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<?xml-stylesheet type="text/xsl" href="http://www.nerve.com/CS/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>61 Frames Per Second : klonoa</title><link>http://www.nerve.com/CS/blogs/61fps/archive/tags/klonoa/default.aspx</link><description>Tags: klonoa</description><dc:language>en</dc:language><generator>CommunityServer 2007.1 (Build: 20910.1126)</generator><item><title>Namco, Your Klonoa Commercial is Dangerously Misleading</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2009/04/06/namco-your-klonoa-commercial-is-dangerously-misleading.aspx</link><pubDate>Tue, 07 Apr 2009 01:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:193425</guid><dc:creator>John Constantine</dc:creator><slash:comments>1</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=193425</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2009/04/06/namco-your-klonoa-commercial-is-dangerously-misleading.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
&lt;b&gt;Spoiler Warning. Giant, story-ruining, spoiler warning. Knock, knock. Who’s there? Spoiler Warning.
&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;

&lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/04/Klonoathedamned.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2009/04/Klonoathedamned.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
You know what, Namco, I’m getting a little tired of having to have these talks with you. I know you’re tired of it too. If you paid attention, this wouldn’t be happening. You’ve been doing a lot of good lately, and I want you to know I’m proud of you for it. Not only did you decide to remake &lt;i&gt;Klonoa: Door to Phantomile&lt;/i&gt; on the game’s tenth anniversary, &lt;a href="http://www.siliconera.com/2009/03/20/klonoa-now-and-then-hideo-yoshizawa-returns-to-phantomile/"&gt;you brought back much of the Klonoa Works team to make it&lt;/a&gt;. Director Hideo Yoshizawa, artist Yoshihiko Arai, and composer Kanako Kakino. Wise, Namco, wise. You even decided against that &lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/30/klonoa-careful-namco-you-tread-on-my-dreams.aspx"&gt;atrocious redesign of Klonoa&lt;/a&gt; you were batting around last year. 
&lt;br /&gt;&lt;br /&gt;
This commercial, though, Namco. I don’t know if this is a very smart choice. It’s a little… misleading.
&lt;br /&gt;&lt;br /&gt;
&lt;embed src="http://blip.tv/play/g4Q9+LIKjflk" type="application/x-shockwave-flash" width="640" height="382"&gt;
&lt;br /&gt;&lt;br /&gt;
Yeah those kids sure are having fun. That announcer’s letting us know it too. Awesome. Some parent is going to buy &lt;i&gt;Klonoa &lt;/i&gt;for their kid because it&amp;#39;s about a fluffy bunny-cat man and his smiley face friend after watching this, for sure. Tell me this though?
&lt;br /&gt;&lt;br /&gt;
How’s that happy kid going to feel when they get to the end of the eighth level and Klonoa&amp;#39;s screaming, holding the corpse of his murdered grandfather?
&lt;br /&gt;&lt;br /&gt;
How about when he beats it and he&amp;#39;s told that Klonoa’s entire life was a lie and then the fluffy bunny-cat is forcefully torn out of reality, clutching onto the hands of the best friend that betrayed him?
&lt;br /&gt;&lt;br /&gt;
Yeah. Way to think it through, Namco.
&lt;br /&gt;&lt;br /&gt;
&lt;i&gt;Editor’s Note: I wrote an article some months back identifying Shuichi Sakurazaki as the creator and director of Klonoa: Door to Phantomile. Seems that the credit should go to Hideo Yoshizawa. That said, &lt;a href="http://en.wikipedia.org/wiki/Hideo_Yoshizawa"&gt;as far as I can tell&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/Ninja_Gaiden_%28NES%29#Development"&gt;these two men&lt;/a&gt; &lt;a href="http://www.imdb.com/name/nm2057944/"&gt;might be the same person&lt;/a&gt;. Anyone out there know what the deal is? The internet is less than forthcoming with the appropriate facts. &lt;/i&gt;&lt;br /&gt;&lt;br /&gt;


(Link: &lt;a href="http://kotaku.com/5200324/these-kids-are-having-too-much-fun-playing-klonoa"&gt;Kotaku&lt;/a&gt;) &lt;br /&gt;&lt;br /&gt;

&lt;b&gt;Related links: &lt;/b&gt;&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/30/klonoa-careful-namco-you-tread-on-my-dreams.aspx"&gt;Klonoa: Careful, Namco. You Tread On My Dreams. &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/01/klonoa-s-truimphant-return.aspx"&gt;Klonoa&amp;#39;s Truimphant(?) Return&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/12/15/underrated-klonoa-series.aspx"&gt;Underrated: Klonoa Series&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/27/where-is-shuichi-sakurazaki-creator-of-ninja-gaiden.aspx"&gt;Where is Shuichi Sakurazaki, Creator of Ninja Gaiden?&lt;/a&gt;
&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=193425" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/john+constantine/default.aspx">john constantine</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/nintendo/default.aspx">nintendo</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/wii/default.aspx">wii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/Playstation/default.aspx">Playstation</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/klonoa/default.aspx">klonoa</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/namco/default.aspx">namco</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/shuichi+sakurazaki/default.aspx">shuichi sakurazaki</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/kanako+kakino/default.aspx">kanako kakino</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/klonoa+door+to+phantomile/default.aspx">klonoa door to phantomile</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/hideo+yoshizawa/default.aspx">hideo yoshizawa</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/yoshihiko+aria/default.aspx">yoshihiko aria</category></item><item><title>Wii Brings Silent Hill to Climax</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2009/02/26/wii-brings-silent-hill-to-climax.aspx</link><pubDate>Fri, 27 Feb 2009 00:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:180249</guid><dc:creator>John Constantine</dc:creator><slash:comments>0</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=180249</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2009/02/26/wii-brings-silent-hill-to-climax.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/2009/02/Silent%20Hill%20Wii.jpg"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/02/Silent%20Hill%20Wii.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;No, wait. Rewind. Switch that. Climax is going to bring &lt;i&gt;Silent Hill&lt;/i&gt; to the Wii! 
&lt;br /&gt;&lt;br /&gt;
The rumor going ‘round the campfire is that those nutty Brits behind &lt;i&gt;Silent Hill: Origins&lt;/i&gt; will be remaking the original &lt;i&gt;Silent Hill&lt;/i&gt; for both Wii and PSP. 61FPS just spent this past Monday celebrating &lt;i&gt;Silent Hill&lt;/i&gt;’s tenth birthday. What better way to celebrate the occasion than by taking a stroll down memory lane, waggling as you go?
&lt;br /&gt;&lt;br /&gt;
As I mentioned in the &lt;i&gt;Silent Hill&lt;/i&gt; retrospective, the game’s actual play has aged terribly. It’s also never been available for any system other than the original Playstation. A remake, in this rare instance, is an excellent idea. Climax’s &lt;i&gt;Origins&lt;/i&gt;, while not exactly stunning in its originality, at least shows the team’s ability to properly capture &lt;i&gt;Silent Hill&lt;/i&gt;’s atmosphere while making it more functional by modern standards.
