
		<comments>http://www.levelfortytwo.com/2010/03/on-the-front-lines-studio-tour-of-united-front-games/#comments</comments>
		<pubDate>Wed, 03 Mar 2010 15:17:19 +0000</pubDate>
		<dc:creator>Michael Brown</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Features]]></category>
		<category><![CDATA[bc]]></category>
		<category><![CDATA[dan sochan]]></category>
		<category><![CDATA[game studios in vancouver]]></category>
		<category><![CDATA[modnation racers]]></category>
		<category><![CDATA[modnation racers ps3]]></category>
		<category><![CDATA[modnation racers psp]]></category>
		<category><![CDATA[studio tour]]></category>
		<category><![CDATA[true crime]]></category>
		<category><![CDATA[united front games]]></category>
		<category><![CDATA[vancouver]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3147</guid>
		<description><![CDATA[In the heart of Yaletown in downtown Vancouver, British Columbia is the home of United Front Games, the up and coming developers of games such as&#160;ModNation Racers and&#160;True Crime. For the most part gamers only get to see the finished product itself, but they don&#8217;t always get to explore where the game was made. While [...]]]></description>
			<content:encoded><![CDATA[<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; ">In the heart of Yaletown in downtown Vancouver, British Columbia is the home of United Front Games, the up and coming developers of games such as&nbsp;<em>ModNation Racers</em> and&nbsp;<em>True Crime</em>. For the most part gamers only get to see the finished product itself, but they don&rsquo;t always get to explore where the game was made. While I was in Vancouver for the Olympics I stopped by the studio and was given a tour of the studio by Dan Sochan, the producer of&nbsp;<em>ModNation Racers</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 align="middle" alt="" height="375" src="http://www.levelfortytwo.com/wp-content/uploads/IMG_34701.jpg" style="cursor: default; " width="500" /><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; ">When you immediately walk in, United Front Games is actually what you would expect the lobby of a development studio to look like; it&rsquo;s open concept, nicely decorated, and there are plenty of posters feature concept art or magazine spreads featuring some of their highly anticipated games.</span></span></span></p>
<p class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; ">After a couple of seconds looking around I was taken to the lounge/break area of the studio. With the Olympics in full swing a few employees (some there with their children) were huddled around a TV cheering. Not only is the studio increasingly busy as they put the finishing touches on&nbsp;<em>ModNation Racers</em>, but they are also outside of one of the busiest destinations in downtown Vancouver (especially during the Olympics). It&rsquo;s nice to see a sense of unity amongst all of these workers, it just goes to show that even when you&rsquo;re in the middle of deadlines you don&rsquo;t have to tune out all aspects of your life.</span></span></span></p>
<p class="MsoNormal"><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; ">Next I was taken to the main development area of the studio. As Dan explained to me, there is a large sense of camaraderie between all of their employees. With certain teams placed close to each other people are easily able to ask questions or get re-assurance from their coworkers (ie. Character Modelers are sitting next to the Art team).</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 align="middle" alt="" height="444" src="http://www.levelfortytwo.com/wp-content/uploads/IMG_3472.JPG" style="cursor: default; " width="278" /><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; ">At this point in time I was only able to see the part of the studio working on&nbsp;<em>MNR</em>, with their work on&nbsp;<em>True Crime</em> kept under wraps at the moment. Even so, United Front Games seems to have struck quite a balance between work and pleasure, even their meeting rooms are named after various Mexican &ldquo;Luchador&rdquo; Wrestlers (there is also a wall of Mexican wrestler masks when you first enter the floor currently working on&nbsp;<em>True Crime</em>). As I look back at the studio tour, I must say that I found it very interesting to actually see where a game was developed. In this day and age, so many gamers are very narrow sighted and only look at a game for a week or two until it becomes deemed at &ldquo;old news&rdquo;, however this tour has now really wet my appetite for the release of&nbsp;<em>ModNation Racers</em> on the PS3 this spring. </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; ">Of course what studio tour wouldn&rsquo;t be complete with an interview? Below is a transcript of my interview Dan Sochan.</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>What can you tell me about the history of United Front Games?</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; ">United Front Games was formed in 2007. The goal was to make great games that really pushed the boundaries of creativity and what was also technically possible. We also wanted to do that while having a really fun environment. Making Triple-A games right out of the gate is actually pretty challenging! We&rsquo;ve been really fortunate to partner up with two fantastic publishers like Sony and Activision (for&nbsp;<em>True Crime</em>) that have believed in us since the beginning and have been very supportive. I think they&rsquo;ve been very happy with the results we&rsquo;ve been able to achieve as well. Overall, we&rsquo;re a two-teamed company, and we are dedicated to making the absolute best games that play to the strength of our platforms.</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 align="middle" alt="" height="312" src="http://cache.gawker.com/assets/images/9/2009/12/500x_true_crime.jpg" style="cursor: default; " width="500" /></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>How did you originally partner up with Sony?</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; ">When United Front Games was looking to form, we were looking for different partners or publishers, and obviously you want that sort of synergy with the partner, especially being a young studio. What we wanted to do was make a great racing game that pushed the boundaries of creativity, and it just lined up really nicely with what Sony wanted. They really wanted to push the online component (such as the sharing). They&rsquo;d already announced&nbsp;<em>LittleBigPlanet</em> at that point and they felt that that was a very strong genre and that the industry was going to move in that direction, and they wanted another game that had those same elements, yet was different. Although there are quite a few similarities between us and&nbsp;<em>LBP</em>, there are also quite a few differences.</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>Why did you decide to reveal the PSP version of&nbsp;<em>ModNation Racers</em> so late in the cycle? How long had the idea for a PSP version been in the works?</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; ">The PSP version has been in the works for quite a while. It&rsquo;s just all about timing and releases. Often you don&rsquo;t want to make an announcement just before New Years or things get lost. It was all just about timing and getting a lot of excitement and energy about the Playstation 3 version, and then showing off how fantastic the PSP version is looking early in the New Year.