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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 : konami</title><link>http://www.nerve.com/CS/blogs/61fps/archive/tags/konami/default.aspx</link><description>Tags: konami</description><dc:language>en</dc:language><generator>CommunityServer 2007.1 (Build: 20910.1126)</generator><item><title>Vandal Hearts Resurrected, Has Terrible Character Art</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2009/04/13/vandal-hearts-resurrected-has-terrible-character-art.aspx</link><pubDate>Mon, 13 Apr 2009 22:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:195516</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=195516</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2009/04/13/vandal-hearts-resurrected-has-terrible-character-art.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/2009/04/newvandalhearts.jpg"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/04/newvandalhearts.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;You’d never suspect that, once upon a time, strategy RPGs were a rare and beautiful beast. Twelve years ago, you wouldn’t open a magazine and think, “Ah, yes, I see. This month there are thirteen different Game Boy games coming out from Namco, Square, Inis, Nippon Icchi, and Atlus that will allow me to train tiny warriors to walk across a colorful grid to slaughter evil beasts. Oh, look, there’s six more on Sony’s Playstation and nine more on Sega’s Saturn. Can’t wait to see next month’s haul. I’ll be moving across those grids and having fun until the sun goes out, by gum!” It just didn’t work like that. There were only a few of them. There was &lt;i&gt;Tactic’s Ogre&lt;/i&gt;, which was made by Yasumi Matsuno. Then there was &lt;i&gt;Final Fantasy Tactics&lt;/i&gt; which was, um, made by Yasumi Matsuno. But then there was&lt;i&gt; Vandal Hearts&lt;/i&gt;, a dead ringer for Matsuno’s SRPGs that was, in fact, not made by Matsuno. It was one of Konami’s early Playstation/Saturn RPGs that, like its cousin &lt;i&gt;Suikoden&lt;/i&gt;, could have easily been mistaken for a Super Nintendo game. It had its fans, but after one sequel it disappeared into videogame history. That’s why Konami’s announcement of a Xbox Live Arcade/Playstation Network prequel, &lt;i&gt;Vandal Hearts: Flames of Judgment&lt;/i&gt;, is such a surprise. They showed off some of the game at their Gamer’s Night 2009 event and &lt;i&gt;Vandal Hearts&lt;/i&gt; is looking pretty different ten years after its last installment. First, the game’s entirely polygonal now, with a much darker color palette than it had back in the day. Its character art also looks less like this: 
&lt;br /&gt;&lt;br /&gt;

&lt;a href="http://nerve.com/CS/blogs/61fps/2009/04/VandalHeartsDos.jpg"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/04/VandalHeartsDos.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
And more like this: 
&lt;br /&gt;&lt;br /&gt;

&lt;a href="http://nerve.com/CS/blogs/61fps/2009/04/monster-madness.jpg"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/04/monster-madness.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
Bleh.
&lt;br /&gt;&lt;br /&gt;
Word is &lt;span style="font-style:italic;"&gt;Vandal Hearts: Flames of Judgment&lt;/span&gt; is out on XBLA in August and PSN shortly thereafter. More snide commentary on the art style as we see it.
&lt;br /&gt;&lt;br /&gt;
(Link: &lt;a href="http://www.siliconera.com/2009/04/13/vandal-hearts-lives-on-through-digital-distribution/"&gt;Siliconera&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/2009/04/08/the-61fps-review-suikoden-tierkreis.aspx"&gt;&lt;br /&gt;
The 61FPS Review: Suikoden Tierkreis&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/12/23/psone-on-psn-surprise-it-s-suikoden.aspx"&gt;PSOne on PSN: Somehow, it’s Suikoden&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/12/18/beating-the-dead-horse-who-has-it-coming-playstation-releases-on-psn.aspx"&gt;Beating the Dead Horse Who Has It Coming: Playstation Releases on PSN
&lt;/a&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=195516" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/playstation+3/default.aspx">playstation 3</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/game+boy/default.aspx">game boy</category><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/konami/default.aspx">konami</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/sony/default.aspx">sony</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/sega/default.aspx">sega</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/psn/default.aspx">psn</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/Saturn/default.aspx">Saturn</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/Suikoden/default.aspx">Suikoden</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/final+fantasy+tactics/default.aspx">final fantasy tactics</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/tactics+ogre/default.aspx">tactics ogre</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/yasumi+matsuno/default.aspx">yasumi matsuno</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/vandal+hearts+II/default.aspx">vandal hearts II</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/monster+madness/default.aspx">monster madness</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/john+constantinel+xbox+live+arcade/default.aspx">john constantinel xbox live arcade</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/vandal+hearts/default.aspx">vandal hearts</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/vandal+hearts+flames+of+judgment/default.aspx">vandal hearts flames of judgment</category></item><item><title>The 61FPS Review: Suikoden Tierkreis</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2009/04/08/the-61fps-review-suikoden-tierkreis.aspx</link><pubDate>Wed, 08 Apr 2009 13:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:193812</guid><dc:creator>Joe Keiser</dc:creator><slash:comments>2</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=193812</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2009/04/08/the-61fps-review-suikoden-tierkreis.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/04/Tierkreis1.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2009/04/Tierkreis1.jpg" align="right" border="0" alt="" /&gt;&lt;/a&gt;Let’s get something out of the way first, to avoid misunderstanding: I love &lt;i&gt;Suikoden&lt;/i&gt;. I know that &lt;i&gt;Suikoden II&lt;/i&gt; is the best game on the PlayStation, and that it is easily one of the two best games I’ve ever played. I left &lt;i&gt;Suikoden III &lt;/i&gt;spinning in my PS2 for hours, and I’m not talking about playing it—I’m talking about letting the attract video repeat over and over just to listen to its score. I played &lt;i&gt;Suikoden Tactics&lt;/i&gt; from beginning till end, and so help me, I didn’t hate it.&lt;/font&gt;&lt;/p&gt;&lt;p&gt;
&lt;font size="2"&gt;
I’m telling you this because I want you to understand the depth of my meaning when I tell you &lt;i&gt;Suikoden Tierkreis&lt;/i&gt; isn’t for me. Sure, it cribs from parts of older &lt;i&gt;Suikodens&lt;/i&gt;, and those parts of &lt;i&gt;Tierkreis &lt;/i&gt;endeared themselves to me. But I can’t believe that’s anything but a Pavlovian reaction to JRPGs loved and lost (or rather, JRPGs loved and left to gather dust in the closet). 
&lt;br /&gt;&lt;br /&gt;
Here’s what is there from older &lt;i&gt;Suikodens&lt;/i&gt;: 108 Stars of Destiny to gather, a castle with an elevator, a streamlined and elegant battle system. The series’ legacy of excellent music is upheld impressively as well. It’s what’s not there is a lot more important, and takes a little bit more explanation.
&lt;br /&gt;&lt;br /&gt;
One of the most important elements of the &lt;i&gt;Suikoden&lt;/i&gt; franchise is its constant focus on local histories—“local” in that it depicts conflicts between nations, and “history” in that it depicts them in a believable way with little sense of which side is good and which is evil. Those of us who play JRPGs may think it is compelling to wrest dreams of world destruction from the grip of a mad god, but that is nothing compared to maneuvering political webs and enlisting the local citizenry to take a conflict that may or may not be just to its better end. At its best &lt;i&gt;Suikoden&lt;/i&gt; provided the latter but it also added personal battles intensified and complicated by the war at hand. An engaging mix that easily trounced the fairy tales of JRPGs it competed against, you never saved the world in &lt;i&gt;Suikoden&lt;/i&gt;. &lt;i&gt;Suikoden&lt;/i&gt;, for all of its successes and failures, was above saving the world.
&lt;/font&gt;&lt;/p&gt;&lt;p&gt;&lt;font size="2"&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/04/Tierkreis4.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2009/04/Tierkreis4.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/font&gt;&lt;/p&gt;&lt;p&gt;&lt;font size="2"&gt;So in &lt;i&gt;Suikoden Tierkreis&lt;/i&gt;, you save the world from a mad god and the nation of zealots who worship him. Your team of “starbearers” are clearly in the right the whole time, and most of your enemies, with dreams based in selfishness or fanaticism, are clearly in the wrong. The nameless hero, a village boy whose origins are mysterious, is far too simpleminded to engage in political intrigue so the game pays shallow lip service to the concept. His simple nature and devil-may-care attitude also means personal troubles elude him completely. There are glimmers of past brilliance in the story—a handful of villains have complex motivations, for example—but this is largely JRPG 101, complete with horrible voice acting.&amp;nbsp;&lt;/font&gt;&lt;/p&gt;&lt;p&gt;&lt;font size="2"&gt;&amp;nbsp; &lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/04/Tierkreis3.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2009/04/Tierkreis3.jpg" align="left" border="0" alt="" /&gt;&lt;/a&gt;&lt;/font&gt;&lt;/p&gt;&lt;p&gt;The rest is not horrible, provided JRPG 101 is your thing. &lt;i&gt;Suikoden&lt;/i&gt;’s battle system is still a thing of elegant beauty, and it’s sleeker than ever in &lt;i&gt;Tierkreis&lt;/i&gt;. The technical presentation is wonderful, though many of the face textures are pretty questionable. The main characters are likable—&lt;i&gt;Tierkreis&lt;/i&gt; deserves credit for presenting its dumb, good-natured hick of a protagonist as an actual dumb, good-natured hick, and the rest of the cast falls into place well around him. There’s a lot of things to see and fun to be had, two elements that have not been present in every Suikoden. It’s not the worst &lt;i&gt;Suikoden&lt;/i&gt; by a good margin, assuming it’s a Suikoden at all.
&lt;br /&gt;&lt;/p&gt;&lt;font size="2"&gt;&lt;br /&gt;
And it’s not, not really. It’s &lt;i&gt;Suikoden&lt;/i&gt; with the heart ripped out—all of that good storytelling and risky characterization replaced with comfortable genre tropes and easy mythmaking. It’s &lt;i&gt;Suikoden&lt;/i&gt; as directed by a publisher that is seeing diminishing returns on &lt;i&gt;Suikoden&lt;/i&gt;, and its intention to make the franchise more “mainstream” feels obvious and cynical. It’s &lt;i&gt;Suikoden&lt;/i&gt; for JRPG fans, but not for &lt;i&gt;Suikoden&lt;/i&gt; fans. It’s amazing to me that there’s a difference, but &lt;i&gt;Suikoden Tierkreis&lt;/i&gt; proves there is. It’s a good RPG, and yet I can’t help but be disappointed by it.
&lt;br /&gt;&lt;b&gt;&lt;br /&gt;
Grade: C+&lt;/b&gt;
&lt;br /&gt;&lt;/font&gt;&lt;p&gt;&lt;b&gt;Previous Reviews:&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;

&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2009/04/06/the-61fps-review-eat-lead-the-return-of-matt-hazard.aspx"&gt;The 61FPS Review: Eat Lead - The Return of Matt Hazard&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2009/03/27/the-61fps-review-dead-rising-chop-til-you-drop-wii.aspx" target="_blank"&gt;The 61FPS Review: Dead Rising: Chop Til You Drop&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2009/03/19/the-61fps-review-resident-evil-5.aspx" target="_blank"&gt;The 61FPS Review: Resident Evil 5&lt;/a&gt;&lt;br /&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=193812" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/nintendo+ds/default.aspx">nintendo ds</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/61fps+review/default.aspx">61fps review</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/joe+keiser/default.aspx">joe keiser</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/Suikoden+ii/default.aspx">Suikoden ii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/Suikoden+Tierkreis/default.aspx">Suikoden Tierkreis</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/jrpgs/default.aspx">jrpgs</category></item><item><title>Silent Hill, Killer 7 and Not Having Fun With Great Games</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2009/04/06/silent-hill-killer-7-and-not-having-fun-with-great-games.aspx</link><pubDate>Tue, 07 Apr 2009 02:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:193438</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=193438</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2009/04/06/silent-hill-killer-7-and-not-having-fun-with-great-games.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/04/SevenOtherKillers.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2009/04/SevenOtherKillers.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2009/03/27/the-new-graphics-whores-bit-trip-beat-is-gorgeous-but-retro-style-does-not-equate-quality.aspx"&gt;I am less than taken with &lt;i&gt;Bit.Trip Beat&lt;/i&gt;&lt;/a&gt;. Subsequent playings have not improved my opinion of the game. As I’ve gotten further into it, the fundamental flaws in its design I spotted at the beginning have been born out later in the game. Some people love it. I don’t. They think it’s fun. I don’t. C’est la vie.
&lt;br /&gt;&lt;br /&gt;
As I mentioned in my article about &lt;i&gt;Bit.Trip&lt;/i&gt;, though, I don’t think that games need to be fun in order for them to be good. I was pretty vague in making my point though. 61FPS reader Kit wrote me an email last week to ask just what the hell I was talking about. How can a game be good if it isn’t fun to play? Isn’t fun implicit in the very act of playing?
&lt;br /&gt;&lt;br /&gt;
When’s a game good but not much fun?
&lt;br /&gt;&lt;br /&gt;
Some games aren&amp;#39;t fun in a traditional, visceral sense but are still substantive, engaging, and well designed. The two best examples of this are &lt;i&gt;Silent Hill&lt;/i&gt; and Suda 51&amp;#39;s &lt;i&gt;Killer 7&lt;/i&gt;. &lt;i&gt;Silent Hill&lt;/i&gt; games, particularly &lt;i&gt;1 &lt;/i&gt;and&lt;i&gt; 2&lt;/i&gt;, are frustrating as hell. It&amp;#39;s hard to see where you&amp;#39;re going and your character is difficult to control even by survival horror standards. Beyond your basic interaction though, the games fill you with dread; they are never pleasant to play. The story, world, and actual play (moving your character, fighting enemies) are designed to make you feel uncomfortable. It doesn&amp;#39;t matter. &lt;i&gt;Silent Hill 2&lt;/i&gt; is a good game because it taps primal emotions, like fear, at the same time as deeper, social emotions like guilt in the player. (David Cage from Quantic Dream actually gave a talk on the difference between social and primitive emotion in games last summer, and I haven&amp;#39;t been able to get it out of my head since. &lt;a href="http://www.gamasutra.com/php-bin/news_index.php?story=19175"&gt;If you&amp;#39;re curious, check it out.&lt;/a&gt;)
&lt;br /&gt;&lt;br /&gt;

&lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/04/TheSilentestofAllDemHills.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2009/04/TheSilentestofAllDemHills.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
Suda&amp;#39;s &lt;i&gt;Killer 7&lt;/i&gt; is a little different, less about emotion than it is about dispassionately confusing the player. It discomfits with a dense narrative that is confusing and full of emotionally distant characters, strange noises, and weird camera angles. It also intentionally limits your range of movement and your perspective; you have to explore to succeed, but the game is constantly forcing you down rigidly defined paths. You cannot freely move through the environment. You have to stay on set path.&lt;i&gt; Killer 7 &lt;/i&gt;isn&amp;#39;t fun. It is artful. It&amp;#39;s about challenging its player&amp;#39;s perception. (What does it mean, does it mean anything at all, etc.) It&amp;#39;s rare for a game to ask its player to think beyond solving a puzzle.
&lt;br /&gt;&lt;br /&gt;
Neither game is what I&amp;#39;d consider fun in the way that say &lt;i&gt;Super Mario Bros. 3&lt;/i&gt; is fun, but they are nonetheless great.
&lt;br /&gt;&lt;br /&gt;
What do you say, reader? Am I nuts? Or does a game have to be fun in order to be good?
&lt;br /&gt;&lt;br /&gt;
&lt;i&gt;Thanks again, Kit!
&lt;/i&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/2009/03/27/the-new-graphics-whores-bit-trip-beat-is-gorgeous-but-retro-style-does-not-equate-quality.aspx"&gt;The New Graphics Whores: Bit.Trip Beat is Gorgeous, But Retro Style Does Not Equate Quality&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/15/interview-round-up-suda-51-shinji-mikami-and-mikami-s-replacements-on-resident-evil.aspx"&gt;Interview Round Up: Suda 51, Shinji Mikami, and Mikami’s Replacements on Resident Evil&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/11/13/ceci-n-est-pas-une-1-up-the-surrealist-future-of-postpunk-gaming.aspx"&gt;Ceci N&amp;#39;Est Pas Une 1-Up: The Surrealist Future of Postpunk Gaming&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2009/02/23/10-years-ago-this-week-silent-hill.aspx"&gt;10 Years Ago This Week: Silent Hill
&lt;/a&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=193438" 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/super+mario+bros+3/default.aspx">super mario bros 3</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/nes/default.aspx">nes</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/playstation+2/default.aspx">playstation 2</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/super+mario+bros/default.aspx">super mario bros</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/wiiware/default.aspx">wiiware</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/quantic+dream/default.aspx">quantic dream</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/david+cage/default.aspx">david cage</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/suda+51/default.aspx">suda 51</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/silent+hill+2/default.aspx">silent hill 2</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/gaijin+games/default.aspx">gaijin games</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/BIT.TRIP+BEAT/default.aspx">BIT.TRIP BEAT</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/silent+hill+shattered+memories/default.aspx">silent hill shattered memories</category></item><item><title>Gradius ReBirth and The Joy of Sisyphean Gaming </title><link>http://www.nerve.com/CS/blogs/61fps/archive/2009/03/12/gradius-rebirth-and-the-joy-of-sisyphean-gaming.aspx</link><pubDate>Thu, 12 Mar 2009 15:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:184970</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=184970</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2009/03/12/gradius-rebirth-and-the-joy-of-sisyphean-gaming.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/2009/03/GradiusRebirthyouknow.jpg"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/03/GradiusRebirthyouknow.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Every few years, I get the itch. I’ll be reading a book or sitting in café, enjoying the air and taking in some company, when my conscious mind will simply shut off. My eyes glaze over, I drool a bit, and whoever I happen to be with at the time starts to worry. They wonder if they’ll regret not bringing a tranq gun by the end of the day. It’d probably be wise for me to start wearing a medical bracelet. It should read: “John Constantine. Irregular shmup addiction. Administer either space/terrestrial, horizontal/vertical shooter immediately. Contact Dr. Vic Viper at Up, Down, Left, Right, B, A, Select, Start.” At the very least, it would ensure that no one gets hurt.
&lt;br /&gt;&lt;br /&gt;
While Derrick’s been having a renaissance with the genre and Joe’s all but abandoned it, my predilection for shoot ‘em ups has been constant over the past two decades. As I said, it isn’t regular. It just comes out of nowhere. It starts with having to track one down, preferably horizontal, with a killer soundtrack, and bright color. Then I go for weeks without playing anything except for stray, half hour sessions with them, games like &lt;i&gt;Einhander&lt;/i&gt;, &lt;i&gt;Life Force&lt;/i&gt;, or &lt;i&gt;R-Type Final&lt;/i&gt;. Thing of it is, I’ve never gotten good at any of them. I wouldn’t say that I’m terrible. I can usually get through the first level of a shooter without dying or, in extreme cases, continuing on the first try. But I’ve never beaten one without cheating and I’m usually struggling to keep up just a few levels in. I love the ebb and flow of a great shmup, the movement from speed and escape to the sluggish crawl that almost always precedes some giant conflict against a screen filling boss. When I die, I smile, and start over. Bullet hell or Konami standard, I take immense satisfaction in pushing the rock uphill and letting it tumble back over me.
&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/2009/03/einhandershmup.jpg"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/03/einhandershmup.jpg" align="right" border="0" alt="" /&gt;&lt;/a&gt;Which, when you get down to it, flies in the face of what we expect to be a satisfying experience, right? When we judge games, the most damning thing you can say about it is that it’s frustrating, the highest praise that it challenges us in a way that makes us want to persevere, to master it. If you aren’t good at it and you don’t get better, what’s the point?
&lt;br /&gt;&lt;br /&gt;

Maybe it’s an issue of play vocabulary. If something is closed and linear, defined by a beginning, middle, and end, the way we play is defined by adhering to that linearity. That’s the game language we understand. For games like a shooter though, the pleasure comes from locomotion and reflex, moving a digital phantom limb about the screen and having it respond to your intent. Winning, beating it, getting to the end doesn’t need to be the point. This might be why we feel fighters and shmups feel like evolutionary dead ends design wise; they aren’t being designed to be fun even if you fail.
&lt;br /&gt;&lt;br /&gt;
I’ve got the itch right now, and I know I’m going to have to clean out the Wii fridge one day very soon. &lt;i&gt;Gradius ReBirth&lt;/i&gt; is a scratch worth scraping at. I won’t get past the third level, I know. But I’ll push against the stone, pick up a few options, and have a hell of a good time. 
&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/2009/03/09/roundtable-discussion-genre-design-evolution.aspx"&gt;Roundtable Discussion: Genre Design Evolution&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/05/20/get-option-you-cannot-reach-option.aspx"&gt;Get Option. You Cannot Reach Option. &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/06/12/the-ten-greatest-opening-levels-in-gaming-history-part-2.aspx"&gt;The Ten Greatest Opening Levels in Gaming History
&lt;/a&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=184970" 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/konami/default.aspx">konami</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/shmup/default.aspx">shmup</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/gradius/default.aspx">gradius</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/einhander/default.aspx">einhander</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/squaresoft/default.aspx">squaresoft</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/square+enix/default.aspx">square enix</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/shoot+_1820_em+up/default.aspx">shoot ‘em up</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/gradius+rebirth/default.aspx">gradius rebirth</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/life+force/default.aspx">life force</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/r-type+final/default.aspx">r-type final</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/r-type/default.aspx">r-type</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>10 Years Ago This Week: Silent Hill</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2009/02/23/10-years-ago-this-week-silent-hill.aspx</link><pubDate>Tue, 24 Feb 2009 00:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:178641</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=178641</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2009/02/23/10-years-ago-this-week-silent-hill.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/eds1ivwq1oc&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/eds1ivwq1oc&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;Silent Hill&lt;/i&gt; (released February 24th, 1999) did not mark a pivotal moment in the original Playstation’s lifecycle. Technologically speaking, &lt;i&gt;Silent Hill&lt;/i&gt; was a solid effort, but nothing unusual for the time. Foregoing the pre-rendered backgrounds that were horror games’ stock-in-trade, &lt;i&gt;Silent Hill&lt;/i&gt;’s full-3D environments weren’t as pristinely rendered as Konami’s own, year-old &lt;i&gt;Metal Gear Solid&lt;/i&gt;. The CGI cutscenes, another requisite of the era, were competent but by no means up to the Squaresoft gold standard. Its control was wonky, its camera unwieldy, and the voice-acting was stiff even for a Playstation game. Of course, none of that matters. &lt;i&gt;Silent Hill&lt;/i&gt; was a pivotal moment in game’s maturation as an affecting, expressive medium. Forget technology; its technical failings made it a stronger work. Forget genre; &lt;i&gt;Silent Hill&lt;/i&gt; is not survival horror. It’s just horror. 
&lt;br /&gt; &lt;br /&gt;
The game’s premise and story are simple enough: widower Harry Mason travels to scenic Silent Hill with his adopted daughter Cheryl. On the drive there, during some of the game’s plastic-doll-CG, Harry almost hits someone standing in the road and crashes. When he comes to, he’s alone on the foggy streets of Silent Hill and the game has shifted to its playable state. Snow falls around Harry but doesn’t collect on the ground. From here, you, as Harry, follow what might be your daughter down a series of alleyways. As you go further down the alley, the camera shifts abruptly to successively stranger angles, mundane brick walls shift to rusting corrugated metal and rotting chain link fences, and silence gives way to buzzing dissonance. By the time you get to the end of the alley and find an eviscerated, inhuman body hanging from the wall, the gory imagery isn’t nearly as unsettling as the walk has been.
&lt;br /&gt; &lt;br /&gt;

&lt;a href="http://nerve.com/CS/blogs/61fps/2009/02/silent%20hill%202.jpg"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/02/silent%20hill%202.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;
This opening sequence defines both &lt;i&gt;Silent Hill&lt;/i&gt; as a series and its enduring legacy. The game that follows constantly shifts perspective in pushing you through the town’s locales, and there is no real safe haven. The game in &lt;i&gt;Silent Hill&lt;/i&gt; is traditional exploration-puzzle-progress play made fresh by an unpredictable light-dark world dynamic. It’s not that one is good and one is bad; they’re both aggressive places. The duality is meant to unsettle and disorient both you and, in the hazy story, Harry. Every aspect of the design fuels that disorientation, too. Throughout &lt;i&gt;Silent Hill&lt;/i&gt;, your field of vision is constantly obstructed, either by fog or darkness, a clever work around of the Playstation’s limitations, but essential to the game’s tone and goals. Akira Yamaoka’s sound design and its spectacular stereo mixing also aim to disturb. The game’s gurgling and grunting enemies are typically out of site until they’re right on top of you, and the only thing that signals their proximity is the static squall of the pocket radio you find early on. The awkwardness of the game’s acting, both the voice work, the script, and the animation of the characters, also serves the game’s atmosphere. While I’m not convinced it was intentional in the original &lt;i&gt;Silent Hill&lt;/i&gt;, this sort of stilted drama has become a mainstay in the series, to great effect. It enhances the impressionistic tone, and lets the game’s unreality take root instead of constantly forcing linear plot on the player.
&lt;br /&gt; &lt;br /&gt;
Horror games in 2009 are still made in the mold of the Playstation era: the dog-through-the-window scares of early &lt;i&gt;Resident Evil&lt;/i&gt;, ominous-Gothic-setting of Tecmo’s &lt;i&gt;Deception&lt;/i&gt;, and monster-escape of Sunsoft’s &lt;i&gt;Clock Tower&lt;/i&gt; are still largely the types we see today. Sony’s &lt;i&gt;Siren &lt;/i&gt;and Tecmo’s &lt;i&gt;Fatal Frame&lt;/i&gt; series take atmospheric cues from &lt;i&gt;Silent Hill&lt;/i&gt;, but are more tangible, less abrasively psychological games in subject matter. Even Team Silent took the franchise in a more digestible direction. After following up with &lt;i&gt;Silent Hill 2&lt;/i&gt; – a game that realizes every one of its predecessor’s ambitions – the team went on to make two more sequels that bear more tonal/structural resemblance to &lt;i&gt;Resident Evil&lt;/i&gt; than their source material. The closest thing to a spiritual successor has been Punchline and Shuji Ishikawa’s &lt;i&gt;Rule of Rose&lt;/i&gt;; &lt;i&gt;Rule of Rose&lt;/i&gt; relies even more heavily on visual metaphor to convey its story than &lt;i&gt;Silent Hill&lt;/i&gt;. (Unfortunately, it’s almost completely unplayable.)
&lt;br /&gt; &lt;br /&gt;