&lt;br /&gt;&lt;br /&gt;
Between &lt;i&gt;Silent Hill&lt;/i&gt; and &lt;i&gt;Klonoa&lt;/i&gt;, the Wii is starting to play host to some excellent remakes. I’d prefer that Konami, Namco, and every other publisher out there pour their resources into original content for Nintendo’s box, but I can’t complain too much. These are games that deserve an audience. If there’s anything that the Wii has, it’s an audience.
&lt;br /&gt;&lt;br /&gt;
(Link: &lt;a href="http://www.vg247.com/2009/02/26/rumour-climax-working-on-silent-hill-remake-for-wii/"&gt;VG247&lt;/a&gt;)
&lt;br /&gt;&lt;b&gt;&lt;br /&gt;
Related links:&lt;/b&gt; 
&lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2009/02/23/10-years-ago-this-week-silent-hill.aspx"&gt;&lt;br /&gt;
10 Years Ago This Week: Silent Hill&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/09/17/silent-hill-homecoming-is-thankfully-both-silent-and-hilly.aspx"&gt;Silent Hill: Homecoming is, Thankfully, Both Silent and Hilly&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/15/screen-test-silent-hill-homecoming.aspx"&gt;Screen Test: Silent Hill Homecoming&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/30/klonoa-careful-namco-you-tread-on-my-dreams.aspx"&gt;Klonoa: Careful, Namco. You Tread On My Dreams. &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/12/15/underrated-klonoa-series.aspx"&gt;Underrated: Klonoa Series
&lt;/a&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=180249" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/john+constantine/default.aspx">john constantine</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/nintendo/default.aspx">nintendo</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/wii/default.aspx">wii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/psp/default.aspx">psp</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/silent+hill/default.aspx">silent hill</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/konami/default.aspx">konami</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/silent+hill+origins/default.aspx">silent hill origins</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/Playstation/default.aspx">Playstation</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/klonoa/default.aspx">klonoa</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/namco/default.aspx">namco</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/climax/default.aspx">climax</category></item><item><title>Underrated: Klonoa Series</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/12/15/underrated-klonoa-series.aspx</link><pubDate>Mon, 15 Dec 2008 17:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:156039</guid><dc:creator>Amber Ahlborn</dc:creator><slash:comments>3</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=156039</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/12/15/underrated-klonoa-series.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
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&lt;br /&gt;&lt;br /&gt;
&lt;i&gt;Klonoa 2
&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;
As far as underrated games go, the &lt;a href="http://en.wikipedia.org/wiki/Klonoa" target="_blank"&gt;Klonoa&lt;/a&gt; titles have enjoyed moderate success.  Still, if you were to stop random gamers on the street and ask if they&amp;#39;ve played a Klonoa game chances are they haven&amp;#39;t.  The first Klonoa game was released on the original Playstation and was one of the earliest titles to combine sprite based characters with 3-D environments.  The game play was centered around classic 2-D platforming with an emphasis on using the enemies Klonoa grabbed and inflated to clear barricades, jump higher (including stringing together long series of aerial maneuvers), and find ways around various obstacles.  It was fantastically fun and innovative, offering a solid challenge and a very rewarding experience.
&lt;br /&gt;&lt;br /&gt;
After &lt;i&gt;Klonoa: Door to Phantomile&lt;/i&gt; was released, it saw a number of sequels on the Japan only &lt;a href="http://en.wikipedia.org/wiki/Wonderswan" target="_blank"&gt;WonderSwan&lt;/a&gt; hand held system and the GBA as well as one more console release on the Playstation 2 titled &lt;i&gt;Klonoa 2: Lunatea&amp;#39;s Veil&lt;/i&gt;.  There&amp;#39;s a lot to like about these games, from the whimsical art style to the surprisingly melancholy stories found in the console titles.  One of the presentation highlights for me was always the music.  Both of Klonoa&amp;#39;s console games sport beautiful soundtracks that showcase both playful and eerie tunes.
&lt;br /&gt;&lt;br /&gt;
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&lt;br /&gt;&lt;br /&gt;
&lt;i&gt;Klona 2 - Maze of Memories music
&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;
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&lt;br /&gt;&lt;br /&gt;
&lt;i&gt;Klonoa 2 - Ruins of Sorrow music&lt;/i&gt;
&lt;br /&gt;&lt;br /&gt;
Simply put, these are some of my favorite games.  I own the original Playstation disc.
&lt;br /&gt;&lt;br /&gt;
&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/1gBh_U9eEbU&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/1gBh_U9eEbU&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" width="425" height="344"&gt;&lt;/object&gt;
&lt;br /&gt;&lt;br /&gt;
&lt;i&gt;The Original
&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;
Also, there&amp;#39;s good news for all of you out there who failed to discover the first game.  It&amp;#39;s seeing an updated remake on the Wii.
&lt;br /&gt;&lt;br /&gt;
&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/PM7LiHov_EY&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/PM7LiHov_EY&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" width="425" height="344"&gt;&lt;/object&gt;
&lt;br /&gt;&lt;br /&gt;
&lt;i&gt;The Remake
&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;
Don&amp;#39;t let it pass you by a second time!  Now, let&amp;#39;s all join the little Namco cabbit for some Caramelldansen to celebrate his series, may it see greater recognition in the future.
&lt;br /&gt;&lt;br /&gt;
&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/OP0G_Y3MXWY&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/OP0G_Y3MXWY&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" width="425" height="344"&gt;&lt;/object&gt;
&lt;br /&gt;&lt;br /&gt;
&lt;i&gt;Get up and Dance!
&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;
&lt;br /&gt;&lt;b&gt;&lt;br /&gt;
Related Links:
&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/30/klonoa-careful-namco-you-tread-on-my-dreams.aspx" target="_blank"&gt;Klonoa: Careful, Namco. You Tread On My Dreams.
&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/01/klonoa-s-truimphant-return.aspx" target="_blank"&gt;Klonoa&amp;#39;s Truimphant(?) Return
&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/11/24/underrated-buck-bumble.aspx" target="_blank"&gt;Underrated: Buck Bumble
&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=156039" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/wii/default.aspx">wii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/amber+ahlborn/default.aspx">amber ahlborn</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/Playstation/default.aspx">Playstation</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/klonoa/default.aspx">klonoa</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/underrated/default.aspx">underrated</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/underappreciated/default.aspx">underappreciated</category></item><item><title>Cursed Mountain: Namu Amida Butsu Get</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/11/11/cursed-mountain-namu-amida-butsu-get.aspx</link><pubDate>Tue, 11 Nov 2008 18:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:145467</guid><dc:creator>John Constantine</dc:creator><slash:comments>0</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=145467</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/11/11/cursed-mountain-namu-amida-butsu-get.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/2008/11/08-15/cursed_mountain.jpg"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/11/08-15/cursed_mountain.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Sometimes, though not often, I’m exhausted by the preponderance of violence in videogames. Fret not, I’m not about to go on some tirade about the ten billion plus war simulators available on every game playing device known to man corrupting the world’s youth, turning them into desensitized monstrosities. Hell, if you’ve ever glanced at this blog before, you’ve probably noticed that I’m something of a glutton for the ol’ ultra violence. But still, sometimes I long to turn on a game and not have to destroy, break, mangle, or kill things. Variety tends to cure these murder-doldrums, though. For example, when I look at &lt;i&gt;Bayonetta&lt;/i&gt;, I think, “Why, sure, that precocious young woman has guns. Many guns. But killing things with hair sounds quite refreshing!” Or take the original &lt;i&gt;Klonoa&lt;/i&gt;! Nothing says change-of-pace like using a disembodied moon prince as a projectile to inflate doofy but malicious critters until they explode. This is why I’m getting excited about &lt;i&gt;Cursed Mountain&lt;/i&gt;. 