</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>What are some of differences between the PS3 and PSP versions of&nbsp;<em>ModNation Racers</em>?</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; ">We worked really closely with the PSP team to ensure that they&rsquo;ve done an unbelievable job at creating a game that still has those &ldquo;Play Create Share&rdquo; aspects to it. They also did an amazing job of not being hindered because the PSP obviously isn&rsquo;t as powerful as the PS3. They took what the PSP did best and really built those game features around that. It&rsquo;s been really great seeing the progress they&rsquo;ve made and the really fun, interesting game they&rsquo;ll be creating. There will be more announcements about the PSP version in the future.</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>What else does United Front Games have in store for the future? Are you looking at only developing for the Xbox 360 and PS3 or would you ever consider developing for handhelds?</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; ">We definitely wouldn&rsquo;t want to ever close the door on any opportunities. What we want to do is make the best possible games that really help change and define what the games industry is. We&rsquo;re essentially console-agnostic, which means whichever console we feel best suits the style of game that we want to work on then we&rsquo;re always open to those ideas. </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 align="middle" alt="" height="534" src="http://upload.wikimedia.org/wikipedia/en/2/24/United_Front_Games.jpg" style="cursor: default; " width="443" /></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 style="color: #000000; "><strong>What is one thing you are most looking forward to with the launch of&nbsp;<em>ModNation Racers</em>?</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; ">The thing that I am most excited about with&nbsp;<em>ModNation Racers</em> is just getting it out there and really being able to interact with the community. The Public Beta was a great example of that. There were obviously some things that were still getting fixed at that point, like load times and framerate (which is standard with every game), but it was amazing being there; racing with different people, seeing different race styles, seeing the unbelievable creations that people made, and that was with a very limited subset of our total parts. Only 20% of the total parts we&rsquo;ll have in the game were available in the public beta, maybe even less, perhaps only 15%. I can&rsquo;t wait to see what happens when someone has had more than just a couple weeks with the game and they have the full part set available.</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>Depending on the success of&nbsp;<em>ModNation Racers</em> would you consider doing a sequel or would you just continue to support the game with long-term DLC?</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; ">I think that that is something where we would have to wait and see. I think both obviously have a lot of merit, there&rsquo;s a lot of things you can do in a sequel that you can&rsquo;t do by just having a DLC pack. I think a lot of this will come from the feedback that we get from the general public, sort of &ldquo;what do they want to see?&rdquo; and then we&rsquo;ll respond accordingly.</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>What are some of your favorite games that you&rsquo;ve played recently?</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; ">I haven&rsquo;t been able to play a lot recently, but over Christmas I was playing the sort of &ldquo;classics&rdquo;.&nbsp;<em>Call of Duty: Modern Warfare 2</em> was great, but I was actually playing a lot of<em>Buzz! Quiz TV</em> with the family which was a lot of fun. Also,&nbsp;<em>Beatles Rockband</em> was fantastic; I really like a wide variety of games, I&rsquo;m definitely into sports games and have a strong background in developing sports games, but I have to say it&rsquo;s pretty cool in the industry these days. There are a lot of people doing some very unique things such as<em>Scribblenauts</em>. People seem less confined by &ldquo;I must make another shooter&rdquo;, &ldquo;I must make another hardcore sim-racer&rdquo;, and with the power of the consoles we have today you can do a little bit of everything. Thinking of what&nbsp;<em>ModNation Racers</em> is, it&rsquo;s a kart racing game, but it&rsquo;s also a track building game, and a character or kart building game, as well as an online racing/sharing game; it&rsquo;s multi-tiered. Those would have been six different games 4 or 5 years ago but with the power of the PS3 and the Playstation Network being so accessible we&rsquo;ve been able to take all of the best elements of those genres and put them into one package.</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>Do you think it would have been possible to develop&nbsp;<em>ModNation Racers</em> on the Xbox 360?</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; ">I think parts of it could have been developed on the 360. We really like the hardware configuration for the PS3. Another big thing for us was the built in hard drive, not to mention the Playstation Network being for free; these things all help to make the game that much more accessible.</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 align="middle" alt="" height="281" src="http://cache.gawker.com/assets/images/9/2009/12/beta.jpg" style="cursor: default; " width="500" /></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>Does UFG look at other developers in the industry to help better or strengthen the games you are developing?</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; ">One of the things I&rsquo;ve always really enjoyed about the video game industry is that it&rsquo;s very collaborative; it&rsquo;s definitely not cut-throat in the way of &ldquo;I have created some new technology and I will not share it with anyone&rdquo;. It&rsquo;s actually very much the opposite. If anyone ever has the opposite to go to some game symposiums, such as GDC, it&rsquo;s amazing! People get up there and they spill beans. Obviously there are some things that are patented, but in general they talk about their principles and how they developed technology, how they build great game studios or come up with fantastic designs or beautiful artwork. I think it&rsquo;s a general belief of: we&rsquo;re a relatively new industry, we want everyone to succeed, because the more of us who make great games the more we are inspiring each other and thus the bar gets raised.</span></span></span></p>
</div>
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		<title>10 of Video Game&#8217;s Most Menacing Characters</title>
		<link>http://www.levelfortytwo.com/2010/03/10-of-videogames-most-menacing-characters/</link>
		<comments>http://www.levelfortytwo.com/2010/03/10-of-videogames-most-menacing-characters/#comments</comments>
		<pubDate>Tue, 02 Mar 2010 14:26:49 +0000</pubDate>
		<dc:creator>Matthew O&#39;Mara</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Features]]></category>
		<category><![CDATA[bioshock]]></category>