Much as &lt;i&gt;Silent Hill&lt;/i&gt; was informed by other games and media – the horrible “other world” and enemy designs recall Adrian Lyne’s &lt;i&gt;Jacob’s Ladder&lt;/i&gt; and the metaphor-heavy psychosexual narrative shares many of David Lynch’s more recognizable tics – it has managed to stand on its own artistic merits ten years on. Sadly, it just isn’t very easy (or fun) to play any more. Its technological failings certainly helped it to be a creative triumph. But those failings don’t do it any favors as a game today. It doesn’t help that the game has never been re-released outside of its inclusion in the Japan-only &lt;i&gt;Silent Hill Ultimate Box&lt;/i&gt; in 2006. With the Team Silent disassembled and the series now in capable, albeit not very creative, hands, it’s unlikely that Silent Hill will ever have the same impact it did a decade ago.&lt;br /&gt;&lt;br /&gt;
&lt;b&gt;Previously on Ten Years Ago This Week: &lt;/b&gt;&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2009/02/16/10-years-ago-this-week-syphon-filter.aspx"&gt;Syphon Filter&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2009/02/09/10-years-ago-this-week-alpha-centauri.aspx"&gt;Alpha Centauri&lt;/a&gt;&lt;br /&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/2008/09/17/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/2008/05/21/ost-rule-of-rose.aspx"&gt;OST: Rule of Rose

&lt;/a&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=178641" 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/capcom/default.aspx">capcom</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/metal+gear+solid/default.aspx">metal gear solid</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/sony/default.aspx">sony</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/rule+of+rose/default.aspx">rule of rose</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/tecmo/default.aspx">tecmo</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/fatal+frame/default.aspx">fatal frame</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/team+silent/default.aspx">team silent</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/silent+hill+2/default.aspx">silent hill 2</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/sunsoft/default.aspx">sunsoft</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/10+years+ago/default.aspx">10 years ago</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/akira+yamioka/default.aspx">akira yamioka</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/shuji+ishikawa/default.aspx">shuji ishikawa</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/punchline/default.aspx">punchline</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/david+lynch/default.aspx">david lynch</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/jacob_1920_s+ladder/default.aspx">jacob’s ladder</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/Adrian+lyne/default.aspx">Adrian lyne</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/siren/default.aspx">siren</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/clock+tower/default.aspx">clock tower</category></item><item><title>Suikoden Tierkreis: The 108 Stars of Destiny Go Portable and They’re Looking Good</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2009/02/19/suikoden-tierkreis-the-108-stars-of-destiny-go-portable-and-they-re-looking-good.aspx</link><pubDate>Fri, 20 Feb 2009 01:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:177323</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=177323</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2009/02/19/suikoden-tierkreis-the-108-stars-of-destiny-go-portable-and-they-re-looking-good.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/2009/02/suikoden2.bmp"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/02/suikoden2.bmp" align="right" border="0" alt="" /&gt;&lt;/a&gt;&lt;i&gt;Suikoden&lt;/i&gt; games are an odd lot. Role-playing games are long enough without having to track down and manage 108 different, predominantly optional characters. You have to do this in every single one of the little blighters! Of course, the effort’s rewarded with lovely music, lively anime art, and, in the franchise’s best entries, really excellent war stories. That’s what JRPG fans lust after, isn’t it? Sure it is. &lt;i&gt;Suikoden Tierkreis&lt;/i&gt; is a nice change of pace for the series; now you can track down 108 characters on the bog. Beat that for convenience.
&lt;br /&gt; &lt;br /&gt;
I sat down with a near complete English build of &lt;i&gt;Tierkreis &lt;/i&gt;today and based on just that small chunk, I find myself looking forward to a new &lt;i&gt;Suikoden &lt;/i&gt;for the first time since &lt;i&gt;Suikoden III&lt;/i&gt;. For the non-&lt;i&gt;Suikoden &lt;/i&gt;diehards out there, here’s the formula. In &lt;i&gt;Suikoden&lt;/i&gt;, you play as a plucky youth embroiled in some sort of military conflict that usually starts small and gets gigantic. You inevitably become integral in amassing an army whose core is 108 colorful individuals marked by destiny and some sacred runes. You all live in a massive castle that expands as you gather these Stars of Destiny together. You fight turn-based battles and many of your characters can do snazzy attacks together based on their personalities. &lt;i&gt;Tierkreis &lt;/i&gt;adds its own special blend of spices to this classic concoction. 
&lt;br /&gt; &lt;br /&gt;
First up, your battle party’s now made up of four characters and not six, but characters that aren’t combat ready can be placed in support slots to provide back-up in the form of healing and other nice boosters. Combination attacks are also more open now, letting your lead pair up with most any other fighter. The biggest change, however, is in structure and progression. &lt;i&gt;Tierkreis &lt;/i&gt;lifts &lt;i&gt;Final Fantasy Tactics Advance&lt;/i&gt;’s overworld and quest structure wholesale. You choose quests and sidequests from a menu at your castle and are given a specific number of days to complete them. The world map is broken into units and travelling between each explorable wilderness or town location takes up one day. Just like in &lt;i&gt;Tactics Advance&lt;/i&gt;, you can send other characters out independently to complete sidequests, and they’ll come back having earned experience and treasure. The structure’s well-suited to the portable format and, even though it’s an imitation of an established series, it’s a pleasantly fresh approach to &lt;i&gt;Suikoden&lt;/i&gt;. 
&lt;br /&gt; &lt;br /&gt;
The game’s a looker too. Some folks might prefer the more realistically proportioned characters of classic &lt;i&gt;Suikoden&lt;/i&gt;, but the super-deformed characters in &lt;i&gt;Tierkreis &lt;/i&gt;are actually very charming. Plus, you get them full-sized and human-looking in dialogue scenes. It’s pretty common to hear an A-class DS role-playing games described as looking like a “really, really nice Playstation 1 game”, but I’d go as far as to say that &lt;i&gt;Tierkreis &lt;/i&gt;looks better. It’s hand-drawn backgrounds and polygonal characters certainly best, in my opinion, &lt;i&gt;Star Ocean Second Story&lt;/i&gt;’s. The voice acting ain’t too shabby either. Konami’s got an uphill battle to fight in a DS market glutted with JRPGs, but &lt;i&gt;Suikoden Tierkreis&lt;/i&gt;’ quality should give it a fighting chance.
&lt;br /&gt; &lt;br /&gt;

&lt;a href="http://nerve.com/CS/blogs/61fps/2009/Suikoden_Teirkreis0039.bmp"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/Suikoden_Teirkreis0039.bmp" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;

&lt;a href="http://nerve.com/CS/blogs/61fps/2009/Suikoden_Teirkreis0033.bmp"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/Suikoden_Teirkreis0033.bmp" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;

&lt;a href="http://nerve.com/CS/blogs/61fps/2009/Suikoden_Teirkreis0031.bmp"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/Suikoden_Teirkreis0031.bmp" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;

&lt;a href="http://nerve.com/CS/blogs/61fps/2009/Suikoden_Teirkreis0030.bmp"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/Suikoden_Teirkreis0030.bmp" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;