&lt;br /&gt;&lt;br /&gt;
Survival horror’s not new to Wii. In fact, Wii’s Fatal Frame 4 is another great example of alternative fighting, what with its camera based ghost-defeating. But in Cursed Mountain you humiliate ghosts with an ignoble second death through the power of Buddhist prayer. Buddhist. Prayer. That is awesome. Now, I realize that Buddhist prayer isn’t totally foreign from game violence. Sailor Mars has thrown down in a few &lt;i&gt;Sailor Moon&lt;/i&gt; games and Pocky of &lt;i&gt;Pocky &amp;amp; Rocky&lt;/i&gt; fame isn’t exactly a nun I’d want to mess with. But &lt;i&gt;Cursed Mountain&lt;/i&gt; sounds like an all around different experience. You scale a Himalayan peak as a fella trying to find his lost brother and find a desiccated pagoda filled with angry spirits. As far as game premises go, fighting ghosts at altitude by wrenching prayer out of them and following a story steeped in Tibetan mysticism sounds downright novel.
&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://www.1up.com/do/previewPage?cId=3171222&amp;amp;p=44"&gt;1UP’s Torrey Walker&lt;/a&gt; posted a preview of the game yesterday so head on over to check it out. And treat yourself to this trailer while you’re at it.
&lt;br /&gt;&lt;br /&gt;
&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/HK0TCfThAww&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/HK0TCfThAww&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" width="425" height="344"&gt;&lt;/object&gt;
&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;Related links:&lt;/b&gt; 
&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/22/resident-evil-5-continuing-on-the-transformation-trail-from-horror-to-suspense.aspx"&gt;Resident Evil 5: Continuing on the Transformation Trail From Horror to Suspense&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/06/question-of-the-day-how-do-you-make-a-horror-game-horrifying.aspx"&gt;Question of the Day: How Do You Make a Horror Game Horrifying?  &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/08/unknowable-horrors-and-spiraling-madness-h-p-lovecraft-and-videogames.aspx"&gt;Unknowable Horrors and Spiraling Madness: H.P. Lovecraft and Videogames&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/31/running-for-your-life.aspx"&gt;Running for Your Life! &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/11/06/indie-dev-moment-virtual-silence-and-the-art-of-discomfort.aspx"&gt;Indie Dev Moment: Virtual Silence and the Art of Discomfort
&lt;/a&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=145467" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/john+constantine/default.aspx">john constantine</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/wii/default.aspx">wii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/bayonetta/default.aspx">bayonetta</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/klonoa/default.aspx">klonoa</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/sailor+moon/default.aspx">sailor moon</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/Horror/default.aspx">Horror</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/fatal+frame+4/default.aspx">fatal frame 4</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/pocky+_2600_amp_3B00_+rocky/default.aspx">pocky &amp;amp; rocky</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/cursed+mountain/default.aspx">cursed mountain</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/sailor+mars/default.aspx">sailor mars</category></item><item><title>Klonoa: Careful, Namco. You Tread On My Dreams.</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/10/30/klonoa-careful-namco-you-tread-on-my-dreams.aspx</link><pubDate>Thu, 30 Oct 2008 19:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:141909</guid><dc:creator>John Constantine</dc:creator><slash:comments>6</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=141909</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/10/30/klonoa-careful-namco-you-tread-on-my-dreams.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/2008/10/23-End/klonoa.jpg"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/10/23-End/klonoa.jpg" align="right" border="0" alt="" /&gt;&lt;/a&gt;I’m not a purist. No, really. When it comes to classics being revisited, modernized, or remade, I don’t need every facet of the past perfectly preserved just the way I remember it in order to get a desperate nostalgic thrill. I delight in &lt;i&gt;Mega Man 9&lt;/i&gt; because it’s a great game whose presentation and technological limitations are carefully made design choices, not because it’s a new NES game. I’ll let you in on a secret: I actually like &lt;i&gt;Mega Man 7&lt;/i&gt; and &lt;i&gt;8&lt;/i&gt;. Yeah, that’s right. I think they’re good games. Not as good as their forebears, but all the same. When the new &lt;i&gt;Bionic Commando&lt;/i&gt; was announced last year, even before &lt;i&gt;Rearmed &lt;/i&gt;was revealed, I didn’t balk at Radd Spencer’s Adam-Duritz-makeover. I think the new look is cool, especially the way his dreads flow behind him like delicate willow branches as he soars through dystopian cityscapes and… oh! Excuse me. What I’m getting at is that not everything from yesterday is sacred. Some things, especially in games, should be changed. &lt;i&gt;Final Fantasy III DS&lt;/i&gt; is a good thing. The NES original is just too slow now. &lt;i&gt;Tomb Raider Anniversary&lt;/i&gt; preserves a revolutionary game’s best qualities while also making it, you know, playable. In with the new, out with the old may not be an all-encompassing maxim, but it’s more often than not good advice.
&lt;br /&gt; &lt;br /&gt;
That said, Namco, if you go through with this, I will hurt you.
&lt;br /&gt; &lt;br /&gt;
The Raw Meat Cowboy himself over at GoNintendo received a survey from Namco-Bandai today, the subject of which was their impending Wii remake of &lt;i&gt;Klonoa: Door to Phantomile&lt;/i&gt;. RMC has smartly inferred that Namco is testing the waters to see if &lt;i&gt;Klonoa &lt;/i&gt;should be localized for North America. One of the questions in the survey asks which of these two character designs is preferable:
&lt;br /&gt; &lt;br /&gt;

&lt;a href="http://nerve.com/CS/blogs/61fps/2008/10/23-End/klonoa2.JPG"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/10/23-End/klonoa2.JPG" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;
Yes, there on the right is Klonoa, already slightly altered to more closely resemble his 21st century self than the Klonoa of 1998. It’s great, he’s looking good. On the left, is some monstrosity, a Japanese Poochie, his raised ears giving off a deliberate whiff of the &lt;b&gt;&lt;i&gt;EXTREME&lt;/i&gt;&lt;/b&gt;. He has just enough buckles and straps to satisfy a Nomura. The implication is that Namco thinks this bastard would be more suited to North America’s indelicate palette.
&lt;br /&gt; &lt;br /&gt;
Now, there are going to be some vague spoilers here, so beware. Even beyond the fantastic platforming, level design, and soundtrack, what makes &lt;i&gt;Door to Phantomile&lt;/i&gt; so special is that it subverts expectation. Klonoa himself, and his introduction in the game, portray complete innocence, a cutesy cartoon anthropomorphic at play in a pleasant fantasy world. But the game quickly becomes melancholic, and by game’s end, the pleasant Disney aesthetic is pulled away, violently, to reveal that the story is, in fact, a tragedy. The game is about a loss of innocence, and the character’s design is essential to that theme. This redesign places the character more firmly in a recognizable, and marketable, anime tradition, where existential angst is an expected component. Remaking Klonoa in this image completely betrays the point of Shuichi Sakurazaki’s story.