		<category><![CDATA[Clive Barker's Undying]]></category>
		<category><![CDATA[Clock Tower]]></category>
		<category><![CDATA[Commander Keen]]></category>
		<category><![CDATA[F.E.A.R.]]></category>
		<category><![CDATA[resident evil]]></category>
		<category><![CDATA[Resident Evil 3]]></category>
		<category><![CDATA[Silent Hill 2]]></category>
		<category><![CDATA[Silent Hill 4]]></category>
		<category><![CDATA[Siren]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3081</guid>
		<description><![CDATA[Being a menacing videogame villain takes more than just having a “Kill, Kill, Kill!” kind attitude.]]></description>
			<content:encoded><![CDATA[<div>Being a menacing videogame villain takes more than just having a &ldquo;Kill, Kill, Kill!&rdquo; kind of attitude. Menace comes from the antagonist&rsquo;s presence. For me, how scary a bad guy is&nbsp;knowing that they&rsquo;re is more powerful than you, smarter than you, more violent, aggressive and sadistic. It&rsquo;s&nbsp;having a&nbsp;psychological or physical&nbsp;authority over the game&rsquo;s progression as either an obstacle or a barrier to the protagonist. It&rsquo;s about unsettling the player and keeping them on edge throughout the game.&nbsp;These are just a few characters that have stayed with me over the years and still managed to haunt my nightmares and memory cards.</div>
<div>&nbsp;</div>
<div><strong>1. Walter Sullivan &ndash; Silent Hill 4 (PC, PS2, Xbox: 2004)</strong></div>
<div>&nbsp;</div>
<div>There&rsquo;s something about that blank stare. It creeps me out and it certainly makes Henry Townsend pretty nervous. I first played <em>Silent Hill 4</em> a few weeks ago and I was surprised just how&nbsp;unrelenting Walter is. He&rsquo;s literally everywhere and that ominous presence is what makes him so frightening.</div>
<div>&nbsp;</div>
<div style="text-align: center"><img align="middle" alt="Walter Sullivan" class="alignleft size-full wp-image-3082" height="260" src="http://www.levelfortytwo.com/wp-content/uploads/2010/02/Walter-Sullivan.bmp" style="height: 260px; width: 190px; " width="190" /></div>
<div>&nbsp;</div>
<div>Walter spent his childhood at the Wish House orphanage in Silent Hill. After six years at the orphanage and after being subjected to numerous occult rituals, he was told that the apartment complex in which he was found was his mother. You can imagine how that might mess up your mind a bit. He spent the next few years visiting the apartment complex. Walter was then told that in order to see his mother come back to life, he had to complete the 21 sacraments. He had to kill 21 people.</div>
<div>&nbsp;</div>
<div>Walter Sullivan isn&rsquo;t your typical take over the world villain. He&rsquo;s a methodical serial killer influenced by the occult. But there&rsquo;s even more to his character than this. In terms of omnipresence, the entire game is a construction of Walter&rsquo;s desire to see the apartment become reality. His personality is so pervasive that the worlds you travel to become a reflection of his psyche. His reality is even able to invade your sanctuary in the late stages of the game. Walter is a menacing character in both presence and in his actions. And please don&rsquo;t pick up the doll! Whatever you do just leave it on the stairs. What, do you think he just innocently left it there as a present? At least the next person on the list doesn&rsquo;t pull this psychological torture, well,&nbsp;maybe a little&#8230;</div>
<div>&nbsp;</div>
<div><strong>2. Alma &ndash; F.E.A.R. (PC, PS3, Xbox 360: 2005)</strong></div>
<div><strong><br />
	</strong></div>
<div>Alma was an unfortunate test subject&nbsp;of Project Origin. This was Armacham Technology&rsquo;s attempt to harness her psychic powers and impregnate her in order to create super soldiers. What&rsquo;s worse is that her father, Harlan Wade, was in charge of this abuse. Alma is like a ghost. She has the ability to turn up anywhere, and you&rsquo;re always left wondering when the developers are going to try and catch you off guard.</div>
<div>&nbsp;</div>
<div style="text-align: center"><img alt="Alma" class="aligncenter size-full wp-image-3083" height="184" src="http://www.levelfortytwo.com/wp-content/uploads/2010/02/Alma.bmp" style="width: 325px;height: 194px" width="325" /></div>
<div>&nbsp;</div>
<div>Taken as a research subject at the age of three, Alma spent the next half of her life at Armacham undergoing various scientific tests. Her father&nbsp;wanted to create a new life out of Alma, a god amongst men and a blank slate, so that he could control and manipulate them into being the perfect solider. The only problem is that he underestimated Alma&rsquo;s psychic powers, and she takes it upon herself to get revenge. This isn&rsquo;t a good thing for the Point Man.</div>
<div>&nbsp;</div>
<div>This is where Alma gets her powers to unsettle us. Her psychic abilities are directly linked to the protagonist through their similar genomes. Alma can manipulate his mind and infiltrate his unconscious. We experience this throughout the game through flashbacks and ghostly images. She&rsquo;s everywhere, and even in your mind. You can&rsquo;t help but mentioning Alma&rsquo;s childlike appearance. This is meant to trigger an emotional response from the player. We know that she was abused as a child and her vengeance is totally justified, it&rsquo;s just that we&rsquo;re in the way of her pyrokinetic crosshairs. She&rsquo;s always there, but she does give you time to recover between encounters. The next guy doesn&rsquo;t.</div>
<div>&nbsp;</div>
<div><strong>3. Nemesis &ndash; Resident Evil 3 (PS: 1999)</strong></div>
<div>&nbsp;</div>
<div>Unlike other zombies in the <em>Resident Evil </em>series, Nemesis has some control over his actions. This alone doesn&rsquo;t make him particularly menacing, but his intelligence may make the player think he can be reasoned with.&nbsp;You&#39;d be wrong.&nbsp;Dead wrong. Jill Valentine isn&rsquo;t dealing with some kind of bumbling zombie who&rsquo;ll stumble his way towards you, no, you&rsquo;re dealing with a relentless and zombified contract killer.</div>
<div>&nbsp;</div>
<div style="text-align: center"><img alt="Nemesis" class="aligncenter size-full wp-image-3084" height="204" src="http://www.levelfortytwo.com/wp-content/uploads/2010/02/Nemesis.bmp" width="325" /></div>
<div>&nbsp;</div>
<div>Nemesis was created from a strain of the T-virus, specifically the NE-T virus. He was designed to be more intelligent than the other &ldquo;super soldiers&rdquo; sent after the remaining S.T.A.R.S team members. This really shows in his perseverance as an antagonist. You can knock him down, burn him alive, shoot him and he&rsquo;ll just keep coming. This gives him an authority over the game&rsquo;s progression. Everything you do is based around Nemesis&rsquo;s proximity, or if you know he&rsquo;s encroaching. You look for safe houses and areas to relax specifically to be away from Nemesis. He becomes the main focus of <em>Resident Evil 3</em>&rsquo;s horror.</div>
<div>&nbsp;</div>
<div>His command over&nbsp;the action has a definite effect on&nbsp;your thought process as a player. You have to conserve ammo, plan your route and make sure he&rsquo;s not around. He&rsquo;s aggressive and intelligent, not to mention scary as hell. What&rsquo;s worse is that every time you defeat him, he just gets stronger and stronger. Nemesis is an intelligent and resilient monster, and he&rsquo;s unlike any other enemy in the <em>Resident Evil </em>series. Maybe.</div>