&lt;a href="http://nerve.com/CS/blogs/61fps/2009/02/Suikoden1.bmp"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/02/Suikoden1.bmp" border="0" alt="" /&gt;&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/2008/09/16/suikoden-tierkreis-is-coming-but-is-it-everything-fans-hope-for.aspx"&gt;Suikoden: Tierkreis is Coming, But Is It Everything Fans Hope For? &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/12/23/psone-on-psn-surprise-it-s-suikoden.aspx"&gt;PSOne on PSN: Somehow, it’s Suikoden&lt;/a&gt; &lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2009/02/13/roundtable-discussion-the-relevance-of-japanese-rpgs.aspx"&gt;Roundtable Discussion: The Relevance of Japanese RPGs
&lt;/a&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=177323" 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/konami/default.aspx">konami</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/Suikoden/default.aspx">Suikoden</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/Suikoden+Tierkreis/default.aspx">Suikoden Tierkreis</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/final+fantasy+tactics+advance/default.aspx">final fantasy tactics advance</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/final+fantasy+tactics/default.aspx">final fantasy tactics</category></item><item><title>Whatcha Playing: Castlevania: Symphony of the Night (Again)</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2009/01/30/whatcha-playing-castlevania-symphony-of-the-night-again.aspx</link><pubDate>Sat, 31 Jan 2009 04:06:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:170116</guid><dc:creator>Nadia Oxford</dc:creator><slash:comments>4</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=170116</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2009/01/30/whatcha-playing-castlevania-symphony-of-the-night-again.aspx#comments</comments><description>&lt;p&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/sotnagain.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2009/sotnagain.jpg" align="right" border="0" alt="" /&gt;&lt;/a&gt; &lt;font size="2"&gt;I have a small stable of games I love returning to once in a while, and &lt;i&gt;Castlevania: Symphony of the Night&lt;/i&gt; is among them. I own the original Playstation version (the actual original: it lacks the flu-snot green bar that labels it a best-selling re-release) and the emulation that was packed with the PSP&amp;#39;s &lt;i&gt;Dracula X Chronicles&lt;/i&gt;. I&amp;#39;ve finished both multiple times, but I decided that wasn&amp;#39;t enough, so I downloaded the game once more on XBLA. Having lost my original Playstation at the bottom our sock drawer something like five years ago, it&amp;#39;s nice to play &lt;i&gt;Symphony of the Night&lt;/i&gt; on a large screen once more. It&amp;#39;d be nice if the Achievements weren&amp;#39;t lame, but eh, if wishes were horses, and all that.
&lt;br /&gt;&lt;br /&gt;
&lt;i&gt;Symphony of the Night&lt;/i&gt; is still firmly in the top quality tier of the &lt;i&gt;Castlevania&lt;/i&gt; hierarchy, but aging gamers draw in vital nutrients through message board fights about whether or not an esteemed game still deserves its lofty status. Over the past handful of years, &lt;i&gt;Symphony of the Night&lt;/i&gt; has ignited similar arguments. Is the game as brilliant as we remember it? Was the Inverted Castle a stroke of game design genius or a cheap trick to extend gameplay?
&lt;br /&gt;&lt;br /&gt;
Konami&amp;#39;s premiere “Metroidvania” was one of the first titles I purchased on the Playstation: it helped usher me over the turbulent change from my teenage years to my adult years, which came with the inevitable realisation that you can&amp;#39;t always do what you want to do, but there is no one who can stop you from enjoying the things that make the transition a little easier.
&lt;br /&gt;&lt;br /&gt;
I&amp;#39;m undeniably biased towards &lt;i&gt;Symphony of the Night,&lt;/i&gt; so I&amp;#39;m useless in a debate about its place amongst gaming history. At the same time, I don&amp;#39;t think anyone can deny how lovingly put together it is. Every time I play &lt;i&gt;Symphony of the Night&lt;/i&gt;, I discover some new thing: a mouse scurrying, doves nesting in the crevices of the Outer Wall, or (as I discovered very recently) the fact you can kill a toad by throwing Holy Water on its tongue, which pleases me greatly.
&lt;br /&gt;&lt;br /&gt;
And even if you still insist on crossing your arms and saying “A-bloo-bloo-bloo awkward item screen,” you will surely recall how quickly the gorgeous piano melody in Orlox&amp;#39;s Quarters made your annoyance melt away. 
&lt;br /&gt;&lt;br /&gt;
I think of &lt;i&gt;Symphony of the Night&lt;/i&gt; as an integral soldier in the last stand for console-based 2D adventures. Sony of America was desperate to leave video gaming&amp;#39;s “kiddy” image back with the colourful sprites on the Super Nintendo, and the 32-bit era of platformers—which birthed some of the finest in the genre—would have suffered for it if the likes of Konami and Capcom hadn&amp;#39;t engaged in justifiable blackmail by threatening to hold big-name 3D titles if Sony wouldn&amp;#39;t America have Castlevania and Mega Man. Interestingly, &lt;i&gt;Symphony of the Night&lt;/i&gt; is a dignified and mature game regardless of its “primitive” presentation. Religious symbolism abounds, something Japan tends to be very hit-or-miss about. But it&amp;#39;s all in context and it even aged well: heraldic imagery, spectral priests who listen to confessions, pious ghosts who cross themselves, and even a beautiful, sun-lit cathedral decorated with an ornate cross. 
&lt;br /&gt;&lt;br /&gt;
Incidentally, I still think Dracula has chutzpah for building a fully-loaded cathedral in the middle of his castle. He&amp;#39;s all like, “Take &lt;i&gt;that,&lt;/i&gt; God!”
&lt;br /&gt;&lt;br /&gt;
I&amp;#39;m aware of &lt;i&gt;Symphony of the Night&lt;/i&gt;&amp;#39;s flaws, not the least of which is some kind of mapping joke that makes it prohibitively difficult to explore 200.6% of Dracula&amp;#39;s abode. Certain gaps in the map will only be filled by doing a strange dance that involves shifting into a wolf, then shifting back after jumping. But who needs the reward at the end? Empty-headed Maria chases after Alucard. So what--
&lt;br /&gt;&lt;br /&gt;
Oh crap, getting 200.6% is one of the Achievements on the Xbox 360 version of the game, isn&amp;#39;t it? Bugger.
&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/2008/10/21/suffering-castlevania-fatigue.aspx"&gt;Suffering Castlevania Fatigue&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/09/watcha-playing-castlevania-portrait-of-ruin.aspx"&gt;Watcha Playing: Castlevania - Portrait of Ruin&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/09/15/castlevania-curse-of-the-game-manga.aspx"&gt;Castlevania: Cruse of the Stupid Red Headed Kid&lt;/a&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=170116" 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/psp/default.aspx">psp</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/castlevania/default.aspx">castlevania</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/retro/default.aspx">retro</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/symphony+of+the+night/default.aspx">symphony of the night</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/2d/default.aspx">2d</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/xbla/default.aspx">xbla</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/nadia+oxford/default.aspx">nadia oxford</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/32-bit/default.aspx">32-bit</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/dracula+x+chronicles/default.aspx">dracula x chronicles</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/sprites/default.aspx">sprites</category></item><item><title>True Tales of Multiplayer: Fights, Tricks, and Fights!</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2009/01/26/true-tales-of-multiplayer-fights-tricks-and-fights.aspx</link><pubDate>Mon, 26 Jan 2009 23:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:168340</guid><dc:creator>Derrick Sanskrit</dc:creator><slash:comments>2</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=168340</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2009/01/26/true-tales-of-multiplayer-fights-tricks-and-fights.aspx#comments</comments><description>&lt;p style="margin:0px;font-family:Helvetica;font-style:normal;font-variant:normal;font-weight:normal;font-size:12px;line-height:normal;font-size-adjust:none;"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/01/peacekeepers.gif" alt="" align="right" border="0" height="185" hspace="" width="256" /&gt;&lt;font face="helvetica" size="2"&gt;Lately
I&amp;#39;ve found myself chilling with my homeboys Dan and Ryan, playing old
video games that most of our friends don&amp;#39;t remember or never heard of
at all hours of day and night. It started when Dan found an old cartridge of the
Jaleco&amp;#39;s SNES beat-em-up &lt;i&gt;The Peace Keepers&lt;/i&gt;. I was impressed by the
ability to recolor any of the game&amp;#39;s sprites however you wanted, but
otherwise the game was an all-around stunningly frustrating experience.&lt;br /&gt;&lt;br /&gt;Things picked up for the next round, however, when I popped in my favorite SNES &amp;quot;sports&amp;quot;
game, DMA Designs&amp;#39; &lt;i&gt;Uniracers&lt;/i&gt;. &lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/17/alternate-soundtrack-uniracers-vs-think-about-life.aspx"&gt;I&amp;#39;ve gushed about &lt;i&gt;Uniracers&lt;/i&gt; before&lt;/a&gt;, how
it paved the way for trick-based games like &lt;i&gt;Tony Hawk Pro Skater&lt;/i&gt; and
DMA&amp;#39;s next big hit &lt;i&gt;Grand Theft Auto&lt;/i&gt;. The bright colors and self-aware living unicycles scared and confused my friends
at first, but once we hit the Bowl course, where players pull off the
craziest tricks they can in a set period of time for a higher score,
suddenly it was an intense competition. Hours were spent rolling back
and forth in the bowl , flipping, rolling, twisting, z-flipping,
pulling off tabletops and head bounces, scoring Tubulars and Gnarlys
and the coveted I Hate Races. Heated battles ensued with eyes locked on
the scores. Rounds regularly ended with last minute reversals thanks to
60-point mega-chains. There were upsets and supreme victories all
around.
&lt;br /&gt;&lt;br /&gt;
&lt;img src="http://nerve.com/CS/blogs/61fps/2009/01/poypoy.jpg" alt="" align="right" border="0" height="198" hspace="" width="256" /&gt;
Time
for a change of pace, Ryan popped his all-time favorite into the
Playstation, a 1997 Konami brawler I&amp;#39;d never heard of called &lt;i&gt;Poy Poy&lt;/i&gt;. A 3D four-player arena fighting game, &lt;i&gt;Poy Poy&lt;/i&gt; plays and looks a lot like both &lt;i&gt;Power Stone&lt;/i&gt; and &lt;i&gt;Super
Smash Bros&lt;/i&gt;, only it came out a good solid year-and-a-half before either
of those more recognizable titles. Cartoon polygon people run around
colorful and vibrant enviroments picking up rocks and logs and bombs,
or even each other, and throw them. Get hit, get hurt. Last man
standing gets the most points. Upgradable gloves gave each character
powerful special moves. The game was simple enough for me to learn
within only a couple of ass-beatings yet clearly compelling enough for
Ryan to love unconditionally for eleven years so far. The one true
downside to &lt;i&gt;Poy Poy&lt;/i&gt; when compared to &lt;i&gt;Power Stone&lt;/i&gt; and &lt;i&gt;Super Smash Bros&lt;/i&gt;
is that the Playstation was only designed with two controller ports, so
four-player games required a multi-tap accessory.&lt;br /&gt;
&lt;br /&gt;
Three
forgotten games from over a decade ago, all completely addictive and
fun with good company and messy tacos. I&amp;#39;m sure these game sessions
will become a regular occurrance, with &lt;i&gt;Uniracers&lt;/i&gt; and &lt;i&gt;Poy Poy&lt;/i&gt; bound to
see repeat performances along with plenty more semi-obscure games to come.&lt;br /&gt;&lt;br /&gt;
What are your favorite forgotten gems, readers? What do your late-night multiplayer sessions involve?&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Related Articles:&lt;/b&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2009/01/20/mourning-the-end-of-jaleco.aspx"&gt;Mourning the End of Jaleco&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/tags/up+all+night/default.aspx"&gt;Up All Night&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/24/meet-people-yay-on-the-internet-oh-play-games-with-them-fine-i-guess.aspx"&gt;Meet People On The Internet And Play Games With Them&lt;/a&gt;&lt;/font&gt;
&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=168340" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/derrick+sanskrit/default.aspx">derrick sanskrit</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/snes/default.aspx">snes</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/super+smash+bros/default.aspx">super smash bros</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/tony+hawk/default.aspx">tony hawk</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/grand+theft+auto/default.aspx">grand theft auto</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/uniracers/default.aspx">uniracers</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/power+stone/default.aspx">power stone</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/multiplayer/default.aspx">multiplayer</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/jaleco/default.aspx">jaleco</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/the+peace+keepers/default.aspx">the peace keepers</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/poy+poy/default.aspx">poy poy</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/dma+design/default.aspx">dma design</category></item><item><title>A Silver Lining to The Dark Knight</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2009/01/19/a-silver-lining-to-the-dark-knight.aspx</link><pubDate>Tue, 20 Jan 2009 02:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:166285</guid><dc:creator>Bob Mackey</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=166285</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2009/01/19/a-silver-lining-to-the-dark-knight.aspx#comments</comments><description>&lt;p&gt;While Batman may have grappled his way back into the hearts of movie-goers with 2005&amp;#39;s &lt;i&gt;Batman Begins&lt;/i&gt; and last year&amp;#39;s &lt;i&gt;The Dark Knight&lt;/i&gt;, he hasn&amp;#39;t really had a notable video game in quite some time--and no, &lt;i&gt;Lego Batman&lt;/i&gt; doesn&amp;#39;t really count. At some point in time, a &lt;i&gt;Dark Knight&lt;/i&gt; game was actually in the works, but after &lt;a href="http://www.kotaku.com.au/games/2009/01/how_pandemics_dark_knight_turned_into_a_nightmare.html" target="_blank"&gt;becoming a complete development disaster&lt;/a&gt;, what should have been a sure thing was taken behind the barn and shot in the back of the head. Like any Batman fan, I was a bit disappointed by the death of &lt;i&gt;The Dark Knight&lt;/i&gt;; after all, I grew up in a time when good Batman games &lt;i&gt;actually existed&lt;/i&gt;. Sure, there&amp;#39;ve been quite a few stinkers with the Batman name attached, but when developers like Sunsoft and Konami had the license, they made games worth playing--especially &lt;i&gt;The Adventures of Batman and Robin&lt;/i&gt; for the SNES, which was a damn-near perfect interpretation of the mid-90s cartoon.&lt;br /&gt;&lt;br /&gt;
It seems that YouTube user &lt;a href="http://www.youtube.com/user/elmacbee" target="_blank"&gt;elmacbee&lt;/a&gt; shares the same sentiment towards the Batman games of old; he&amp;#39;s produced a pretty convincing mockup video of what could be an NES version of The Dark Knight if we somehow existed in a universe where technology is about two decades behind. I&amp;#39;d love to see this fictional game in action, but for now, the introductory video has me salivating for what could have been.&lt;br /&gt;&lt;br /&gt;
&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/dqz6utXc9B4&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/dqz6utXc9B4&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;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/2008/09/12/the-end-of-time-and-the-beginning-of-fan-drama.aspx" target="_blank"&gt;The End of Time and the Beginning of Fan Drama&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/27/paper-covers-rockman.aspx" target="_blank"&gt;Paper Covers Rockman&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/11/21/mega-man-fan-movie-trailer.aspx" target="_blank"&gt;Mega Man Fan Movie Trailer&lt;/a&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=166285" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/fan+project/default.aspx">fan project</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/the+dark+knight/default.aspx">the dark knight</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/fan+art/default.aspx">fan art</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/fan+games/default.aspx">fan games</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/sunsoft/default.aspx">sunsoft</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/batman/default.aspx">batman</category></item><item><title>Castlevania III: Dracula's Reign Ends, Sypha's Baby Factory Opens</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2009/01/12/castlevania-iii-dracula-s-reign-ends-sypha-s-baby-factory-opens.aspx</link><pubDate>Tue, 13 Jan 2009 02:45:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:164126</guid><dc:creator>Nadia Oxford</dc:creator><slash:comments>2</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=164126</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2009/01/12/castlevania-iii-dracula-s-reign-ends-sypha-s-baby-factory-opens.aspx#comments</comments><description>&lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/01/syphatrevor.png"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2009/01/syphatrevor.png" align="right" border="0" alt="" /&gt;&lt;/a&gt;When I was a kid, I ate crayons while I was supposed to be tested for giftedness, I lost interest in achieving the honour roll when I found out it wasn&amp;#39;t covered with sticky frosting, and I could never understand why grown-ups got so uppity if I was wearing my shirt backwards (still can&amp;#39;t). But I finished &lt;i&gt;Castlevania III&lt;/i&gt; all by myself, without cheating, and I&amp;#39;m still damn proud of that. It remains one of about two games both my husband and I played as kids, but only I&amp;#39;ve completed.
&lt;br /&gt;&lt;p&gt;&lt;font size="2"&gt;I&amp;#39;ve only finished the game with Grant as my aide, mind you. Even my childlike stupidity and gullibility had its limits. “Ha ha,” I said as I watched the credits scroll, “I am &lt;i&gt;never&lt;/i&gt; doing this again!”
&lt;br /&gt;&lt;br /&gt;
Ah, but it looks like I will with the help of the Virtual Console. Once I get my platforming legs back, I&amp;#39;d like to try and finish the game with Sypha. I&amp;#39;ve seen her ending already thanks to the modern magic of YouTube, but it still fascinates me. The second Dracula dies, the schmatte covering Sypha&amp;#39;s head falls off on cue and Trevor&amp;#39;s like, “Holy shit, Imma touch this bitch.” And he does.
&lt;br /&gt;&lt;br /&gt;
Sypha&amp;#39;s gender is pretty ambiguous up to that point. It&amp;#39;s basically a Samus-style unveiling, but Samus was alone in the depths of space. The only person who was present when she said, “Um, excuse me, I have a vagina,” was the player. 
&lt;br /&gt;&lt;br /&gt;
So what&amp;#39;s the deal between Sypha and Trevor? Did he know from the start that Sypha was a female, but he said “Shhh, let&amp;#39;s not tell the player until they&amp;#39;ve finished the game and gone half-mad through the attempt?” 
&lt;br /&gt;&lt;br /&gt;
Or did Sypha wait until that moment to show Trevor what was under her robes, and Trevor just said, “Oh, well, you&amp;#39;re a girl.” (*belt hitch*) “I guess we&amp;#39;ll be makin&amp;#39; some babies, then?”
&lt;br /&gt;&lt;br /&gt;
Only they know, bless their little pixel-sized hearts.
&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/2008/10/21/suffering-castlevania-fatigue.aspx"&gt;Suffering Castlevania Fatigue&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/09/watcha-playing-castlevania-portrait-of-ruin.aspx"&gt;Watcha Playing: Castlevania Portrait of Ruin&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/09/15/castlevania-curse-of-the-game-manga.aspx"&gt;Castlevania: Curse of the Stupid Red-Headed Kid&lt;/a&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=164126" width="1" height="1"&gt;</description><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/nes/default.aspx">nes</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/castlevania/default.aspx">castlevania</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/8-bit/default.aspx">8-bit</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/retro/default.aspx">retro</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/castlevania+iii/default.aspx">castlevania iii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/nadia+oxford/default.aspx">nadia oxford</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/virtual+console/default.aspx">virtual console</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/trevor+belmont/default.aspx">trevor belmont</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/sypha/default.aspx">sypha</category></item><item><title>New Year’s Resolutions For a Few Of Our Favorite Publishers</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2009/01/09/new-year-s-resolutions-for-a-few-of-our-favorite-publishers.aspx</link><pubDate>Sat, 10 Jan 2009 00:30:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:163350</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=163350</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2009/01/09/new-year-s-resolutions-for-a-few-of-our-favorite-publishers.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/2009/01/beyond_good__evil_2.jpg"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/01/beyond_good__evil_2.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Now, to close out the first full week of 2009, we will do for videogame publishers what we did for console makers: we will tell them how to live their sordid, godforsaken lives! You’d think developers would make the list, but no. No, I tend to trust them, so they will be left to their own devices, free from the crushing logic of advice from 61 Frames Per Second.
&lt;br /&gt;&lt;br /&gt;
In 2009, the following folks should resolve to do the following things:
&lt;br /&gt;&lt;br /&gt;
EA – Stick to your guns and keep investing in new IP. 2008 was good stuff, Riccitello. Keep promoting &lt;i&gt;Mirror’s Edge&lt;/i&gt; and &lt;i&gt;Dead Space&lt;/i&gt;, they will find their audience. And EA Sports? How about &lt;i&gt;SSX4 &lt;/i&gt;already. 
&lt;br /&gt;&lt;br /&gt;
Capcom – Resolve to support &lt;i&gt;Dark Void&lt;/i&gt; with an aggressive marketing campaign and release it during the summer. Do not let this one die during the holiday rush. Also, &lt;i&gt;Street Fighter III HD Remix&lt;/i&gt;. You know it would be sweet.
&lt;br /&gt;&lt;br /&gt;
Atari – Do not release &lt;i&gt;Ghosbusters &lt;/i&gt;until it is perfect. 
&lt;br /&gt;&lt;br /&gt;
Namco – Push &lt;i&gt;Klonoa &lt;/i&gt;like you have never pushed a game in your entire lives. Tell people it will make them lose weight, tell them it will make them smarter. And knock it off with the nickel-and-dime DLC already, what is this, 2006?
&lt;br /&gt;&lt;br /&gt;
Square-Enix – S-E, I want you to go out tomorrow, hop on a train, and pay Jupiter Games a visit. You cut them a check, and you tell them to make whatever they can imagine. The people who made &lt;i&gt;The World Ends With You&lt;/i&gt; should be allowed to make whatever they like.
&lt;br /&gt;&lt;br /&gt;
Konami – Release a press statement claiming you were forced to make &lt;i&gt;Rock Revolution&lt;/i&gt; at gun point. 
&lt;br /&gt;&lt;br /&gt;
Midway – Um. Hang in there?
&lt;br /&gt;&lt;br /&gt;
Activision – Give Neversoft the vacation they so desperately need and deserve.
&lt;br /&gt;&lt;br /&gt;
Atlus – More PS1 reprints!
&lt;br /&gt;&lt;br /&gt;
Take-Two – If &lt;i&gt;Bioshock 2&lt;/i&gt; looks stupid, don’t be afraid to cancel it.
&lt;br /&gt;&lt;br /&gt;
Ubisoft – Release &lt;i&gt;Beyond Good &amp;amp; Evil 2&lt;/i&gt; by the end of the year. Please. PLEASE!
&lt;br /&gt;&lt;br /&gt;
XSEED – Keep on keepin’ on, you guys. Can’t believe you actually localized &lt;i&gt;Retro Game Master&lt;/i&gt;. Just awesome.
&lt;br /&gt;&lt;br /&gt;
Tecmo-Koei – No &lt;i&gt;Dynasty Warriors: Dead or Alive&lt;/i&gt; games. Just don’t. I know you&amp;#39;re thinking about it.
&lt;br /&gt;&lt;br /&gt;
SEGA – Disband Sonic Team. It’s over. Enough.
&lt;br /&gt;&lt;br /&gt;
And that about covers it. Happy New Year, everyone. 
&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/2009/01/06/microsoft-s-new-year-s-resolution.aspx"&gt;Microsoft’s New Year’s Resolution&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2009/01/05/nintendo-s-new-year-s-resolution.aspx"&gt;Nintendo’s New Year’s Resolution&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2009/01/07/sony-s-new-year-s-resolution.aspx"&gt;Sony’s New Year’s Resolution&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2009/01/06/virtual-console-new-year-s-resolutions.aspx"&gt;Virtual Console New Year&amp;#39;s Resolutions 
&lt;/a&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=163350" 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/ea/default.aspx">ea</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/konami/default.aspx">konami</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ubisoft/default.aspx">ubisoft</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/Ghostbusters/default.aspx">Ghostbusters</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/dark+void/default.aspx">dark void</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/sega/default.aspx">sega</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/atari/default.aspx">atari</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/activision/default.aspx">activision</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/retro+game+master/default.aspx">retro game master</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/atlus/default.aspx">atlus</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/koei/default.aspx">koei</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/neversoft/default.aspx">neversoft</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/xseed/default.aspx">xseed</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/midway/default.aspx">midway</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/bioshock+2/default.aspx">bioshock 2</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/square+enix/default.aspx">square enix</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/street+fighter+iii/default.aspx">street fighter iii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/take+two/default.aspx">take two</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/beyond+good+_2600_amp_3B00_+evil+2/default.aspx">beyond good &amp;amp; evil 2</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/the+world+end+with+you/default.aspx">the world end with you</category></item><item><title>The 61FPS Review: Karaoke Revolution Presents American Idol Encore 2</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2009/01/05/the-61fps-review-karaoke-revolution-presents-american-idol-encore-2.aspx</link><pubDate>Mon, 05 Jan 2009 16:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:161243</guid><dc:creator>Derrick Sanskrit</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=161243</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2009/01/05/the-61fps-review-karaoke-revolution-presents-american-idol-encore-2.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/01/hung.gif" alt="" align="right" border="0" height="188" hspace="" width="150" /&gt;