&lt;br /&gt; &lt;br /&gt;
Don’t do this, Namco.
&lt;br /&gt; &lt;br /&gt;
(Link: &lt;a href="http://gonintendo.com/?p=61181"&gt;GoNintendo&lt;/a&gt;)
&lt;br /&gt; &lt;br /&gt;
&lt;b&gt;Related links:&lt;/b&gt; &lt;br /&gt; &lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/27/where-is-shuichi-sakurazaki-creator-of-ninja-gaiden.aspx"&gt;&lt;br /&gt;
Where is Shuichi Sakurazaki, Creator of Ninja Gaiden?&lt;/a&gt; &lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/01/klonoa-s-truimphant-return.aspx"&gt;Klonoa&amp;#39;s Truimphant(?) Return &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/02/christmas-in-nintendoland-the-tokyo-conference.aspx"&gt;Christmas in Nintendoland: The Tokyo Conference &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/29/the-tale-of-the-identical-box-art.aspx"&gt;The Tale of the Identical Box Art &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/02/lowering-the-standard-why-nintendo-s-hardcore-vs-casual-commitments-aren-t-the-problem.aspx"&gt;Lowering the Standard: Why Nintendo’s Hardcore vs. Casual Commitments Aren’t the Problem &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/09/08/abominations-of-technology-pre-rendered-graphics.aspx"&gt;Abominations of Technology: Pre-Rendered Graphics
&lt;/a&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=141909" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/john+constantine/default.aspx">john constantine</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/nintendo/default.aspx">nintendo</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/wii/default.aspx">wii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/capcom/default.aspx">capcom</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/final+fantasy/default.aspx">final fantasy</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/bionic+commando/default.aspx">bionic commando</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/nes/default.aspx">nes</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mega+man/default.aspx">mega man</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/tomb+raider/default.aspx">tomb raider</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/klonoa/default.aspx">klonoa</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mega+man+9/default.aspx">mega man 9</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/namco+bandai/default.aspx">namco bandai</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mega+man+7/default.aspx">mega man 7</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mega+man+8/default.aspx">mega man 8</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/namco/default.aspx">namco</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/bionic+commando+rearmed/default.aspx">bionic commando rearmed</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/final+fantasy+III/default.aspx">final fantasy III</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/poochie/default.aspx">poochie</category></item><item><title>The Tale of the Identical Box Art</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/10/29/the-tale-of-the-identical-box-art.aspx</link><pubDate>Wed, 29 Oct 2008 21:30:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:141533</guid><dc:creator>Bob Mackey</dc:creator><slash:comments>1</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=141533</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/10/29/the-tale-of-the-identical-box-art.aspx#comments</comments><description>&lt;p&gt;The blogosphere is rumbling with news of an industry lawsuit that isn&amp;#39;t very interesting, and it&amp;#39;s all about box art.&amp;nbsp; Seems like Activision had a little bit of &amp;quot;inspiration&amp;quot; for the cover of their latest Baja game--an inspiration that came from THQ&amp;#39;s own library.&amp;nbsp; GameDaily &lt;a href="http://www.gamedaily.com/articles/news/thq-sues-activision-over-baja-box-art/?biz=1" target="_blank"&gt;reports&lt;/a&gt;:&lt;br /&gt;&lt;br /&gt;
&lt;i&gt;THQ&amp;#39;s box art has been out in the open since this June. The company contends that Activision&amp;#39;s box art uses &amp;quot;virtually identical&amp;quot; artwork. Activision&amp;#39;s game, developed by Left Field Games, is shipping to retail this week, but THQ had asked the court to enjoin the release of the title. THQ apparently got in touch with Activision earlier this month to request that they create a different box art for SCORE International Baja 1000, but Activision refused to comply. &lt;/i&gt;&lt;br /&gt;&lt;br /&gt;
And here&amp;#39;s the evidence:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2008/10/23-End/bajaboxes.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2008/10/23-End/bajaboxes.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
Aside from the hilariously blatant plagiarism, there&amp;#39;s really not much to this story--&lt;i&gt;or is there&lt;/i&gt;!?&amp;nbsp; My ulterior motive for reposting this news is that it finally gives me a chance to talk about an observation I made during my dark, dreary days at GameStop.&amp;nbsp; You see, Baha games alone do not inspire thievery; there exists another pair of games with shockingly similar box art.&amp;nbsp; And the truth is so stunning I&amp;#39;m going to go ahead and hide it behind a cut.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2008/10/23-End/klozan.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2008/10/23-End/klozan.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
Okay, okay; it&amp;#39;s not quite as bad as the Baja example--and poor little Klonoa is clearly being misrepresented.  But the similarity between these two pieces of box art has always bugged the living hell out of me.  Especially considering that &lt;i&gt;Klonoa 2&lt;/i&gt; and &lt;i&gt;Tarzan&lt;/i&gt; came out so relatively close to one another.&lt;br /&gt;&lt;br /&gt;
So can anyone else think of more examples of games with deceptively similar box art?  This post needs to fuel at least three more lawsuits.&lt;br /&gt;&lt;b&gt;&lt;br /&gt;
Related Links:&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/17/mega-man-9-box-art-is-further-proof-that-inmates-have-taken-over-the-capcom-asylum.aspx" target="_blank"&gt;Mega Man 9 Box Art is Further Proof That Inmates Have Taken Over the Capcom Asylum&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/01/help-activision-choose-box-art-for-spidey.aspx" target="_blank"&gt;Help Activision Choose Box Art for Spidey&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/01/klonoa-s-truimphant-return.aspx" target="_blank"&gt;Klonoa&amp;#39;s Truimphant(?) Return
 &lt;/a&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=141533" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/xbox+360/default.aspx">xbox 360</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ps2/default.aspx">ps2</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/klonoa/default.aspx">klonoa</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/bob+mackey/default.aspx">bob mackey</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/box+art/default.aspx">box art</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/lawsuit/default.aspx">lawsuit</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/baja/default.aspx">baja</category></item><item><title>Pikmin Remake: Too Soon?</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/10/03/pikmin-remake-too-soon.aspx</link><pubDate>Fri, 03 Oct 2008 15:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:133158</guid><dc:creator>Bob Mackey</dc:creator><slash:comments>9</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=133158</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/10/03/pikmin-remake-too-soon.aspx#comments</comments><description>&lt;a href="http://www.nerve.com/CS/blogs/61fps/2008/10/01-07/bluepikmins.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2008/10/01-07/bluepikmins.jpg" border="0" alt="" /&gt;&lt;/a&gt;