<div>&nbsp;</div>
<div><strong>4. Crimson Heads &ndash; Resident Evil (GC: 2002 Remake)</strong></div>
<div>&nbsp;</div>
<div>What&rsquo;s worse than a zombie, a reanimated one. I think the Crimson Head could possibly be the first meta-zombie in&nbsp;a videogame, and this just adds to their terror. The first time I played the <em>Resident Evil </em>remake for the GameCube, I was unaware of them. It was on the back of the box, pretty stupid not to have checked that. A pretty critical mistake, actually. The Crimson Heads changed the atmosphere of the game and provided a real sense of urgency that wasn&rsquo;t there in the original game.</div>
<div>&nbsp;</div>
<div style="text-align: center"><img alt="Crimson Head" class="aligncenter size-full wp-image-3085" height="218" src="http://www.levelfortytwo.com/wp-content/uploads/2010/02/Crimson-Head.bmp" width="325" /></div>
<div>&nbsp;</div>
<div>What makes the Crimson Heads so lethal is that they are faster, quicker and deadlier than other zombies. This may seem like a loose justification for them being menacing, but they add a heightened level of danger to the game. As a player, you now have to be aware of what zombies you killed, when you killed them and if there&rsquo;s enough time to get back, gas them and burn them. An easy way around this was to go for head shots, but unlike <em>RE5:</em>&nbsp;<em>Lost in Nightmares</em>, we don&rsquo;t have that privilege. This made me hoard as much shotgun ammunition as I possibly could. They made me change the way I played the game. That&rsquo;s a pretty big impact.</div>
<div>&nbsp;</div>
<div>For the most part, you didn&rsquo;t actually see too many of them. If you were like me and had a methodical obsession with dispatching zombies, you didn&rsquo;t have to worry. But the threat still loomed. If you forget even just one zombie, just one, then you&rsquo;d have to deal with a deadly reanimated-reanimated enemy. And they are relentless and they will kill you. What&rsquo;s cool about them is that they effectively changed up the <em>Resident Evil</em> experience. Those quiet hallways that you once thought were safe now had a new kind of evil lurking through them&hellip; with big claws, red skin and frothing jaws. Kind of makes you happy that the mansion is so huge and filled with so many sanctuaries. The next guy will find you even if you hide.</div>
<div>&nbsp;</div>
<div><strong>5. Scissor Man &ndash; Clock Tower: The First Fear (SNES: 1995, PS and PC: 1997 and 1999)</strong></div>
<div>&nbsp;</div>
<div>Remember that Monty Python lumberjack sketch? Michael Palin is a barber who has an irrational fear of hair, and he tries a few times to stab Terry Jones in the head with a pair of scissors. Think about that, minus the Canadian thing, the transvestite thing and multiply Palin&rsquo;s insanity by about six. That&rsquo;s Scissorman from <em>Clock Tower</em>.</div>
<div>&nbsp;</div>
<div style="text-align: center"><img alt="Scissor Man" class="aligncenter size-full wp-image-3086" height="212" src="http://www.levelfortytwo.com/wp-content/uploads/2010/02/Scissor-Man.bmp" style="width: 218px;height: 273px" width="155" /></div>
<div>&nbsp;</div>
<div>What makes him so menacing is&nbsp;his&nbsp;contrast to Jennifer Simpson. She&rsquo;s a weak and defenceless orphan who&rsquo;s recently been adopted, along with two other girls, by a loving family. Like all good horror stories, they don&rsquo;t turn out to be that great. What makes Scissorman so alarming&nbsp;comes from&nbsp;his sheer presence in the game. He can come out of anywhere, at anytime and just plain murder you. This wouldn&rsquo;t be so bad if you could fight back, but you can&rsquo;t. All you can do is run away and hide. This gives him a lot of power&nbsp;over the game experience.</div>
<div>&nbsp;</div>
<div>Without Scissorman chasing you around, <em>Clock Tower </em>wouldn&rsquo;t have been that scary of game. His authority over the experience creates a tension filled pace that pressures Jennifer into exploring the mansion and progressing through the story. And he only got scarier when he made the jump to 3D. You still can&rsquo;t fight him. You just have to keep running and hiding. The horror of hide and seek chase is something that Japanese developers use a lot in their horror games, and, coincidentally, that&rsquo;s all you do in the next game on the list.</div>
<div>&nbsp;</div>
<div><strong>6. Hanuda Residents &ndash; Forbidden Siren (PS2: 2004) Siren: Blood Curse (PS3: 2008)</strong></div>
<div>&nbsp;</div>
<div><em>Siren: Bloodcurse</em> was terrifying. <em>Forbidden Siren</em> for the PS2 chilled me to the core, and I still get nightmares. You spend the entire game running, hiding and fighting your way through rural areas of Japan trying to avoid the zombie-like residents of&nbsp;Hanuda. They&rsquo;re called Shibitos. Think of the Shibito as Japanese ghosts who&rsquo;ve possessed dead bodies. Sounds like a typical zombie affair, but what makes them so menacing is your reliance on them to survive. It&rsquo;s a game mechanic called sightjacking.</div>
<div>&nbsp;</div>
<div style="text-align: center"><img alt="Hanuda Resident Cop" class="aligncenter size-full wp-image-3087" height="213" src="http://www.levelfortytwo.com/wp-content/uploads/2010/02/Hanuda-Resident-Cop.bmp" width="379" /></div>
<div>&nbsp;</div>
<div>Sightjacking allows you to take the sight of a Shibito. This shows you exactly where they are and it helps with sneaking. It&rsquo;s like a survival horror <em>MGS</em>. What makes this so unnerving is the knowledge that someone or something is always lurking behind the next corner. It&rsquo;s not just a niggling feeling of danger, you know that they are there and you have to rely on them to survive. It&rsquo;s quite unsettling.</div>
<div>&nbsp;</div>
<div>The Shibito are scary and monstrous. I know quite a few Japanese people and most of them are pretty reserved. When you first meet the police officer in <em>Blood Curse</em>, you hope he&rsquo;s there to help you out. He flips out and tries to kill you, leaving your character scrambling for the woods and its countless other dangers. Zombies are one thing, but combined with the atmosphere of the game, the dark forests, your character&rsquo;s intense fear and the constant sense of encroaching danger, the Shibito make for some pretty menacing characters.</div>
<div>&nbsp;</div>
<div><strong>7. Aaron &ndash; Clive Barker&rsquo;s Undying (PC: 2001)</strong></div>
<div>&nbsp;</div>
<div>This game is a golden oldie. Well, not really, but it&rsquo;s better than Clive Barker&rsquo;s <em>Jerico</em>. I&rsquo;ll give&nbsp;Clive Barker&nbsp;one thing as a game developer,&nbsp;he knows how to tell a good story. The characters of <em>Undying</em> are really well developed. Each of the residents at Covenant Estate has their own disturbed past to explore, their own persona and a haunting aura that surrounds them. Aaron&rsquo;s is probably the most eccentric and menacing of the bunch. Unfortunately that was the best image I could find of him, but it speaks volumes about his character.</div>
<div>&nbsp;</div>
<div style="text-align: center"><img alt="Aaron" class="aligncenter size-full wp-image-3088" height="241" src="http://www.levelfortytwo.com/wp-content/uploads/2010/02/Aaron.bmp" width="322" /></div>