&lt;font face="helvetica" size="2"&gt;

&lt;blockquote&gt;
&lt;i&gt;Given to me &amp;#39;fore the holiday break,&lt;br /&gt;
A white microphone and a challenge to take:&lt;br /&gt;
&lt;/i&gt;American Idol Encore 2&lt;i&gt; for Wii,&lt;br /&gt;
to play and review whilst home with family.&lt;br /&gt;
Karaoke with pop songs of past and of present:&lt;br /&gt;
The Bee Gees, Depeche Mode, Beyoncé, John Lennon,&lt;br /&gt;
Rod Stewart, the Spice Girls, Bon Jovi, the Fray,&lt;br /&gt;
The White Stripes, Survivor, R.E.M., and Coldplay.&lt;br /&gt;
To sing the melody, or hum, coo, or howl,&lt;br /&gt;
You&amp;#39;d be praised by Paula, chided by Simon Cowell.&lt;br /&gt;
To call it a fun party game is no wrong,&lt;br /&gt;
But after an hour you&amp;#39;ve run out of songs.&lt;br /&gt;
Aye, a track list of forty with no DLC&lt;br /&gt;
Made me want to go out for real karaoke.&lt;/i&gt;

&lt;/blockquote&gt;

&lt;br /&gt;&lt;br /&gt;

Okay, writing in verse is fun and all, but I need to state a couple of things here in plain English. I was genuinely looking forward to playing this game after it was handed to me because the tracklist actually had a surprising amount of songs I&amp;#39;d enjoy singing, songs like &amp;quot;Rocket Man,&amp;quot; &amp;quot;Pinball Wizard,&amp;quot; &amp;quot;Enjoy the Silence,&amp;quot; and &amp;quot;Since U Been Gone&amp;quot; (shut up, that song flippin&amp;#39; rocks).&lt;br /&gt;&lt;br /&gt;The gameplay is just like every other karaoke video game, so there&amp;#39;s no surprises there, the selling feature here being the American Idol brand and in that regard I must say the voiceovers by judges Randy Jackson, Paula Abdul and Simon Cowell are all impressive and fun, if unwaveringly vague (they can&amp;#39;t, after all, really see or hear you). The main problem here being that playing a karaoke video game is entirely unlike being on American Idol. In the game, you can forget the words (which are, of course, on screen) and just hum the melody and score perfectly, a behavior that would get you kicked out of the show. Straying at all from the original vocal track will result in instant penalty, whereas doing so on the show would qualify for commendation as &amp;quot;putting your own unique spin on the song.&amp;quot;&lt;br /&gt;&lt;br /&gt;We knew what we were getting into playing the game, though, and none of that really bothered us at first. What ruined the entire experience for me came along when playing through the game&amp;#39;s &amp;quot;story&amp;quot; mode (essentially singing your way through a full season&amp;#39;s worth of performances). After warming up on songs that barely qualify as singing like The Killers&amp;#39; &amp;quot;Mr. Brightside&amp;quot; and Franz Ferdinand&amp;#39;s &amp;quot;Take Me Out&amp;quot; I decided to class things up with Hall &amp;amp; Oates&amp;#39;s &amp;quot;Maneater&amp;quot; and, during the bridge, the audio skipped ahead approximately seven seconds. The game, however, did not skip ahead, and so the lyrics and bar I was supposed to be singing along to were well over a full line of lyrics behind the audio, an exercise in cacophony. I had to cover my ear and sing based solely on the text on screen and the memories of the song in my head, ignoring the music which was essentially wrong. This glitch is what we call a &amp;quot;game-killer.&amp;quot;&lt;br /&gt;&lt;br /&gt;Between that unforgivable error, a decidedly stunted tracklist (I even looked on my PS3 to see what downloadable songs have been made available... nothing I want so far) and an overall boring presentation with none of the glamour and excitement of the show it is based on, I can not rightly recommend this game over any other karaoke title. If you own a Playstation 2 or 3, go play &lt;span style="font-style:italic;"&gt;Singstar&lt;/span&gt;. On XBox 360 I&amp;#39;ve heard good things about &lt;span style="font-style:italic;"&gt;Lips&lt;/span&gt;. If you only have a Wii and are desperate for a karaoke game the whole family can enjoy in short bursts, sure, get this. It&amp;#39;s certainly a better option than &lt;span style="font-style:italic;"&gt;High School Musical: Sing It!&lt;/span&gt; Here&amp;#39;s hoping Hudson releases their &lt;a href="http://wii.ign.com/articles/863/863040p1.html" target="_blank"&gt;&lt;span style="font-style:italic;"&gt;Joysound&lt;/span&gt;&lt;/a&gt; karaoke game on WiiWare outside of Japan.&lt;br /&gt;&lt;br /&gt;

&lt;blockquote&gt;
&lt;i&gt;And so like a singer with congested sinus,&lt;br /&gt;&lt;/i&gt;American Idol&lt;i&gt; I grade a &lt;span style="font-weight:bold;"&gt;D-minus&lt;/span&gt;.&lt;/i&gt;
&lt;/blockquote&gt;