&lt;p&gt;The &lt;i&gt;Pikmin&lt;/i&gt; series is one of Nintendo&amp;#39;s most recent franchises, and seemingly, its most overlooked--but Nintendo itself is seeking to remedy this with a new, improved Wii-make (I shudder at the terminology) of their cartoony take on the RTS. As a big fan of &lt;i&gt;Pikmin&lt;/i&gt;, it&amp;#39;s nice to see some attention given to a series that&amp;#39;s really deserved more; and even hardcore Nintendo fans can admit that the GameCube was by no means a popular enough system to make &lt;i&gt;Pikmin&lt;/i&gt; the hit it should have been. But if this new &lt;i&gt;Pikmin&lt;/i&gt; is more of a remake than the Wii&amp;#39;s &lt;i&gt;Resident Evil 4&lt;/i&gt;, wouldn&amp;#39;t Nintendo&amp;#39;s time be better spent on&amp;nbsp;making a &lt;i&gt;new&lt;/i&gt; game? Note: I realize they don&amp;#39;t normally solicit advice from gaming blogs. &lt;br /&gt;&lt;br /&gt;Of course, we don&amp;#39;t know if the &amp;quot;new&amp;quot; &lt;i&gt;Pikmin&lt;/i&gt; Miyamoto casually mentioned at E3 &lt;i&gt;is&lt;/i&gt; this remake--so things are still up in the air at this point. But if the only new &lt;i&gt;Pikmin&lt;/i&gt; we see this gen is a slightly revamped version of a seven year-old game, you&amp;#39;ll be able to taste the disappointment in the air. &lt;br /&gt;&lt;br /&gt;I can definitely see why Nintendo&amp;#39;s trying to remind the world of &lt;i&gt;Pikmin&lt;/i&gt;; it&amp;#39;s a Miyamoto franchise, and the GameCube controller practically felt like it was &lt;i&gt;designed&lt;/i&gt; for the first game. However, both games in the series are compatible with the Wii(as are all GameCube games), and also cost much, much less than the price of a new game. As a consumer who can get a copy of the first &lt;i&gt;Pikmin&lt;/i&gt; for 10-12 bucks--and let&amp;#39;s not forget the kind folks at GameStop will no doubt recognize an opportunity to&amp;nbsp;push a used game over a new one--Nintendo&amp;#39;s going to have to do a lot to get me interested in this; and I assume others in my position feel the same way. The thing is, I don&amp;#39;t necessarily &lt;em&gt;want &lt;/em&gt;Nin&lt;a href="http://www.nerve.com/CS/blogs/61fps/2008/10/01-07/bluepikmins.jpg"&gt;&lt;/a&gt;tendo to put a lot of resources into a remake; and that&amp;#39;s kind of the entire point of this post. Maybe a re-release of the game in new, Wii-branded packaging would be nice (and I guess some hacked-in Wii-Mote support), but I&amp;#39;d still rather see &lt;i&gt;Pikmin 3&lt;/i&gt;, or however else Nintendo decides to re-launch the series on its newest system. The funny thing is, I don&amp;#39;t feel the same way about the &lt;i&gt;Klonoa&lt;/i&gt; remake; and that&amp;#39;s a series where I&amp;#39;d absolutely love to see a new game. The difference here is that the first &lt;i&gt;Klonoa&lt;/i&gt; is so technologically distant and incredibly obscure that its Wii-make seems far more justified. &lt;br /&gt;&lt;br /&gt;One thing to be happy about is that at least Nintendo isn&amp;#39;t trying to pass off the &lt;i&gt;Pikmin&lt;/i&gt; remake as an entirely new game--not yet, anyway. The new &lt;i&gt;Animal Crossing&lt;/i&gt; represents how shameful and rehash-y the company can be; &lt;i&gt;City Folk&lt;/i&gt; isn&amp;#39;t even superficially different from the N64 game that started the series. Hopefully, &lt;i&gt;Pikmin&lt;/i&gt; will be able to keep its dignity intact. &lt;br /&gt;&lt;br /&gt;&lt;b&gt;Related Links&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;a class="" href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/23/are-you-buying-final-fantasy-iv-ds-huh-huh-huh.aspx" target="_blank"&gt;Are You Buying Final Fantasy IV DS? Huh? Huh? Huh??&lt;/a&gt;&lt;br /&gt;&lt;a class="" href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/04/would-you-play-a-final-fantasy-vii-remake-hmmm.aspx" target="_blank"&gt;Would You Play a Final Fantasy VII Remake? Hmmm?&lt;/a&gt;&lt;br /&gt;&lt;a class="" href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/01/klonoa-s-truimphant-return.aspx" target="_blank"&gt;Klonoa&amp;#39;s Truimphant(?) Return&lt;/a&gt;&lt;br /&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=133158" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/remake/default.aspx">remake</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/nintendo/default.aspx">nintendo</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/wii/default.aspx">wii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/pikmin/default.aspx">pikmin</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/klonoa/default.aspx">klonoa</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/bob+mackey/default.aspx">bob mackey</category></item><item><title>Lowering the Standard: Why Nintendo’s Hardcore vs. Casual Commitments Aren’t the Problem</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/10/02/lowering-the-standard-why-nintendo-s-hardcore-vs-casual-commitments-aren-t-the-problem.aspx</link><pubDate>Thu, 02 Oct 2008 23:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:133006</guid><dc:creator>John Constantine</dc:creator><slash:comments>9</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=133006</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/10/02/lowering-the-standard-why-nintendo-s-hardcore-vs-casual-commitments-aren-t-the-problem.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/2008/10/01-07/SealQualityPAL.jpg"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/10/01-07/SealQualityPAL.jpg" align="right" border="0" alt="" /&gt;&lt;/a&gt;I tend to sound overly pessimistic when talking about the Wii. I happen to love the system. I think the funky little box has quite a lot going for it and it’s given me a handful of unforgettable gaming experiences, with &lt;i&gt;Wii Sports&lt;/i&gt; and &lt;i&gt;No More Heroes&lt;/i&gt; chief among them. No, I’m not overly pessimistic about the Wii. I’m overly pessimistic about Nintendo. As much as I want to be excited about a new &lt;i&gt;Punch-Out!&lt;/i&gt;, I can’t help but look at the facts: Nintendo has released more traditional, hardcore games in the Wii’s first two years than they did in the Gamecube’s first four and all of them, with the exceptions of &lt;i&gt;Super Mario Galaxy&lt;/i&gt; and&lt;i&gt; Super Smash Bros. Brawl&lt;/i&gt;, have been below the gold standard of Nintendo’s internally developed software from generations past. &lt;i&gt;Super Paper Mario&lt;/i&gt; was a vicious bore of a game, &lt;i&gt;Metroid Prime 3&lt;/i&gt; had none of the creative spirit of the first two, &lt;i&gt;Zelda: Twilight Princess&lt;/i&gt; was a bloated retread in dire need of an editor, and games like &lt;i&gt;Fire Emblem&lt;/i&gt; and &lt;i&gt;Super Mario Strikers&lt;/i&gt; were competent, but were simply more of the same. Even after this passed July’s E3, I wasn’t disturbed by Nintendo’s lack of support for hardcore gamers. I was disturbed by the apparent lowering of standards in their software. There are many Wii games that I am very excited to play, like &lt;i&gt;MadWorld&lt;/i&gt;, &lt;i&gt;Klonoa: Door to Phantomile&lt;/i&gt;, &lt;i&gt;House of the Dead: Overkill&lt;/i&gt;, &lt;i&gt;Oboro Muramasa&lt;/i&gt;, and &lt;i&gt;Fragile&lt;/i&gt;. But none of these titles come from Nintendo.