<div>&nbsp;</div>
<div>Imagine having your jaw removed, your skin ripped off and while lying dismembered in a cold, dark cellar and being eaten by rats&hellip;wait&hellip; don&rsquo;t do that. I was probably too late with the warning, but this is what Aaron&rsquo;s current existence is like and it&#39;s partially why he&#39;s haunting the manor. &nbsp;His rotting corpse is hanging in the attic of the mansion waiting for you to return his jaw. Until you do, he haunts the halls of the mansion trying to get you. He&rsquo;s an artist, an eccentric and a psychopath.</div>
<div>&nbsp;</div>
<div><em>Undying</em> is a really well-written game, but compared to games today its graphics are archaic. This is partly what makes Aaron so terrifying for me today. Just the way he looks speaks to his personality as an omnipresent antagonist. There are a few moments in the game where he appears right behind you bogeyman style, it&#39;s kind of cheesy, but it nonetheless scares you because of his grisly appearance. He looks like a low-poly corpse and though he&rsquo;s anything but photorealistic, his dialogue is so well written it doesn&rsquo;t matter. He&rsquo;s an antagonist that&rsquo;s more substance than style,&nbsp;and he&nbsp;freaked me out back in the day.</div>
<div>&nbsp;&nbsp;</div>
<div><strong>8. Pyramid Head &ndash; Silent Hill 2 (PC and PS2: 2001)</strong></div>
<div>&nbsp;</div>
<div>Pyramid Head is probably the most well-known survival horror icon. A creation of James Sunderland&rsquo;s psyche, Pyramid Head is the manifestation of James&rsquo;s every unconscious desire. This hulking enemy pursues the player throughout the experience, and simply by existing he torture us with what he symbolizes.</div>
<div>&nbsp;</div>
<div style="text-align: center"><img alt="Pyramid Head" class="aligncenter size-full wp-image-3089" height="262" src="http://www.levelfortytwo.com/wp-content/uploads/2010/02/Pyramid-Head.bmp" style="width: 362px;height: 262px" width="350" /></div>
<div>&nbsp;</div>
<div>James is an extremely neurotic protagonist, and I even struggle to give him&nbsp;that heroic qualifier. The people and creatures of <em>Silent Hill 2</em> symbolize something deep within his unconscious mind. Pyramid Head is by far the most explicit example of this. James&rsquo;s wife Mary was very sick and unable to live a normal life, she couldn&#39;t be an active&nbsp;partipant within the relationship. Pyramid Head is just one big phallic symbol. You might get what&rsquo;s wrong with James. He is extraordinarily sexually frustrated because he had to repress his desires in order to take care of Mary. This monster is the manifestation of his frustration, and what&rsquo;s worse is that there are two of them!</div>
<div>&nbsp;</div>
<div>Pyramid Head isn&rsquo;t so much an omnipresent antagonist, as he is an intergral part in the game&rsquo;s theme. You never know when he&rsquo;ll show up, but he&rsquo;s always with James subconsciously. Pyramid Head is a part of James. He&rsquo;s a monster manifested straight out of the protagonist, and he&rsquo;s trying to kill you. This is what makes him so menacing. Talk about a personality disorder. At least, he doens&#39;t have illusions of grandeur like the next guy.</div>
<div>&nbsp;</div>
<div><strong>9. Andrew Ryan &ndash; Bioshock (PC, PS3, Xbox 360: 2007)</strong></div>
<div>&nbsp;</div>
<div>Here&rsquo;s a good quote from Andrew Ryan: &ldquo;What is the difference between a man and a parasite? A man builds. A parasite asks &lsquo;Where is my share?&rsquo; A man creates. A parasite says, &lsquo;What will the neighbors think?&rsquo; A man invents. A parasite says, &lsquo;Watch out, or you might tread on the toes of God.&rdquo;</div>
<div>&nbsp;</div>
<div style="text-align: center"><img alt="andrewryan" class="aligncenter size-full wp-image-3090" height="250" src="http://www.levelfortytwo.com/wp-content/uploads/2010/02/andrewryan.bmp" width="350" /></div>
<div>&nbsp;</div>
<div>Andrew Ryan has a dangerous mind. He&rsquo;s also the deco-punk equivalent to Shodan from <em>System Shock 2</em>. Ryan is always watching and always plotting against you, but his influence has sunk further into the enemies of the game than Rapture has into the bedrock of the ocean. He&rsquo;s eccentric and a villain, but worst of all he&rsquo;s outside of society. This means that he is free from ideas of morality and ethics.</div>
<div>&nbsp;</div>
<div>This is&nbsp;what makes Andrew so dangerous and so menacing. He&rsquo;s gone outside of the scope of morality. This opens up Rapture to an insane and inhuman element, and he really couldn&rsquo;t care. His omnipresence as the King of Rapture provides both a subtle atmosphere of anarchy to the game and is a reflection of the psychology of the splicers around you. This is where a character with a dangerous ideology can become a master manipulator of both the player and the unstable elements around him. He&#39;s methodical and extraordinarily intelligent, but sometimes there&rsquo;s no method to the madness.</div>
<div>&nbsp;</div>
<div><strong>10. The Dopefish &ndash; Commander Keen: Secret of the Oracle&nbsp;(PC: 1991)</strong></div>
<div>&nbsp;</div>
<div>I&#39;d hoped it wouldn&rsquo;t come to this one. The Dopefish. This is the thing of nightmares. I first played <em>Commander Keen:&nbsp;Secret of the Oracle&nbsp;</em>on my old DOS computer and freaked out whenever I had to go down into that well. It wasn&rsquo;t that I was necessarily scared of the Dopefish, but I knew that it was always lurking around the next corner waiting to eat you.</div>
<div>&nbsp;</div>
<div style="text-align: center"><img alt="The Dopefish" class="aligncenter size-full wp-image-3091" height="275" src="http://www.levelfortytwo.com/wp-content/uploads/2010/02/The-Dopefish.bmp" style="width: 247px;height: 200px" width="322" /></div>
<div>&nbsp;</div>
<div>There&rsquo;s something about the way it looks at you that just unnerves the hell out of me. He&rsquo;s probably the definition of menacing because you can&rsquo;t tell what it is thinking. It&rsquo;s a blank-staring bright-green big-eyed fish, and by all accounts&nbsp;he should be a nice guy, but&nbsp;he has a nasty habit of eating you and everything around him. He&rsquo;s a dope, but that&rsquo;s a little obvious.</div>
<div>&nbsp;</div>
<div>You just can&rsquo;t know his motivations as a villain, and maybe that&rsquo;s the problem. You can&rsquo;t judge animal instincts. He&rsquo;s a neutral enemy running on&nbsp;an impulse&nbsp;that he has no control over. Hunger can be a powerful thing. Still, the Dopefish is probably the most terrifying thing since <em>Zelda</em> for the Panasonic CD-I.</div>
<div>&nbsp;</div>
<div align="center">***</div>
<div>&nbsp;</div>
<div>What makes a videogame character menacing? It&rsquo;s more than just being scary. The common thread that ties all these characters together is how they unsettle the player with their ideas, actions and attitudes. They may be violent, aggressive, ugly and repulsive, but each of these characters has a motivation for their actions. Well, maybe not the Dopefish. Each of these characters creates a unique atmosphere of terror and each instils a kind of visceral horror on the player. Being a menacing videogame character is about changing the game experience, it&rsquo;s about making you run, hide and scared when you would otherwise take a shotgun to them. I&rsquo;ll tell you, some of these characters have kept me awake at night. They&rsquo;re scary, they&rsquo;re iconic and they&rsquo;re menacing.</div>