&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Previous Reviews:&lt;/b&gt;&lt;/font&gt;&lt;br /&gt;&lt;font face="helvetica" size="2"&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/12/19/the-61fps-review-prince-of-persia.aspx"&gt;Prince of Persia&lt;/a&gt;&lt;br /&gt;&lt;/font&gt;&lt;font size="2"&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/11/06/the-61fps-review-littlebigplanet-part-1.aspx"&gt;LittleBigPlanet part 1&lt;/a&gt;, &lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/12/03/the-61fps-review-littlebigplanet-part-2.aspx"&gt;part 2&lt;/a&gt;&lt;br /&gt;&lt;/font&gt;&lt;font face="helvetica" size="2"&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/14/the-61fps-review-dead-space.aspx"&gt;Dead Space&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/09/24/the-61fps-review-lol-never-party-alone.aspx"&gt;LOL&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/09/22/the-61fps-review-dragon-quest-iv-chapters-of-the-chosen.aspx"&gt;Dragon Quest IV&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/09/the-61fps-review-ninja-gaiden-2-part-1.aspx"&gt;Ninja Gaidan 2 part 1&lt;/a&gt; &amp;amp; &lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/17/the-61fps-review-ninja-gaiden-2-part-2.aspx"&gt;part 2&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/16/the-61fps-review-metal-gear-solid-4-part-1.aspx"&gt;Metal Gear Solid 4 part 1&lt;/a&gt; &amp;amp; &lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/24/the-61fps-review-metal-gear-solid-4-part-2.aspx"&gt;part 2&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/21/the-61fps-review-wii-fit-part-1.aspx"&gt;Wii Fit&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/12/the-61fps-review-grand-theft-auto-4-review-part-1.aspx"&gt;Grand Theft Auto IV part 1&lt;/a&gt;, &lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/19/the-61fps-review-grand-theft-auto-4-part-2.aspx"&gt;part 2&lt;/a&gt; &amp;amp; &lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/29/the-61fps-review-grand-theft-auto-4-part-3.aspx"&gt;part 3&lt;/a&gt;&lt;/font&gt;&lt;br /&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=161243" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/derrick+sanskrit/default.aspx">derrick sanskrit</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/61fps+review/default.aspx">61fps review</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/lips/default.aspx">lips</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/singstar/default.aspx">singstar</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/american+idol/default.aspx">american idol</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/karaoke/default.aspx">karaoke</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/joysound/default.aspx">joysound</category></item><item><title>PSOne on PSN: Somehow, it’s Suikoden</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/12/23/psone-on-psn-surprise-it-s-suikoden.aspx</link><pubDate>Wed, 24 Dec 2008 00:47:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:159040</guid><dc:creator>Joe Keiser</dc:creator><slash:comments>2</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=159040</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/12/23/psone-on-psn-surprise-it-s-suikoden.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/yay_suikoden.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/yay_suikoden.jpg" align="right" border="0" alt="" /&gt;&lt;/a&gt;Just in time for me to tell you about it &lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/12/23/doing-the-mario-over-christmas-break.aspx"&gt;before our holiday break&lt;/a&gt;, Sony has updated the PlayStation Network Store with another PSOne game. I’m not telling you this because this marks &lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/12/18/beating-the-dead-horse-who-has-it-coming-playstation-releases-on-psn.aspx"&gt;the second week in a row&lt;/a&gt; we’ve gotten a new PSOne on PSN game, although that probably at least ties the service’s previous record streak. No, you have to know this because the game is &lt;i&gt;Suikoden&lt;/i&gt;, the excellent 1996 RPG that set the stage for its even more excellent sequel. So that’s the best part. The second best part is it’s selling for the PSN standard $5.99. That sound you hear is hundreds of Ebay sellers having simultaneous aneurysms.
&lt;br /&gt;&lt;br /&gt;
Between this and last week’s &lt;i&gt;Castlevania Chronicles&lt;/i&gt;, it almost seems like Sony and Konami have figured out how to use this service properly. Both these titles are uncommon and in demand from franchise fans. Neither game has aged particularly badly, if you keep in mind that &lt;i&gt;Chronicles&lt;/i&gt; was a port of a port and already felt pretty old school upon its original launch. And finally, they’re both from extent franchises that each could use a bit of a boost right now.
&lt;br /&gt;&lt;br /&gt;
Dare we dream that this is the beginning of an actual, viable, classic PSOne service? Could our world be one where anyone with a few dollars and a song in their heart could play &lt;i&gt;Silent Bomber&lt;/i&gt;? That would truly be a holiday miracle. In any case, you should buy this right now: not only will it accompany you well on your travels via PSP, Konami could get the message and follow up with my favorite PSOne game, &lt;i&gt;Suikoden II&lt;/i&gt;. Seeing that $150 masterwork on sale for six Washingtons would bring incalculable joy to all. Well, to all besides those Ebay sellers. They&amp;#39;ll probably be pretty pissed off.
&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/2008/12/18/beating-the-dead-horse-who-has-it-coming-playstation-releases-on-psn.aspx"&gt;Beating the Dead Horse Who Has It Coming: Playstation Releases on PSN&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/11/26/sony-gives-thanks-via-charming-psn-deals.aspx"&gt;Sony Gives Thanks Via Charming PSN Deals&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/11/13/sony-might-just-hate-you.aspx"&gt;Sony Might Just Hate You&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=159040" width="1" height="1"&gt;</description><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/playstation+network/default.aspx">playstation network</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/psone/default.aspx">psone</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/song/default.aspx">song</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/Suikoden/default.aspx">Suikoden</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/joe+keiser/default.aspx">joe keiser</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/castlevania+chronicles/default.aspx">castlevania chronicles</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/Suikoden+ii/default.aspx">Suikoden ii</category></item><item><title>Beating the Dead Horse Who Has It Coming: Playstation Releases on PSN</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/12/18/beating-the-dead-horse-who-has-it-coming-playstation-releases-on-psn.aspx</link><pubDate>Thu, 18 Dec 2008 23:45:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:157758</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=157758</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/12/18/beating-the-dead-horse-who-has-it-coming-playstation-releases-on-psn.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/2008/12/16-22/CC.JPG"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2008/12/16-22/CC.JPG" align="right" border="0" alt="" /&gt;&lt;/a&gt;&lt;i&gt;Castlevania Chronicles&lt;/i&gt;, the peculiar Playstation remake of a peculiar X68000 remake of the original &lt;i&gt;Castlevania&lt;/i&gt;, was released as a downloadable title on Playstation Network today. It ain’t the best &lt;i&gt;Castlevania &lt;/i&gt;out there, but it’s still a swell action title. The disc release was never widely distributed either, so this will be the very first time most interested players will even get the chance to try it out. Of course, the same could be said of a lot of Playstation games. The halcyon days of 2003 when you could walk into any Blockbuster or Gamestop in the country and pick up five classic PS1 games, often times still shrinkwrapped, for ten or twenty bucks are long over, and the collector’s market is making many great games prohibitively expensive. Want to play &lt;i&gt;Silent Hill&lt;/i&gt;? Hope you’ve got an extra sixty-five dollars lying around. How about &lt;i&gt;Suikoden II&lt;/i&gt;, considered to be the series’ definitive installment? That’ll be $150. And what about cult classics like CyberConnect2’s &lt;i&gt;Silent Bomber&lt;/i&gt;? Yeah, seventy smackers. 
&lt;br /&gt;&lt;br /&gt;
You shouldn’t have to pay top dollar for these games, though, considering they could very easily be released on the Playstation Network. Over the course of the past two years, SCEA, along with a handful of other US publishers, have put up a measly twenty-six Playstation games on PSN, while Sony Japan have released close to a hundred. &lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/25/i-ll-tell-you-when-i-ve-had-enough.aspx"&gt;This isn’t the first time I’ve brought up this inexplicable disparity here at 61 Frames Per Second&lt;/a&gt;, but seriously, Sony. What the hell is going on here?! If the current market has proven anything, it’s that you can put almost anything up for download on a console and someone will buy it. There is no other explanation for &lt;i&gt;Boogerman&lt;/i&gt;’s presence on Nintendo’s Virtual Console. The expense of having a game re-rated by the ESRB can’t be that high if &lt;i&gt;Boogerman &lt;/i&gt;is getting re-released.
&lt;br /&gt;&lt;br /&gt;
Sony, if you want to convince people to buy a Playstation 3 or PSP, then nostalgia-bomb them. Tell them they can relive all their fondest memories of 1997 for a mere five dollars on the Playstation Network and I promise you, people will literally throw money at you. And no, I don’t mean you should put up more Jet Moto games.
&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/2008/11/26/sony-gives-thanks-via-charming-psn-deals.aspx"&gt;Sony Gives Thanks Via Charming PSN Deals&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/31/far-out-man.aspx"&gt;Far Out, Man&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/25/i-ll-tell-you-when-i-ve-had-enough.aspx"&gt;I’ll Tell You When I’ve Had Enough! &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/11/13/sony-might-just-hate-you.aspx"&gt;Sony Might Just Hate You&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/11/25/boogerman-too-immature-for-children.aspx"&gt;Boogerman: Too Immature for Children
&lt;/a&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=157758" 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/playstation+3/default.aspx">playstation 3</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/castlevania/default.aspx">castlevania</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/psn/default.aspx">psn</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/scea/default.aspx">scea</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/Suikoden/default.aspx">Suikoden</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/cyberconnect2/default.aspx">cyberconnect2</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/castlevania+chronicles/default.aspx">castlevania chronicles</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/silent+bomber/default.aspx">silent bomber</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/Suikoden+ii/default.aspx">Suikoden ii</category></item><item><title>Yahtzee's Homecoming</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/10/23/yahtzee-s-homecoming.aspx</link><pubDate>Fri, 24 Oct 2008 01:30:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:139714</guid><dc:creator>Bob Mackey</dc:creator><slash:comments>4</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=139714</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/10/23/yahtzee-s-homecoming.aspx#comments</comments><description>&lt;p&gt;I love the &lt;i&gt;Silent Hill&lt;/i&gt; series, but I&amp;#39;ve never really been able to play any of the games; the music, characters, mythology, and storylines are all fantastic, but the actual &lt;i&gt;playing&lt;/i&gt; process scares the crap out of me.  Well, maybe &amp;quot;scare&amp;quot; isn&amp;#39;t the right word.  My last attempt to work through a &lt;i&gt;Silent Hill&lt;/i&gt; game happened in 2002, when I tried as hard as I could to overcome my wimpyness--only to find &lt;i&gt;Silent Hill 2&amp;#39;s&lt;/i&gt; unique atmosphere of loneliness and dread leaving me feeling physically ill and mentally dirty.&amp;nbsp; But my near-nervous breakdown is a credit to how effective &lt;i&gt;Silent Hill 2&lt;/i&gt; is; and this title&amp;#39;s spectacular atmosphere is also one of the reasons why &lt;i&gt;SH2&lt;/i&gt; is a favorite of gaming curmudgeon Yahtzee (of Zero Punctuation fame).&lt;br /&gt;&lt;br /&gt;
But since development house Team Silent has been disbanded (or since they broke up, it&amp;#39;s never really been clear), the future of the &lt;i&gt;Silent Hill &lt;/i&gt;series has been hijacked, first for the PSP&amp;#39;s &lt;i&gt;Silent Hill: Origins&lt;/i&gt;, and now with the new PS3 release, &lt;i&gt;Silent Hill: Homecoming&lt;/i&gt;.  While the latest &lt;i&gt;Silent Hill&lt;/i&gt; doesn&amp;#39;t have the hubris to slap a &amp;quot;5&amp;quot; onto the title, the aforementioned Yahtzee finds quite a few problems with &lt;i&gt;Homecoming&amp;#39;s&lt;/i&gt; lack of authenticity:&lt;br /&gt;&lt;br /&gt;
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Will there ever be another &lt;i&gt;Silent Hill&lt;/i&gt; game as good as the second one?  It seems unlikely, but I&amp;#39;d certainly be happy if it happened.  Of course, I&amp;#39;d be appreciating it from afar.&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/2008/09/17/silent-hill-homecoming-is-thankfully-both-silent-and-hilly.aspx" target="_blank"&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/2008/07/18/games-to-movies-why-is-it-so-gad-danged-hard.aspx" target="_blank"&gt;Games to Movies: Why Is It So Gad-Danged Hard?&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" target="_blank"&gt;Screen Test: Silent Hill Homecoming&lt;/a&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=139714" width="1" height="1"&gt;</description><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/silent+hill+homecoming/default.aspx">silent hill homecoming</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/bob+mackey/default.aspx">bob mackey</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/team+silent/default.aspx">team silent</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/silent+hill+2/default.aspx">silent hill 2</category></item><item><title>It's Official (And Officially Sad): Castlevania Judgement Is Ghoulis</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/10/15/it-s-official-and-officially-sad-castlevania-judgement-is-ghoulish.aspx</link><pubDate>Wed, 15 Oct 2008 20:36:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:136853</guid><dc:creator>Nadia Oxford</dc:creator><slash:comments>5</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=136853</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/10/15/it-s-official-and-officially-sad-castlevania-judgement-is-ghoulish.aspx#comments</comments><description>&lt;p&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2008/10/08-15/Castlevania_Judgement.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2008/10/08-15/Castlevania_Judgement.jpg" align="right" border="0" alt="" /&gt;&lt;/a&gt; &lt;font size="2"&gt;I guess some tiny corner of my heart was holding on to the hope that &lt;i&gt;Castlevania Judgment&lt;/i&gt; might be worth playing--or, at the very least, not in need of a holy water/acid bath. &lt;a href="http://kotaku.com/5063502/i-wish-i-hadnt-played-castlevania-judgement"&gt;Alas...&lt;/a&gt;
&lt;br /&gt;&lt;br /&gt;
&lt;/font&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;font size="2"&gt;&amp;quot;So what, exactly, doesn’t work? Like I said, everything. It’s like a daisy-chain of failures. Let’s kick things off with the arena. The arena doesn’t work. It’s too large. So instead of fighting for 90 seconds, you end up chasing each other around for 90 seconds. Which is bad enough, but then, the camera doesn’t work. Because it’s fixed, one player will often end up running at the camera, losing all sight of where it is they’re going.&amp;quot;&lt;/font&gt;&lt;/blockquote&gt;
&lt;font size="2"&gt;&lt;br /&gt;&lt;br /&gt;
You know what, this might work out after all. I&amp;#39;ve always had this fantasy about staging a &lt;i&gt;Castlevania&lt;/i&gt;-style Benny Hill chase. See, Maria will run around the arena and Richter will chase her. Simon will chase them both and Death will chase after them all--
&lt;br /&gt;&lt;br /&gt;
Then the camera will drift off and I&amp;#39;ll promptly forget what I&amp;#39;m supposed to be laughing at.
&lt;br /&gt;&lt;br /&gt;
Really, this news heartily sucks. I know nobody expected grand things from &lt;i&gt;Castlevania Judgment;&lt;/i&gt; from the very start we treated it like the fat kid in gym class; maybe it wasn&amp;#39;t our first choice this holiday season, but deep in our souls we hoped it would surprise us with some hidden potential. 
&lt;br /&gt;&lt;br /&gt;
A &lt;i&gt;Castlevania&lt;/i&gt; fighting game &lt;i&gt;does&lt;/i&gt; have the potential to be fun. One of &lt;i&gt;Castlevania Judgment&lt;/i&gt;&amp;#39;s primary strengths is its enormous roster of Belmonts and Belmont offshoots, each one raring to prove themselves more worthy of their leather, lace and whips than the previous generation. Sadly, a game can have a cast of millions for all the good it will do if it&amp;#39;s simply not fun to play. There&amp;#39;s also the small issue of &lt;i&gt;Castlevania Judgment&lt;/i&gt;&amp;#39;s character designs being appalling. Nothing against &lt;i&gt;Death Note&lt;/i&gt; or Takeshi Obata&amp;#39;s art; I enjoy both. It&amp;#39;s just that I want to play as Simon Belmont and not Simon Belmont dressed up as a Light cosplayer. Seriously, just look at Simon--is that Simon?--on that cover art. &lt;i&gt;&amp;quot;Do you know that Shinigami love wall meat, L?&amp;quot;&lt;/i&gt;
&lt;br /&gt;&lt;br /&gt;
I won&amp;#39;t even address what Kotaku says about &lt;i&gt;Castlevania Judgment&lt;/i&gt;&amp;#39;s gameplay because it&amp;#39;s a no-brainer. Executing special moves solely by waving the Wii remote like some posessed voodoo priest? Bravo, Konami. Definitely good incentive to spend hours with the game, honing my skills.
&lt;br /&gt;&lt;br /&gt; 
Well, it&amp;#39;s not like we don&amp;#39;t have other upcoming &lt;i&gt;Castlevania&lt;/i&gt; delights to make up for this...misstep.
&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/2008/10/09/watcha-playing-castlevania-portrait-of-ruin.aspx"&gt;Watcha Playing: Castlevania Portrait of Ruin&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/04/when-good-developers-go-bad-koji-igarashi.aspx"&gt;When Good Developers Go Bad: Koji Igarashi&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/01/castlevania-fighting-game-brings-on-dead-moans-from-the-living.aspx"&gt;Castlevania Fighting Game Elicits Anguished Moans From the Living&lt;/a&gt;&lt;/font&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=136853" 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/konami/default.aspx">konami</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/fighting+games/default.aspx">fighting games</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/nadia+oxford/default.aspx">nadia oxford</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/castelvania/default.aspx">castelvania</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/castlevania+judgment/default.aspx">castlevania judgment</category></item><item><title>Castlevania Symphony of the Night 2: What is a Screenshot? A Miserable Little Pile of Secrets!</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/10/09/castlevania-symphony-of-the-night-2-what-is-a-screenshot-a-miserable-little-pile-of-secrets.aspx</link><pubDate>Thu, 09 Oct 2008 17:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:135012</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=135012</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/10/09/castlevania-symphony-of-the-night-2-what-is-a-screenshot-a-miserable-little-pile-of-secrets.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
Can you dig it, everyone? Tokyo Game Show is off to a running start and while it appears that some games that everyone expected to appear, like Team Ico’s Playstation 3 debut, are nowhere to be found, plenty of other exciting games are rearing their glorious digital heads. Who in their right minds expected &lt;i&gt;No More Heroes 2&lt;/i&gt; to be announced? That is a beautiful, beautiful thing. Of course, Tokyo Game Show isn’t without a little mystery here in 2008. For example, take this screenshot Koji Igarashi showed off during a chat about &lt;i&gt;Castlevania&lt;/i&gt;:
&lt;br /&gt; &lt;br /&gt;