&lt;br /&gt;&lt;br /&gt;
I hate sounding like the disgruntled misanthrope. But I refuse to ask less of a development house that strove for nothing short of perfection in the past. 
&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;Related links: &lt;/b&gt;&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/08/25/wiiware-nintendo-babe-it-just-isn-t-working-out.aspx"&gt;WiiWare: Nintendo, Babe, It Just Isn’t Working Out&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/09/02/disaster-day-of-crisis-comes-out-in-october-right-sure.aspx"&gt;Disaster: Day of Crisis Comes Out in October. Right. Sure. &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/07/15/e3-day-two-spin-malaise-sony-s-new-clothes-and-nintendo-s-true-disruption.aspx"&gt;E3 Day Two: Spin, Malaise, Sony’s New Clothes, and Nintendo’s True Disruption&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/10/02/christmas-in-nintendoland-the-tokyo-conference.aspx"&gt;Christmas in Nintendoland: The Tokyo Conference&lt;/a&gt;&lt;br /&gt;
&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=133006" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/john+constantine/default.aspx">john constantine</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/metroid/default.aspx">metroid</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/nintendo/default.aspx">nintendo</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/wii/default.aspx">wii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/madworld/default.aspx">madworld</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/zelda/default.aspx">zelda</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/gamecube/default.aspx">gamecube</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/fire+emblem/default.aspx">fire emblem</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/super+mario+bros/default.aspx">super mario bros</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/punch+out/default.aspx">punch out</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/klonoa/default.aspx">klonoa</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/fragile/default.aspx">fragile</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/smash+bros/default.aspx">smash bros</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/house+of+the+dead/default.aspx">house of the dead</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/oboro+muramasa/default.aspx">oboro muramasa</category></item><item><title>Klonoa's Truimphant(?) Return</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/10/01/klonoa-s-truimphant-return.aspx</link><pubDate>Wed, 01 Oct 2008 19:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:132429</guid><dc:creator>Bob Mackey</dc:creator><slash:comments>14</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=132429</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/10/01/klonoa-s-truimphant-return.aspx#comments</comments><description>&lt;p&gt;&lt;em&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2008/10/klonoa.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2008/10/klonoa.jpg" align="right" border="0" alt="" /&gt;&lt;/a&gt;Klonoa: Door to Phantomile&lt;/em&gt;, a mostly-forgotten mascot platformer for the PSX, may be far less forgotten in the not-too-distant future. &lt;a class="" href="http://www.1up.com/do/newsStory?cId=3170280" target="_blank"&gt;1UP&lt;/a&gt; reports that the first--and admittedly, best--&lt;em&gt;Klonoa&lt;/em&gt; game will see new life on the Wii in a fully-refurbished remake this December, which is great news--for Japan, anyway. Not only will this remake excise the game&amp;#39;s&amp;nbsp;lousy pre-rendered sprites; everyone who missed&amp;nbsp;Namco&amp;#39;s mascot of indeterminate species&amp;nbsp;back in 1997 will finally get a chance to see why they should regret all of their decade-old mistakes.&lt;br /&gt;&lt;br /&gt;Here&amp;#39;s a video of the original game in action, lest we&amp;#39;ve forgotten:&lt;br /&gt;&lt;br /&gt;
&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/1gBh_U9eEbU&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;
&lt;embed src="http://www.youtube.com/v/1gBh_U9eEbU&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;I&amp;#39;ve always held a bit of disappointment in my heart for the general failure of the &lt;em&gt;Klonoa&lt;/em&gt; series; despite the furry trappings,&amp;nbsp;the first game&amp;nbsp;was a whimsical&amp;nbsp;adventure with a seemingly contrary bittersweet--and slightly depressing--tone. And the economy of effective storytelling fit in well with the game&amp;#39;s deceptively-simple puzzle-platforming mechanics; &lt;em&gt;Klonoa&lt;/em&gt; is a solid little game, and very similar to the 8-bit 2D platformers that&amp;nbsp;undoubtedly inspired it.&amp;nbsp; Unfortunately, the series was launched at a time when 2D vs. 3D was a common argument, back before people realized they could live together--kinda like Ebony and Ivory (ask your parents).&lt;br /&gt;&lt;br /&gt;We can only hope that the &lt;em&gt;Klonoa&lt;/em&gt; remake comes out here--and hopefully, without any Wii-mote gimmicks. I&amp;#39;d hate to see the elegant simplicity of the game ruined by excessive waggling. And who knows; maybe this remake will spark a Klonoa revival? The only thing to say to that is &amp;quot;Doopa-loo-doo.&amp;quot;&lt;br /&gt;&lt;br /&gt;Once again, ask your parents.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Related Links&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;a class="" href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/27/where-is-shuichi-sakurazaki-creator-of-ninja-gaiden.aspx" target="_blank"&gt;Where is Shuichi Sakurazaki, Creator of Ninja Gaiden?&lt;/a&gt;&lt;br /&gt;&lt;a class="" href="http://www.nerve.com/CS/blogs/61fps/archive/2008/09/09/9-9-99-9-years-later.aspx" target="_blank"&gt;9/9/99 9 Years Later&lt;/a&gt;&lt;br /&gt;&lt;a class="" href="http://www.nerve.com/CS/blogs/61fps/archive/2008/09/08/abominations-of-technology-pre-rendered-graphics.aspx" target="_blank"&gt;Abominations of Technology: Pre-Rendered Graphics&lt;br /&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=132429" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/remake/default.aspx">remake</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/wii/default.aspx">wii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/klonoa/default.aspx">klonoa</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/namco+bandai/default.aspx">namco bandai</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/bob+mackey/default.aspx">bob mackey</category></item><item><title>Abominations of Technology: Pre-Rendered Graphics</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/09/08/abominations-of-technology-pre-rendered-graphics.aspx</link><pubDate>Mon, 08 Sep 2008 22:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:125416</guid><dc:creator>Bob Mackey</dc:creator><slash:comments>6</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=125416</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/09/08/abominations-of-technology-pre-rendered-graphics.aspx#comments</comments><description>&lt;p&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/dkong.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/dkong.jpg" align="right" border="0" alt="" /&gt;&lt;/a&gt;As a weird side-effect of technological anxiety and the transition from 2D to 3D games, pre-rendered graphics had their place.&amp;nbsp; In some cases, that was a very, very bad place, like where Big Bird said strangers couldn&amp;#39;t touch you; basically, any game with pre-rendered, animated sprites.&amp;nbsp; Though in the 32-bit era, it&amp;#39;s reasonable to say that some pre-rendered graphics were necessary--if a circa 1997 Square programming team tried to make a real-time Midgar, the result would be an abominable pile of warping polygons and broken dreams.&lt;br /&gt;&lt;br /&gt;
But so many years later, you&amp;#39;d think that we, as a people, could unite against pre-rendered graphics and say &amp;quot;No more.&amp;quot;&amp;nbsp; In what can only be considered an affront to the eyes and good taste of gamers everywhere, developers are still using pre-rendered graphics.&amp;nbsp; And it&amp;#39;s high time they stopped.&lt;br /&gt;&lt;br /&gt;
I&amp;#39;ve always thought that pre-rendered graphics--at least in their first few years--were a strange sort of technophilia in that they assured us that somewhere, very powerful computers exist; and these computers are hard at work, rendering things ahead of time so your puny hardware doesn&amp;#39;t have to.  Never mind that pre-rendered sprites always look muddy, fuzzy, and ill-defined when compared to their hand-drawn counterparts, &lt;i&gt;there are SGI workstations spending countless hours making Donkey Kong uglier and you will show them respect!&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;