<div>&nbsp;</div>
<div>I know there are characters I&rsquo;ve missed. How about ones that you think should have made the list? Feel free to comment below and help add to the menace!</div>
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		<title>Final Fantasy Gaiden: 4 Warriors of Light</title>
		<link>http://www.levelfortytwo.com/2010/03/final-fantasy-gaiden-4-warriors-of-light-preview/</link>
		<comments>http://www.levelfortytwo.com/2010/03/final-fantasy-gaiden-4-warriors-of-light-preview/#comments</comments>
		<pubDate>Mon, 01 Mar 2010 17:34:24 +0000</pubDate>
		<dc:creator>Justin Potts</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Nintendo DS]]></category>
		<category><![CDATA[Previews]]></category>
		<category><![CDATA[final fantasy]]></category>
		<category><![CDATA[final fantasy ds preview]]></category>
		<category><![CDATA[final fantasy gaiden]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=2733</guid>
		<description><![CDATA[Nostalgia is a funny thing, the way that it tampers with reality, our memories and associated feelings.&#160; It&#8217;s the reason why hearing a word like &#8216;Mother&#8217; may, for some, result in an impulse purchase on eBay rather than a long neglected letter home.&#160; Or why receiving a video game for Christmas, even as I&#8217;m pushing [...]]]></description>
			<content:encoded><![CDATA[<p>Nostalgia is a funny thing, the way that it tampers with reality, our memories and associated feelings.<span>&nbsp; </span>It&rsquo;s the reason why hearing a word like &lsquo;Mother&rsquo; may, for some, result in an impulse purchase on eBay rather than a long neglected letter home.<span>&nbsp; </span>Or why receiving a video game for Christmas, even as I&rsquo;m pushing thirty and there exists a long list of more &ldquo;practical&rdquo; items that I ought to be asking Santa for, ignites a little flame of delight that refuses to flare up for anything else that may manage to slip under those low-hanging Evergreen branches.<span>&nbsp;</span></p>
<p class="MsoNormal" style="line-height: normal; margin-bottom: 0pt">In a tough market where gamers may be more likely to bet their limited dollars on a known quantity rather than a game that attempts to push new philosophies, the concept of &ldquo;nostalgia&rdquo; has become somewhat of a go-to-guy for many publishers.<span>&nbsp; </span>While <i>Final Fantasy VII</i> may be lighting up the PlayStation Network sales charts for the time being, it&rsquo;s only a matter of time before the population of people who had the pleasure back in the game&rsquo;s heyday runs thin, and Square-Enix can logistically repackage a product only so many times per generation (though they may like to test that water).<span>&nbsp; </span></p>
<p class="MsoNormal" style="text-align: center; line-height: normal; margin-bottom: 0pt"><img alt="" height="360" src="http://www.levelfortytwo.com/wp-content/uploads/FFGaiden_4War9.jpg" width="480" /></p>
<p class="MsoNormal" style="line-height: normal; margin-bottom: 0pt">&ldquo;The game evokes a strange feeling in that it&rsquo;s brand new, yet it feels so familiar,&rdquo; proclaims Game Republic&rsquo;s Yoshiki Okamoto when attempting to express the nature of <i>Final Fantasy Gaiden: 4 Warriors of Light</i> in an interview with the game&rsquo;s senior producer, Takashi Tokita (<i>FFIV</i>, <i>Parasite Eve</i>, <i>Nanashi no Game</i>).<span>&nbsp; </span><span>&nbsp;&nbsp;</span><span>&nbsp;&nbsp;</span></p>
<p class="MsoNormal" style="line-height: normal; margin-bottom: 0pt">Upon firing up the game for the first time, even though the title screen was expressing to me that I was about to delve into a Final Fantasy-esque adventure, I didn&rsquo;t feel entirely convinced.<span>&nbsp; </span>At the same time, there was something comfortingly familiar about the presentation.</p>
<p class="MsoNormal" style="line-height: normal; margin-bottom: 0pt">&ldquo;We actively set out to create a feeling of, &lsquo;I&rsquo;ve seen this somewhere before,&rsquo;&rdquo; explains Tokita.<span>&nbsp; </span>&ldquo;We gathered all the members of the team together and discussed what we felt were the really enjoyable parts of the games that we liked, and then pooled all of those ideas together.&rdquo;</p>
<p class="MsoNormal" style="text-align: center; line-height: normal; margin-bottom: 0pt"><img alt="" height="360" src="http://www.levelfortytwo.com/wp-content/uploads/FFGaiden_4War4.jpg" width="480" /></p>
<p class="MsoNormal" style="line-height: normal; margin-bottom: 0pt">If I were to compile a list of items that I think might be similar to what Tokita&rsquo;s team came up with based on my time spent with the game, it would look something like this:</p>
<p class="MsoNormal" style="line-height: normal; margin-bottom: 0pt">- simple and focused rather than complex and excessive</p>
<p class="MsoNormal" style="line-height: normal; margin-bottom: 0pt">- unique, refreshing art style</p>
<p class="MsoNormal" style="line-height: normal; margin-bottom: 0pt">- just enough narrative to allow the player to shape a majority of the experience for herself</p>
<p class="MsoNormal" style="line-height: normal; margin-bottom: 0pt">- each battle requires the player&rsquo;s attention</p>
<p class="MsoNormal" style="line-height: normal; margin-bottom: 0pt">- simple, easy to understand melodies that waver between comfort and solitude</p>
<p class="MsoNormal" style="line-height: normal; margin-bottom: 0pt">- sense of interwoven destinies for the main characters</p>
<p class="MsoNormal" style="line-height: normal; margin-bottom: 0pt">- job system</p>
<p class="MsoNormal" style="line-height: normal; margin-bottom: 0pt">- necessitates strategy, but avoids being overwhelming with stats</p>
<p class="MsoNormal" style="line-height: normal; margin-bottom: 0pt">- ok for the player to die occasionally</p>
<p class="MsoNormal" style="line-height: normal; margin-bottom: 0pt">- allows the player to utilize special abilities regularly and relatively freely</p>
<p class="MsoNormal" style="line-height: normal; margin-bottom: 0pt">Having worked on the DS remake of Final <i>Fantasy IV</i>, Tokita surely knows well the limits of the hardware and that it&rsquo;s not worth competing in the 3D realm without mega-hit status and a massive budget (see: <i>Dragon Quest IX</i>).<span>&nbsp; </span><i>FF Gaiden</i> is a fine example of the developers picking and choosing their graphical battles, much in the same way that many titles are being smartly dealt with on high-end hardware.<span>&nbsp; </span></p>