&lt;a href="http://nerve.com/CS/blogs/61fps/2008/10/08-15/SOTN2.jpg"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/10/08-15/SOTN2.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;
Why, that appears to be Alucard, star of the ubiquitous &lt;i&gt;Symphony of the Night&lt;/i&gt; and apple of ten billion goth girls’ eyes. A discerning fellow might also intuit that Alucard is holding a gigantic glowing sword in front of a certain titular castle and a giant moon. Now, I don’t read Japanese, and no intrepid fan has &lt;a href="http://plusd.itmedia.co.jp/games/articles/0810/09/news076.html"&gt;translated the +D article this picture originates from&lt;/a&gt;, but folks over at the Castlevania Dungeon, run by the inestimable Kurt Kalata, are saying that this is from an Xbox 360 and Playstation 3 title about, &amp;quot;the bloodline that has been surrounded by darkness and curse, betrayed his own kind and destroyed his own father, the cursed destiny.&amp;quot; 
&lt;br /&gt; &lt;br /&gt;
We do not trade in rumor and speculation here at 61 Frames Per Second. Well, not often. But here’s a huge dose of rumor and speculation for you anyway: this appears to be a full on sequel to &lt;i&gt;Castlevania: Symphony of the Night&lt;/i&gt;.
&lt;br /&gt; &lt;br /&gt;
Can you hear that? That’s the sound of one million geek hearts exploding simultaneously.
&lt;br /&gt; &lt;br /&gt;
Thanks to both &lt;a href="http://www.neogaf.com/forum/showthread.php?t=338225"&gt;NeoGAF user Guymelef&lt;/a&gt; and &lt;a href="http://castlevania.classicgaming.gamespy.com/"&gt;The Castlevania Dungeon&lt;/a&gt; for alerting us to the madness.
&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/2008/09/16/castlevania-judgment-s-iga-continues-to-show-a-keen-understanding-of-his-franchise-on-ds-but-his-first-wii-title-misses-the-point.aspx"&gt;&lt;br /&gt;

Castlevania Judgment(s): Iga Continues to Show a Keen Understanding of His Franchise on DS, But His First Wii Title Misses the Point &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/09/watcha-playing-castlevania-portrait-of-ruin.aspx"&gt;Watcha Playing: Castlevania - Portrait of Ruin&lt;/a&gt; &lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/04/when-good-developers-go-bad-koji-igarashi.aspx"&gt;When Good Developers Go Bad: Koji Igarashi &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/09/15/castlevania-curse-of-the-game-manga.aspx"&gt;Castlevania: Curse of the Stupid Red-Headed Kid &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/01/castlevania-fighting-game-brings-on-dead-moans-from-the-living.aspx"&gt;Castlevania Fighting Game Elicits Anguished Moans From the Living
&lt;/a&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=135012" 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/konami/default.aspx">konami</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/castlevania/default.aspx">castlevania</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/koji+igarashi/default.aspx">koji igarashi</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/rumor/default.aspx">rumor</category></item><item><title>Question of the Day: How Do You Make a Horror Game Horrifying? </title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/10/06/question-of-the-day-how-do-you-make-a-horror-game-horrifying.aspx</link><pubDate>Mon, 06 Oct 2008 22:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:134102</guid><dc:creator>John Constantine</dc:creator><slash:comments>4</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=134102</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/10/06/question-of-the-day-how-do-you-make-a-horror-game-horrifying.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/Rule%20of%20Rose.jpg"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/10/01-07/Rule%20of%20Rose.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Don’t be afraid. There are no ghouls here. Just nerds.
&lt;br /&gt;&lt;br /&gt;
‘Tis the season for delighting in frights, is it not? That time of year when Halloween is just around the corner, the days get darker, and the things that go bump in the night start getting goosebumps, because, hey, it’s cold out there. As I mentioned last week, it’s also the beginning of &lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/10/03/gears-of-littlebig-fable-music-considering-the-first-party-blitz.aspx"&gt;game season&lt;/a&gt;. Horror, as a genre, doesn’t have quite the presence it did in gaming a few years back, but autumn 2008’s seeing a number of high-profile scary games hitting consoles across the land. &lt;i&gt;Silent Hill&lt;/i&gt;’s back after a four year absence, EA is releasing their brand new IP&lt;i&gt; Dead Space&lt;/i&gt; in just over a week, and Atari is re-launching their ill-fated &lt;i&gt;Alone in the Dark&lt;/i&gt; on PS3. Horror games are an absolute favorite of mine. There’s a visceral thrill they provide that is distinct to the medium, mixing the tension-and-release dynamic essential to horror in any medium with the deep satisfaction of accomplishment that comes from successfully playing a game. The best of them are unique amongst videogames for being almost exhausting to play. The original &lt;i&gt;Silent Hill&lt;/i&gt; excelled at this; it made me physically uncomfortable after a certain length of time, further enhancing the reprieve of safety in the game world. This is an essential ingredient in making a horror game truly scary. If it doesn’t make you uncomfortable, if it doesn’t put you, the player, in the shoes of that character compelled to discover what’s making those noises in the dark, it fails. But that’s just my opinion. What is essential to making horror games scary to you, reader? Is it making the game difficult to play on a mechanical level, making it unfair, as &lt;a href="http://www.infinitelives.net/2008/10/01/how-to-save-survival-horror/#more-522"&gt;Jenn Frank from Infinite Lives hypothesizes&lt;/a&gt;? Is it making dogs jump through windows when you totally don’t expect it? Let me know in the comments.
&lt;br /&gt;&lt;br /&gt;
(Note: The image above is from the glorious mess of a horror game called &lt;i&gt;Rule of Rose&lt;/i&gt;. It is one of the best games I have ever played. It also happens to be one of the worst.)
&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/2008/10/03/gears-of-littlebig-fable-music-considering-the-first-party-blitz.aspx"&gt;Gears of LittleBig Fable Music: Considering the First-Party Blitz&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/21/ost-rule-of-rose.aspx"&gt;OST: Rule of Rose&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/14/overworld-friday-the-13th.aspx"&gt;Overworld: Friday the 13th&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/29/screen-test-alone-in-the-dark.aspx"&gt;Screen Test: Alone in the Dark&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;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=134102" 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/ea/default.aspx">ea</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/atari/default.aspx">atari</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/alone+in+the+dark/default.aspx">alone in the dark</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/dead+space/default.aspx">dead space</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/question+of+the+day/default.aspx">question of the day</category></item><item><title>Alternate Soundtrack: Castlevania III vs Bush</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/09/30/alternate-soundtrack-castlevania-iii-vs-bush.aspx</link><pubDate>Tue, 30 Sep 2008 15:30:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:132038</guid><dc:creator>Derrick Sanskrit</dc:creator><slash:comments>2</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=132038</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/09/30/alternate-soundtrack-castlevania-iii-vs-bush.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/09/23-End/castlevaniabush.jpg" alt="" align="right" border="0" height="250" hspace="" width="400" /&gt;&lt;font face="helvetica" size="2"&gt;So there&amp;#39;s this election around the corner, right? All about choosing a new President for the United States or whatever, and I keep hearing people complain about how after this election they won&amp;#39;t be able to rant about how much they hate Bush anymore. Personally I don&amp;#39;t understand where they&amp;#39;re coming from. I, for one, &lt;i&gt;love&lt;/i&gt; Bush. Those guys rocked so hard throughout the 1990&amp;#39;s and early 00&amp;#39;s and anyone who hates on them just can&amp;#39;t be my friend anymore.&lt;br /&gt;&lt;br /&gt;I&amp;#39;ve always been particularly smitten with their 1996 sophomore record &lt;i&gt;Razorblade Suitcase&lt;/i&gt;, an emotionally dense powerhouse of crunched guitars, squealing feedback and ominous negative space. This album cries out for monsters, as demonstrated in the music videos for singles &amp;quot;Greedy Fly&amp;quot; and &amp;quot;Mouth&amp;quot;, and monsters it shall receive in the form of Konami&amp;#39;s 1990 classic &lt;i&gt;Castlevania III: Dracula&amp;#39;s Curse&lt;/i&gt; for the Nintendo Entertainment System.&lt;br /&gt;&lt;br /&gt;

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&lt;br /&gt;&lt;br /&gt;There&amp;#39;s a lot to love about &lt;i&gt;Castlevania III&lt;/i&gt;, but I feel I couldn&amp;#39;t possibly add to what&amp;#39;s been said before aside from I love it to pieces. Instead, I will add that this marks the first Alternate Soundtrack video to be available in iPod video format. If you have a free Vimeo account, feel free to &lt;a href="http://vimeo.com/download/video:85444247?e=1222791501&amp;amp;h=6ff02d7c80ef786d9934d2869581f40a" target="_blank"&gt;download your portable copy of today&amp;#39;s video right here&lt;/a&gt; and let me know if this is something I should keep doing / find a less exclusive download source.&lt;br /&gt;&lt;br /&gt;&lt;font size="3"&gt;&lt;b&gt;More Castlevania Love:&lt;/b&gt;&lt;/font&gt;&lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/09/30/what-s-in-my-mp3-player-castlevania-ii-quot-castle-of-tears-quot.aspx"&gt;What&amp;#39;s in my MP3 Player: Castlevania II &amp;quot;Castle of Tears&amp;quot;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/09/24/five-games-that-will-be-awesome-to-remake-in-littlebigplanet.aspx"&gt;Five Games That Will Be Awesome to Remake in LittleBigPlanet&lt;/a&gt;&lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/09/16/castlevania-judgment-s-iga-continues-to-show-a-keen-understanding-of-his-franchise-on-ds-but-his-first-wii-title-misses-the-point.aspx"&gt;Castlevania
Judgment(s): Iga Continues to Show a Keen Understanding of His
Franchise on DS, But His First Wii Title Misses the Point&lt;/a&gt;&lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/09/15/castlevania-curse-of-the-game-manga.aspx"&gt;Castlevania: Curse of the Stupid Red-Headed Kid&lt;/a&gt;&lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/07/28/what-is-a-man-more-than-a-4chan-meme.aspx"&gt;What Is a Man? More Than a 4Chan Meme&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;font size="3"&gt;&lt;b&gt;Previous Alternate Soundtracks:&lt;/b&gt;&lt;/font&gt;&lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/09/16/alternate-soundtrack-ai-cho-aniki-vs-xiu-xiu.aspx"&gt;Ai Cho Aniki vs. Xiu Xiu&lt;/a&gt;&lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/09/09/alternate-soundtrack-battletoads-vs-the-blood-brothers.aspx"&gt;Battletoads vs. The Blood Brothers&lt;/a&gt;&lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/09/02/alternate-soundtrack-super-star-soldier-vs-mstrkrft.aspx"&gt;Super Star Soldier vs. MSTRKRFT&lt;/a&gt;&lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/08/19/alternate-soundtrack-orbital-vs-the-notwist.aspx"&gt;Orbital vs. The Notwist&lt;/a&gt;&lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/08/12/alternate-soundtrack-startropics-vs-islands.aspx"&gt;StarTropics vs. Islands&lt;/a&gt;&lt;br /&gt; &lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=132038" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/alternate+soundtrack/default.aspx">alternate soundtrack</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/derrick+sanskrit/default.aspx">derrick sanskrit</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/konami/default.aspx">konami</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/castlevania/default.aspx">castlevania</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/castlevania+iii/default.aspx">castlevania iii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/bush/default.aspx">bush</category></item><item><title>Silent Hill: Homecoming is, Thankfully, Both Silent and Hilly</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/09/17/silent-hill-homecoming-is-thankfully-both-silent-and-hilly.aspx</link><pubDate>Wed, 17 Sep 2008 22:30:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:128242</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=128242</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/09/17/silent-hill-homecoming-is-thankfully-both-silent-and-hilly.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/2008/09/16-22/silenthill2.JPG"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/09/16-22/silenthill2.JPG" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;&lt;i&gt;Horror, in any medium, relies heavily on the unknown to be effective. For any fans of Silent Hill out there, I recommend not reading the following impressions. They aren’t spoiler heavy, but knowing anything about the game prior to experiencing it first hand may dilute it. You should, however, know that if you’re one of those fans, you should play Homecoming on day one, and don’t be embarrassed if you have to turn on the lights when you do.
&lt;/i&gt;&lt;br /&gt; &lt;br /&gt;
It speaks volumes of Double Helix Games’ new &lt;i&gt;Silent Hill&lt;/i&gt; for Xbox 360 and PS3 that, provided you have a pair of slick headphones, the game can manage to be terrifying, ominous, and discomfiting even when played in a room bustling with journalists, PR agents, and noisy &lt;i&gt;Dance Dance Revolution&lt;/i&gt; kiosks. &lt;i&gt;Silent Hill: Homecoming&lt;/i&gt; does what &lt;i&gt;Silent Hill&lt;/i&gt; should, in principal, do: it makes you profoundly uncomfortable. Not just scared, but itchy and nervous. If you can’t tell, my playthrough of the game’s first half-hour not only left me impressed, but helped to allay my fears that a full-bore &lt;i&gt;Silent Hill &lt;/i&gt;game not crafted by Team Silent’s careful eye would not live up to the series’ past accomplishments.
&lt;br /&gt; &lt;br /&gt;