This kind of attitude made sense in the mid-to-late 90s, when there was a real tension between 2D and 3D gaming, and many 2D games were cast in the pre-rendered mold in order to make them &amp;quot;acceptable&amp;quot; to modern gamers--even great games like &lt;span style="font-style:italic;"&gt;Klonoa&lt;/span&gt; suffer from bloated, fuzzy sprites.  But why, in 2008, must we continue to suffer through the anxieties of hardware generations past?  &lt;span style="font-style:italic;"&gt;Fire Emblem&lt;/span&gt;, a series known for its beautiful, hand drawn sprites and character art, has now gone the pre-rendered route with its newest DS iteration, leaving a legion of fans scratching their heads and clawing out their eyeballs.  And this is by no means an isolated event; both updates to the phenomenal &lt;span style="font-style:italic;"&gt;Donkey Kong &amp;#39;94&lt;/span&gt; (seriously, &lt;a href="http://en.wikipedia.org/wiki/Donkey_Kong_%28Game_Boy%29" target="_blank"&gt;go play this game&lt;/a&gt;) have been zombified by the process of pre-rendering.&amp;nbsp; In the words of Nancy Kerrigan, &amp;quot;WHY WHY WHY WHY!?&amp;quot;&lt;br /&gt;&lt;br /&gt;
Does anyone still &lt;i&gt;like&lt;/i&gt; pre-rendering?  Has it ever improved a game?  These are questions which demand answers.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;
Related Links&lt;/span&gt;:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/27/alternate-soundtrack-donkey-kong-94-vs-les-savy-fav.aspx" target="_blank"&gt;
Alternate Soundtrack - Donkey Kong &amp;#39;94 vs. Les Savy Fav&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/27/where-is-shuichi-sakurazaki-creator-of-ninja-gaiden.aspx"&gt;
Where is Shuichi Sakurazaki, Creator of Ninja Gaiden?&lt;/a&gt;&lt;br /&gt; &lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=125416" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/donkey+kong/default.aspx">donkey kong</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/donkey+kong+country/default.aspx">donkey kong country</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/klonoa/default.aspx">klonoa</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/bob+mackey/default.aspx">bob mackey</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/pre-rendered+graphics/default.aspx">pre-rendered graphics</category></item><item><title>Where is Shuichi Sakurazaki, Creator of Ninja Gaiden?</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/08/27/where-is-shuichi-sakurazaki-creator-of-ninja-gaiden.aspx</link><pubDate>Wed, 27 Aug 2008 17:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:121077</guid><dc:creator>John Constantine</dc:creator><slash:comments>3</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=121077</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/08/27/where-is-shuichi-sakurazaki-creator-of-ninja-gaiden.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/gaiden.JPG"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/gaiden.JPG" align="right" border="0" alt="" /&gt;&lt;/a&gt;
While they might not be rock stars quite yet, it’s great that videogame developers are becoming more and more recognizable by name. Many, many people know who Hideo Kojima is and what Kojima Prodcutions makes. Sega didn’t just contract Platinum Games to make a few killer titles for them, they signed them on for the name recognition, for the artists’ cred. Back in the day, it wasn’t the people who created games that got recognized. It was only franchise names and publishers that got the love. In 2008, it’s widely known that Tomonobu Itagaki is the head honcho behind &lt;i&gt;Ninja Gaiden&lt;/i&gt;. But who is the brain behind Ninja Gaiden on the NES?
&lt;br /&gt; &lt;br /&gt;
After doing a bit of digging, I found that &lt;i&gt;Ninja Gaiden&lt;/i&gt; and its first sequel were designed by a fellow named Shuichi Sakurazaki and Tecmo’s Team Strong. The game’s trademark cutscenes, arguably the first of their kind, were penned by Sakurazaki himself. But that’s where the information trail ends, with nary an interview with or a Wikipedia page on the man to be found. I found only two other games credited to Sakurazaki, and surprising ones at that. If &lt;a href="http://www.imdb.com/name/nm2057944/"&gt;IMDB&lt;/a&gt; is to be believed, Sakurazaki is the writer behind two of videogames’ strangest scripts, namely Namco’s &lt;i&gt;Klonoa: Door to Phantomile&lt;/i&gt; and &lt;i&gt;Klonoa 2&lt;/i&gt;. Platformers with adorable anthropomorphic characters, the original Klonoa games hid tragic stories underneath a playful façade.
&lt;br /&gt; &lt;br /&gt;
Who is Shuichi Sakurazaki? Where has he gone and what was his inspiration for such memorable and strange games? If anyone out there knows, I am all ears.
&lt;br /&gt; &lt;br /&gt;&lt;b&gt;
More Where Is?:
&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/20/ost-where-is-yasunori-mitsuda.aspx"&gt;
Yasunori Mitsuda&lt;/a&gt; &lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/07/where-is-landstalker-psp.aspx"&gt;
Landstalker PSP&lt;/a&gt; &lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/18/where-is-joe-madureira.aspx"&gt;
Joe Madureira &lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/09/where-is-wii-s-disaster-day-of-crisis.aspx"&gt;
Wii’s Disaster: Day of Crisis &lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/19/where-is-yu-suzuki.aspx"&gt;
Yu Suzuki &lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/11/where-is-the-city-of-metronome.aspx"&gt;
The City of Metronome&lt;/a&gt; &lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/03/where-is-the-new-indiana-jones.aspx"&gt;
New Indiana Jones&lt;/a&gt; &lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/22/where-is-doug-tennapel.aspx"&gt;
Doug TenNapel&lt;/a&gt; &lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/15/where-is-victor-ireland.aspx"&gt;
Victor Ireland&lt;/a&gt; &lt;br /&gt; &lt;b&gt;&lt;br /&gt;

Related links: &lt;/b&gt;&lt;b&gt;&lt;br /&gt;&lt;/b&gt; &lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/23/watcha-playing-ninja-gaiden-dragon-sword.aspx"&gt;

Whatcha Playing: Ninja Gaiden Dragon Sword &lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/17/the-61fps-review-ninja-gaiden-2-part-2.aspx"&gt;
The 61FPS Review: Ninja Gaiden 2&lt;/a&gt;
&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=121077" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/john+constantine/default.aspx">john constantine</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/where+is/default.aspx">where is</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ninja+gaiden/default.aspx">ninja gaiden</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/klonoa/default.aspx">klonoa</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/tecmo/default.aspx">tecmo</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/namco/default.aspx">namco</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/shuichi+sakurazaki/default.aspx">shuichi sakurazaki</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/tomonobu+itagaki/default.aspx">tomonobu itagaki</category></item><item><title>A Letter to the Industry: How to Destroy the Female Gender Barricade</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/06/26/a-letter-to-the-industry-how-to-destroy-the-female-gender-barricade.aspx</link><pubDate>Thu, 26 Jun 2008 15:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:104720</guid><dc:creator>Amber Ahlborn</dc:creator><slash:comments>7</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=104720</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/06/26/a-letter-to-the-industry-how-to-destroy-the-female-gender-barricade.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/Girl%20Gamer.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/Girl%20Gamer.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;font size="2"&gt;
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Girl gamers, how to attract more women to games, making games for girls, various takes on these topics have been popping up a lot lately.  This is a subject quite close to my own heart and I have compiled a few suggestions for game developers to consider when making their next title (assuming said game is aimed at an audience broader than “randy male youth”).  These are not suggestions for how to make a game just for girls but rather, how not to drive us away...