<p class="MsoNormal" style="line-height: normal; margin-bottom: 0pt">Knowing full well that it&rsquo;s both unnecessary and a waste of resources to pour detail into every pebble, crack and corner of the game world, and instead only focusing on the elements that will add enough to deliver the desired effect when the picture is taken in as a whole, <i>FF Gaiden</i> utilizes its art style in a way that allows for simplicity through its tactful use of color and design.<span>&nbsp; </span>The scrupulous eye will quickly uncover the fact that the sprawling vistas are nothing more than three or four flat colors pasted in strategic succession, a far reach from even the hallmark suspension bridge lookouts of the 16-bit era, however the player will also soon realize that the composition of these individual elements is also meaningless, as they are really only peripheral to the visual aesthetic as a whole, which translates beautifully.<span>&nbsp; </span>The charming architectural deformities and imaginary physical proportions of the world&rsquo;s citizens plays perfectly on the game&rsquo;s stage, allowing it to succeed in its quest for &ldquo;old is new,&rdquo; as there exists nothing that feels, aesthetically speaking, quite like <i>FF Gaiden</i> (though squashing it onto a 2D plane might visually reproduce <a href="http://dragon.sega.jp/"><b><i><u>7<sup>th</sup> Dragon</u></i></b></a>, or vice versa).<span>&nbsp; </span>The way that the game manages to convey an odd sense of curvature to the earth as you traverse across towns also embraces the snaky silhouettes of the objects in the game world in a manner that unassumingly pulls the player just a couple of inches closer to the dual screens.<span>&nbsp; </span></p>
<p class="MsoNormal" style="text-align: center; line-height: normal; margin-bottom: 0pt"><img alt="" height="360" src="http://www.levelfortytwo.com/wp-content/uploads/FFGaiden_4War8.jpg" width="480" /></p>
<p class="MsoNormal" style="line-height: normal; margin-bottom: 0pt">Often criticized for their routines and mechanics being largely derivative of their siblings, RPGs developed in Japan often struggle to set themselves apart in the eyes of non-believers.<span>&nbsp; </span>Since it&rsquo;s those &ldquo;eyes&rdquo; that are largely responsible for eliciting first impressions, I can understand where those interpretations are born from.<span>&nbsp; </span>Recently however, I find that a good number of games in the genre are actually putting a lot of energy into rethinking the RPG experience in an area where it really counts &ndash; the <i>game</i> part, and more specifically, how battles and strategy play out over the course of single encounters versus lengthy dungeon crawls.<span>&nbsp;</span></p>
<p class="MsoNormal" style="line-height: normal; margin-bottom: 0pt"><i>FF Gaiden</i> abandons the use of magic points (MP) altogether, and instead utilizes a structure which allows for only a finite series of moves that a character can perform in battle before having to replenish, either &ldquo;charging&rdquo; or using an item.<span>&nbsp; </span>This point system (AP) incorporates all moves, from basic attacks, to magic, to using items, with different commands requiring a specified number of units to perform, which means that the player must constantly be thinking a couple of moves ahead in order to make sure that she has sufficient AP available to be able to heal or unleash a powerful attack at a critical moment.<span>&nbsp; </span>Blindly inputting an &ldquo;attack&rdquo; command in rapid succession is out of the question (although there is an &ldquo;Auto&rdquo; setting for trooping through areas of weaker enemies), and the option to heal is likely only available if you have planned it into your strategy in advance.<span>&nbsp;&nbsp;</span><span>&nbsp;</span></p>
<p class="MsoNormal" style="line-height: normal; margin-bottom: 0pt">On the topic of healing (or any battle action, for that matter), the one design decision that seems to be conjuring up preemptive disdain is the inability to target enemies or party members in battle, meaning that your characters attack who they (i.e. the AI) feels needs a good walloping, and any acts of healing will be targeted toward the party member with the lowest health.<span>&nbsp; </span>Since the game lacks any sort of AI presets for the player to toggle with, such as in <i>Final Fantasy XII</i> (gambits) or the what is available in games like the <i>Tales </i>series, there is an early sense of having a lack of control, which is a bit nerve-racking for players accustomed to being able to manipulate everything and plan well in advance, whether it be for a single battle or a long journey.<span>&nbsp; </span>The very limited inventory, of which is taken up by equip items and spells as well, only compounds this sense of claustrophobia.<span>&nbsp; </span></p>
<p class="MsoNormal" style="text-align: center; line-height: normal; margin-bottom: 0pt"><img alt="" height="360" src="http://www.levelfortytwo.com/wp-content/uploads/FFGaiden_4War5.jpg" width="480" /></p>
<p class="MsoNormal" style="line-height: normal; margin-bottom: 0pt">What I&rsquo;ve come to realize after playing <i>FF Gaiden</i> however, is that this sense of control is an illusionary one.<span>&nbsp; </span>A good adventure should have a significant element of unpredictability.<span>&nbsp; </span>Most RPGs have this, which is clearly demonstrated at times when, even if you stock up on healing items and balance your party in a way that you feel to be optimal (that isn&rsquo;t a direct <i>FFXIII</i> reference), you suddenly come face-to-face with a Game Over screen.<span>&nbsp; </span>Or, when you manage to squeak through a battle that you know you full well you should not have prevailed in.<span>&nbsp; </span>These instances occur as a result of your careful decision making, but irrespective of it as well.<span>&nbsp; </span><i>FF Gaiden</i>, while it may take away what feels like more immediate control, still gives you a deep breadth of options to scheme within, and as a result, you&rsquo;ll find yourself coming away from encounters successful far more often than not, as in most other RPGs.<span>&nbsp; </span>I will admit that I have suffered a few untimely deaths in situations where I felt that I could have avoided it had I been the one pulling a few more of the strings, but the reality is that I was perfectly capable of circumventing my demise anyway, had I only grasped my own misconceptions of the game&rsquo;s system a little sooner.<span>&nbsp;</span></p>
<p class="MsoNormal" style="line-height: normal; margin-bottom: 0pt"><i>Final Fantasy</i> titles, while each entry is rarely (if ever) wholeheartedly embraced by everyone, are at least always interesting, in that they readily throw out previous structures and mechanics in favor of something entirely severed from a previous game in the series.<span>&nbsp; </span>While they are all very different, they can more or less be broadly divorced into two categories: job-focused and story-focused.<span>&nbsp; </span><i>FF Gaiden</i> clearly falls into the &ldquo;job&rdquo; category, as the story, while certainly present, is largely void of detail, occasionally leaving the player feeling somewhat at a loss as to what to do or where to go, also reminiscent of the RPGs from the days of yore, which is part of its appeal (for some).<span>&nbsp; </span>The job system in <i>FF Gaiden</i> is dressed up in the form of &ldquo;hats.&rdquo;<span>&nbsp; </span>By triggering events as the player progresses through the game, different hats become available which can be switched (outside of battle) and donned at any time, and each carry with them their own parameters and potential for unlocking different skills.<span>&nbsp; </span>The hats, of which there appears to be a large variety, can then be upgraded again and again by placing the necessary gems, which are gained in battle and also sold as a primary form of currency in the game, into the specified slots resulting in an upgraded form harboring new abilities.<span>&nbsp; </span>This balance between wanting to upgrade and needing cash adds another strategic layer, as well as which hat to upgrade, a decision that I&rsquo;m sure only gets harder as your hat rack becomes more cluttered.<span>&nbsp; </span></p>