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Suggestion 1:  Do not insult 50% of your potential audience.  
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In games where characters have any developed personality at all, male characters run the full gambit of possibilities while females typically fall into just four categories.
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The Twit – Cute, clueless, possibly a &lt;a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/Cloudcuckoolander" target="_blank"&gt;Cloudcuckoolander&lt;/a&gt;.  Is often your prize at the end of a rescue mission. 
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The Tomboy – Can handle herself in a fight and has the personality of a brick.  That&amp;#39;s okay though because she has the biggest bust size and probably wears leather.
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The Innocent – Sweet and modest.  She&amp;#39;s typically unsure of herself until she gets a pep talk.  Will do anything for her man even if it&amp;#39;s impossibly stupid and/or suicidal.  Usually the hero&amp;#39;s love interest.
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The Feisty One – Cute and spunky.  Often a child.  If she&amp;#39;s at least within a five year range of the age of consent will probably be wearing some variation of &lt;a href="http://en.wikipedia.org/wiki/Daisy_Dukes" target="_blank"&gt;Daisy Dukes&lt;/a&gt;.
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This is not to say you can&amp;#39;t find strong, self assured women who need absolutely no help kicking ass.  After all, there&amp;#39;s uuuhhh... &lt;a href="http://en.wikipedia.org/wiki/Final_Fantasy_8" target="_blank"&gt;Ultimecia&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/Metal_Gear_Solid_3:_Snake_Eater" target="_blank"&gt;The Boss&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/Klonoa_2:_Lunatea%27s_Veil" target="_blank"&gt;Leorina&lt;/a&gt;, wait those are all villains/adversaries.  Nice, strong woman = Bad!  Kill it!  Well, as awful as the personality limits tend to be, the body type category is even worse.
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&lt;a href="http://www.nerve.com/CS/blogs/61fps/Chippendales.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/Chippendales.jpg" border="0" alt="" /&gt;&lt;/a&gt;
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Unless you are making a game for the Playboy crowd, do not put a T&amp;amp;A girl in your game if you do not also have a Chippendales guy.  Now, of course we like our game characters to be good looking.  It&amp;#39;s like the movies and &lt;a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/HollywoodHomely" target="_blank"&gt;Hollywood Homely&lt;/a&gt;; important characters never look ugly unless they look hideous.  However, there is a difference between sexy and hypersexualized.  If your female characters have gelatin filled watermelons strapped to their chests, watermelons that follow their own personal laws of physics, you have a problem.  If your female character&amp;#39;s skin tight outfit is so skin tight it looks painted on, you have a problem.  Again, we do have positive role models.  There&amp;#39;s the lovely &lt;a href="http://en.wikipedia.org/wiki/Beyond_Good_%26_Evil_%28video_game%29" target="_blank"&gt;Jade&lt;/a&gt; and the mostly unseen &lt;a href="http://metroid.wikia.com/wiki/Samus_Aran" target="_blank"&gt;Samus Aran&lt;/a&gt;.  Alas, Nintendo does earn my Golden Kick-in-the-Groin Award for making the &lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/24/ms-pac-man-feminist-champion.aspx" target="_blank"&gt;end game cheesecake&lt;/a&gt; shot a series tradition.  I must ask the guys, would the complete absence of Samus smut turn you off the series?  Is &lt;a href="http://en.wikipedia.org/wiki/Metroid_Prime" target="_blank"&gt;&lt;i&gt;Metroid Prime&lt;/i&gt;&lt;/a&gt; the worst game in the series because Samus failed to *show skin?
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Suggestion 2 – Do not assume male as the default.
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The sex of most game characters is completely irrelevant.  It has no bearing on the game what so ever.  Did that hedgehog/purple dragon/space marine/ninja have to be a guy?  Studies have shown that while guys have no avatar preference, women prefer to play as female characters.  Next time you design a &lt;a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/BadassLongcoat" target="_blank"&gt;badass Longcoat&lt;/a&gt;, make it a girl.  That grizzled old mentor with the &lt;a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/BFS" target="_blank"&gt;BFS&lt;/a&gt; in your &lt;a href="http://en.wikipedia.org/wiki/Role-playing_game" target="_blank"&gt;RPG&lt;/a&gt;?  Why not a woman?  The bald space marine?  Hey, &lt;a href="http://en.wikipedia.org/wiki/Alien_3" target="_blank"&gt;Ripley&lt;/a&gt; made the look work for her.
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Suggestion 3 – Sure, sex sells, but why are you only selling to half your potential customers? 
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Story time.  While I was perusing the shelves of a game store, I saw a box for an RC car racing game.  I pulled it out and looked at the back of the box.  You raced remote controlled monster trucks around tracks in toy rooms, parks, and other such locales.  I flipped the box to its front and what do I see?  There is an RC monster truck jumping over the ample chest of a bikini clad woman with a lip puckered “Oh My!” expression on her face.  Really?  It did not convince me to buy it.
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I have no doubt that the advertising department has the hardest job in trying to sell games to women.  The reason is as simple as it is depressing.  Growing up, girls aren&amp;#39;t taught that &lt;a href="http://www.witi.com/center/witimuseum/halloffame/1997/eniac.php" target="_blank"&gt;women pioneered the field of computer programming&lt;/a&gt;, we&amp;#39;re discouraged to try hard in math class because “girls aren&amp;#39;t good at math”.  We aren&amp;#39;t encouraged to like electronics, because “computers are boy toys”.  We aren&amp;#39;t encouraged to get into the game industry, because “it&amp;#39;s a masculine job”.  What the advertising department is really up against is generation upon generation of mental conditioning of women to not like or even look at your products.    We have been lied to and asking somebody to make an ad that undoes that damage is one hell of a tall order.  It is getting better though, more women are gaming and the more visible they are, the more the effect will snowball.  Just make sure your poster girls aren&amp;#39;t air brushed super models.
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Final Word – No pink necessary or desired.  Besides, it&amp;#39;s a *&lt;a href="http://www.colormatters.com/colors_pink.html" target="_blank"&gt;boy color&lt;/a&gt;. 
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If you make a game for a guy, it&amp;#39;s probably just as fun for a gal.  Also, elements like more interesting stories and deeper characters seen as being attractive to women are also appreciated by men.  So where is the dividing line between a girl game and a guy game?  There simply isn&amp;#39;t one.  Sex specific appeal exists at the opposite poles, but there is no dividing line in the vast middle, where most games fall.  All you, the game developer, need to avoid is building a gender barricade in the first place.
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* aside from her head
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* actually it&amp;#39;s gender arbitrary, pick whatever you like
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