<p class="MsoNormal" style="text-align: center; line-height: normal; margin-bottom: 0pt"><img alt="" height="480" src="http://www.levelfortytwo.com/wp-content/uploads/FfGaiden_4War2.jpg" width="320" /></p>
<p class="MsoNormal" style="line-height: normal; margin-bottom: 0pt"><u>Warning</u>:<span>&nbsp; </span>While I find the job system to be wholly satisfying, I did discover one glitch (maybe it was intended?) that will hopefully be fixed prior to the game&rsquo;s release.<span>&nbsp; </span>When applying gems into a hat to upgrade, if you then back out of the screen for one reason or another, whether it be to check other inventory or because you realize that you don&rsquo;t have enough of what you need to perform the upgrade, the gems that you have already set will be lost, and you&rsquo;ll have to start over again.<span>&nbsp; </span>Therefore, if you plan to upgrade a hat, be very sure that you fully intend to go through the entire upgrade in one fell swoop.<span>&nbsp; </span>This may (hopefully) be adjusted for western release, as I cannot for the life of me comprehend the logic in such a system, but there is no guarantee.<span>&nbsp;</span></p>
<p class="MsoNormal" style="line-height: normal; margin-bottom: 0pt">RPGs on Nintendo and Sony&rsquo;s portable hardware are a dime a dozen these days, and while I make an effort to acquaint myself with the breadth offerings available, I often move on well before playing the games through to completion.<span>&nbsp; </span><i>FF Gaiden</i> may not speak to all RPG fans, but it may also have the charm to pull in players that have elected to mostly leave the genre to its own devices.<span>&nbsp; </span>I personally plan to stick with it, as I can&rsquo;t seem to help but keep going back to it, which is my way of indirectly presenting a game with a rather notable level praise.<span>&nbsp; </span></p>
<p class="MsoNormal" style="text-align: center; line-height: normal; margin-bottom: 0pt"><img alt="" height="360" src="http://www.levelfortytwo.com/wp-content/uploads/FFGaiden_4War6.jpg" width="480" /></p>
<p class="MsoNormal" style="line-height: normal; margin-bottom: 0pt"><i>Quotes were taken from a column by Game Republic&rsquo;s Yoshiki Okamoto in Weekly Famitsu Magazine, issue #1102. <span>&nbsp;</span>Translation of material by Justin Potts.</i></p>
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		<title>Talk Is Cheap &#8211; 3/1/10</title>
		<link>http://www.levelfortytwo.com/2010/03/talk-is-cheap-3-1-10/</link>
		<comments>http://www.levelfortytwo.com/2010/03/talk-is-cheap-3-1-10/#comments</comments>
		<pubDate>Mon, 01 Mar 2010 16:17:30 +0000</pubDate>
		<dc:creator>Erika Szabo</dc:creator>
				<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Podcast]]></category>
		<category><![CDATA[1up.com]]></category>
		<category><![CDATA[ace attorney investigations miles edgeworth review]]></category>
		<category><![CDATA[Ace Attorney Investigations: Miles Edgeworth]]></category>
		<category><![CDATA[EON]]></category>
		<category><![CDATA[Heavy Rain]]></category>
		<category><![CDATA[indie games]]></category>
		<category><![CDATA[justin haywald]]></category>
		<category><![CDATA[last window]]></category>
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		<category><![CDATA[sakura wars: so long]]></category>
		<category><![CDATA[Video Game Music]]></category>

		<guid isPermaLink="false">http://www.levelfortytwo.com/?p=3126</guid>
		<description><![CDATA[2x the Justin, 2x the fun!&#160; On this week&#39;s episode of Talk is Cheap, Michael (that&#39;s right, Michael has returned!), Erika and Justin Potts chat with returning guest,&#160;Justin Haywald&#160;(Reviews Editor of&#160;1up.com).&#160; This week, they talk about March videogame releases, Michael&#39;s review for&#160;Ace Attorney Investigations: Miles Edgeworth and Justin Potts&#39; upcoming review for&#160;Heavy Rain, as well [...]]]></description>
			<content:encoded><![CDATA[<p><span style="font-size:12px;"><span style="font-family:arial,helvetica,sans-serif;"><span style="color: #000000; ">2x the Justin, 2x the fun!&nbsp; On this week&#39;s episode of Talk is Cheap, Michael (that&#39;s right, Michael has returned!), Erika and Justin Potts chat with returning guest,&nbsp;<strong>Justin Haywald&nbsp;</strong>(Reviews Editor of&nbsp;<strong><a href="http://www.1up.com/">1up.com</a></strong>).&nbsp; This week, they talk about March videogame releases, Michael&#39;s review for&nbsp;<strong><em><a href="http://www.levelfortytwo.com/2010/02/miles-edgeworth-review/">Ace Attorney Investigations: Miles Edgeworth</a></em></strong> and Justin Potts&#39; upcoming review for&nbsp;<em>Heavy Rain</em>, as well as his previews for&nbsp;<em><strong><a href="http://www.levelfortytwo.com/2010/02/sakura-wars-so-long-my-love-preview/">Sakura Wars: So Long, My Love</a></strong></em> and&nbsp;<em><strong><a href="http://www.levelfortytwo.com/2010/02/last-window-preview/">Last Window</a></strong></em>.&nbsp; If that weren&#39;t enough, the guys also discuss the significance of video game music with some of their favourites interspersed throughout the podcast! </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&nbsp;<em><strong><a href="http://www.newgrounds.com/portal/view/528606">EON</a></strong></em>, an indie puzzle game about space and gravity.&nbsp; You can visit the developer&#39;s (<strong>Michael Boxleiter</strong> and&nbsp;<strong>Greg Wohlwend</strong>) collaborative website&nbsp;<strong><a href="http://www.mikengreg.com/hello/">here</a></strong>.&nbsp; We also talk about the WiiWare release of&nbsp;<em>Cave Story</em>(finally!), if you haven&#39;t already checked out the original freeware title, be sure to do so<strong><a href="http://www.miraigamer.net/cavestory/">here</a></strong>. You can visit the&nbsp;<em>Cave Story</em> website&nbsp;<strong><a href="http://www.cavestory.com/">here</a></strong> for more information about this amazing indie game!&nbsp; Finally, we talk about a great indie game bundle over at<strong><a href="http://www.direct2drive.com/">Direct2Drive.com</a></strong> that everyone should check out.&nbsp; The offer ends March 12 so get it while you can.&nbsp; Whether for yourself or as a gift, these titles should make a great addition in anyone&#39;s collection!&nbsp; You can find more information&nbsp;<strong><a href="http://www.direct2drive.com/481/9236/product/Buy-Best-of-Indie-Bundle-Vol.-3-Download">here</a></strong>.</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; ">Michael also makes some special mentions of the TV show <a href="http://www.amazon.com/Nurse-Jackie-Season-Edie-Falco/dp/B001OQCVFG/ref=sr_1_1?ie=UTF8&amp;s=dvd&amp;qid=1267410919&amp;sr=8-1"><strong>Nurse Jackie</strong></a> and movie, <a href="http://www.amazon.com/Shelter-Brad-Rowe/dp/B0013D8LCW/ref=sr_1_1?ie=UTF8&amp;s=dvd&amp;qid=1267410944&amp;sr=1-1"><strong>Shelter</strong></a>. 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%203_1_10.mp3" style="color: #111111; 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: #111111; text-decoration: none; "><strong>here</strong></a>.</span></span></span></span></span></p>
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