&lt;a href="http://nerve.com/CS/blogs/61fps/2008/09/16-22/silenthill.JPG"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/09/16-22/silenthill.JPG" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;
Of course, &lt;i&gt;Homecoming &lt;/i&gt;does start off on the wrong foot. The game’s opening moments, an unplayable sequence that finds protagonist Alex Shepherd bound and wheeled through a nightmarish hospital pulled right out of &lt;i&gt;Jacob’s Ladder&lt;/i&gt;, feel overly traditional. Frantic as Alex sounds and creepy as the mute, blood-spattered doctor is, the imagery and scenario are par for the &lt;i&gt;Silent Hill &lt;/i&gt;course. Actually playing through the hospital after Alex’s inevitable escape is just as familiar; when the faceless demon nurses show up, it feels like running into an old friend rather than intimidating. The cryptic dialogue with a mysterious child, the eviscerated bodies scattered around the environment, the bloody, organic walls all make &lt;i&gt;Homecoming &lt;/i&gt;initially feel like blank homage to its predecessors, albeit a very good looking and controlling homage. It isn’t until the hospital is left behind and Alex makes his way home to Shepherd’s Glen, where the game begins in earnest, that Double Helix shows their understanding of &lt;i&gt;Silent Hill&lt;/i&gt;’s legacy.
&lt;br /&gt; &lt;br /&gt;

&lt;a href="http://nerve.com/CS/blogs/61fps/2008/09/16-22/silenthill1.JPG"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/09/16-22/silenthill1.JPG" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;
I’m not going to go into detail in describing Alex Shepherd’s homecoming. I will say that this sequence, of Alex being forced to explore his childhood home – his actual home, mind you, not a warped, cast-iron, evil version – gets to the very root of what makes the &lt;i&gt;Silent Hill&lt;/i&gt; franchise tick. Each of the original four &lt;i&gt;Silent Hill&lt;/i&gt;s take utterly mundane, familiar locales (a mall, elementary school, hotel, a city apartment) and make them alien and wrong while maintaining their familiarity. It’s always done to emphasize and reflect each protagonist’s plight, from Harry Mason’s desperation to save his adopted child to James Sunderland’s crushing guilt and masochistic need for punishment. I don’t know Alex Shepherd’s story, but this first real environment in &lt;i&gt;Silent Hill: Homecoming&lt;/i&gt; betrays his sad background and implies that somewhere between his youth and what you play, something went terribly wrong for him.
&lt;br /&gt; &lt;br /&gt;
There’s a lot more to say about&lt;i&gt; Silent Hill: Homecoming&lt;/i&gt;, particularly regarding its revamped control scheme and newfound emphasis on combat, but those are topics best saved for our review. As of now, I’d say that the pinnacle of interactive horror is set to comeback in a big, big way.
&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/2008/05/15/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/2008/05/29/the-ten-greatest-fire-levels-in-gaming-history-part-3.aspx"&gt;The Ten Greatest Fire Levels in Gaming History, Part 3&lt;/a&gt; &lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/15/top-ten-most-terrifying-enemies-and-then-five-more.aspx"&gt;Top Ten Most Terrifying Enemies and Then Five More &lt;/a&gt;&lt;br /&gt;
&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=128242" 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/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/double+helix/default.aspx">double helix</category></item><item><title>Suikoden: Tierkreis is Coming, But Is It Everything Fans Hope For?</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/09/16/suikoden-tierkreis-is-coming-but-is-it-everything-fans-hope-for.aspx</link><pubDate>Wed, 17 Sep 2008 00:30:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:127914</guid><dc:creator>John Constantine</dc:creator><slash:comments>5</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=127914</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/09/16/suikoden-tierkreis-is-coming-but-is-it-everything-fans-hope-for.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/2008/09/16-22/suikoden%201.JPG"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/09/16-22/suikoden%201.JPG" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;Konami had a pleasant surprise at their NYC fall preview today in an early build of &lt;i&gt;Suikoden: Tierkreis&lt;/i&gt;, the recently announced seventh game in the twelve year-old RPG franchise, and first original handheld entry in the series. &lt;i&gt;Tiekreis&lt;/i&gt;, weird name aside, looks like a solid 3D role-playing game on the DS, easily the technical equal (and possibly even superior) to Matrix Software’s &lt;i&gt;Final Fantasy III&lt;/i&gt; and &lt;i&gt;IV &lt;/i&gt;remakes. While the brief demo on display couldn’t show if &lt;i&gt;Tierkreis &lt;/i&gt;lives up to &lt;i&gt;Suikoden&lt;/i&gt;’s grand tradition of great storytelling, it did make me wonder if the handheld entry isn’t something of a missed opportunity. 
&lt;br /&gt; &lt;br /&gt;

&lt;a href="http://nerve.com/CS/blogs/61fps/2008/09/16-22/suikoden%202.JPG"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/09/16-22/suikoden%202.JPG" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;
It’s well known that sprite-based 2D games have a better chance of success on handhelds, particularly Nintendo’s dual-screened juggernaut. &lt;i&gt;Suikoden &lt;/i&gt;hasn’t sported sprite characters since its first sequel, and while its successors’ 3D character models and environments have been nothing to sneeze at, they were never as memorable as those found in the first two games. As you can see from these screens, &lt;i&gt;Suikoden: Tierkreis&lt;/i&gt; is a looker, and the play looks just as good even though parties are limited to four characters and not the traditional six. But I can’t help but wonder if the game wouldn’t have been better served by returning to the series’ graphical roots. 
&lt;br /&gt; &lt;br /&gt;
What do you think, dear reader? I know you, 61 FPSers are JRPG hounds! Let me know in the comments section.
&lt;br /&gt; &lt;b&gt;&lt;br /&gt;
Related links: &lt;/b&gt;&lt;br /&gt; &lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/23/are-you-buying-final-fantasy-iv-ds-huh-huh-huh.aspx"&gt;&lt;br /&gt;

Are You Buying Final Fantasy IV DS? Huh? Huh? Huh??&lt;/a&gt; &lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/18/gaming-on-a-train-final-fantasy-iv.aspx"&gt;Gaming on a Train: Final Fantasy IV &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/30/final-fantasy-iv-ds-love-hope-and-betrayal-for-the-busy-commuter.aspx"&gt;Final Fantasy IV DS: Love, Hope and Betrayal For the Busy Commuter
&lt;/a&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=127914" 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+ds/default.aspx">nintendo ds</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/konami/default.aspx">konami</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/Suikoden/default.aspx">Suikoden</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/matrix/default.aspx">matrix</category></item><item><title>Castlevania Judgment(s): Iga Continues to Show a Keen Understanding of His Franchise on DS, But His First Wii Title Misses the Point</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/09/16/castlevania-judgment-s-iga-continues-to-show-a-keen-understanding-of-his-franchise-on-ds-but-his-first-wii-title-misses-the-point.aspx</link><pubDate>Wed, 17 Sep 2008 00:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:127906</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=127906</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/09/16/castlevania-judgment-s-iga-continues-to-show-a-keen-understanding-of-his-franchise-on-ds-but-his-first-wii-title-misses-the-point.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/2008/09/16-22/judgment2.JPG"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/09/16-22/judgment2.JPG" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;I tried to keep an open mind when &lt;i&gt;Castlevania Judgment&lt;/i&gt; was announced back at the beginning of July. Yeah, it seemed that making a &lt;i&gt;Castlevania &lt;/i&gt;themed fighting game – oh, forgive me, Mister Igarashi. A 3D versus action game. Right. – was about as good an idea as a &lt;a href="http://www.youtube.com/watch?v=ZxgAoBc2t6Y"&gt;&lt;i&gt;Sonic the Hedgehog&lt;/i&gt; fighting game&lt;/a&gt;, but it might be good! Stranger things have, after all, happened, and &lt;i&gt;Castlevania &lt;/i&gt;has twenty years worth of memorable characters, weapons, and environments to pull from. The open arena play, borrowing heavily from Capcom’s fondly remembered &lt;i&gt;Power Stone&lt;/i&gt; brawlers on Dreamcast, also seemed like the ideal foundation for the franchise’s transition into the world of fighters. Maybe it would be good fun. Maybe, just maybe, it wouldn’t be as bad as &lt;i&gt;Soul Calibur Legends&lt;/i&gt;.
&lt;br /&gt; &lt;br /&gt;

&lt;a href="http://nerve.com/CS/blogs/61fps/2008/09/16-22/judgment1.JPG"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/09/16-22/judgment1.JPG" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;
Well, it’s better than &lt;i&gt;Soul Calibur Legends&lt;/i&gt;, but, after going a few rounds with at Konami’s fall preview event in New York today, I wouldn’t call &lt;i&gt;Castlevania Judgment&lt;/i&gt; a must play Wii game. I also wouldn’t call it a good game. The problem comes down to the fact that, even though the game is due out in the next couple of months, it feels woefully unfinished and empty. The arenas recall classic &lt;i&gt;Castlevania&lt;/i&gt; (the crumbling cemetery and Dracula’s gold and red throne room as seen in &lt;i&gt;Symphony of the Night&lt;/i&gt; and &lt;i&gt;Rondo of Blood&lt;/i&gt;) but they’re nothing but gussied up, barren cubes for the fighters to run about. A stray zombie rises out of the ground in the cemetery, but they’re more of a random nuisance than something to build strategy around. The actual fighting is just as problematic since &lt;i&gt;Judgment &lt;/i&gt;uses the &lt;i&gt;Twilight Princess&lt;/i&gt; model for basic attacks: shake the controller, and your character attacks. To say that it feels imprecise would be an understatement and the problem is compounded by a camera that completely obscures the action at worst, and confuses you while playing at best. The demo on show had three selectable characters, a barely recognizable Alucard and Maria Renard alongside a pretty swell Simon Belmont, but they were only distinguishable in appearance, their move sets all but identical. The fact that Igarashi’s first Wii title feels more like a throwaway unlockable mode from one of the more recent 3D &lt;i&gt;Castlevania &lt;/i&gt;adventures is besides the point, though. Even if all of its disparate parts worked perfectly and in concert, the game would still be flawed on a fundamental level. There is a reason that the franchise is named after its setting and not its characters; at its heart, &lt;i&gt;Castelvania &lt;/i&gt;is a series about a world and not characters. Which is why, unsurprisingly, the latest DS &lt;i&gt;Castlevania&lt;/i&gt;, &lt;i&gt;Order of Ecclesia&lt;/i&gt;, is faring much better than its console sibling. 
&lt;br /&gt; &lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/2008/09/16-22/6.bmp"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/09/16-22/6.bmp" align="right" border="0" alt="" /&gt;&lt;/a&gt;Anyone who’s played any of Igarashi’s last seven 2D &lt;i&gt;Castlevania&lt;/i&gt;s (excepting the excellent PSP remake of &lt;i&gt;Rondo of Blood&lt;/i&gt;) will feel right at home with &lt;i&gt;Order of Ecclesia&lt;/i&gt;. The tight control and smoothly animated sprites are as comfortable and smooth as a pair of worn-in boots. &lt;i&gt;Ecclesia&lt;/i&gt;’s glyph system, the new play style replacing &lt;i&gt;Dawn of Sorrow&lt;/i&gt;’s enemy-soul-collecting and &lt;i&gt;Portrait of Ruin&lt;/i&gt;&amp;#39;s dual characters, shows significant promise thanks to its emphasis on combat (that you can equip a weapon in both right and left hands is made useful for the first time in series history.) Even more impressive is the new environment. The introductory areas of the game show the same incremental visual evolution the series has enjoyed for a decade, but they feel particularly fresh thanks to a more open world and variety of locales. &lt;i&gt;Ecclesia &lt;/i&gt;takes a step beyond &lt;i&gt;Portrait of Ruin&lt;/i&gt;, taking the game entirely out of the castle and providing a world map. The first area of the game, a monster-filled monastery, has one of the most beautiful areas I’ve seen in a&lt;i&gt; Castlevania&lt;/i&gt; since &lt;i&gt;Symphony of the Night&lt;/i&gt;: a tangled forest at twilight, with interlocking bare tree branches obscuring your character, Shinoa, from view as she approaches the monastery entrance. It’s wonderful. 
&lt;br /&gt; &lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/2008/09/16-22/2.bmp"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/09/16-22/2.bmp" align="left" border="0" alt="" /&gt;&lt;/a&gt;This gets to the heart of what does, and what doesn’t, work in &lt;i&gt;Castlevania&lt;/i&gt;. The series has yet to be successful in three-dimensions because no three-dimensional Castlevania has been designed to have a compelling world first and good action second. When Iga finally builds his 3D castle, he’ll finally solve the 3D &lt;i&gt;Castlevania &lt;/i&gt;mystery that’s plagued the series since the N64.
&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/2008/06/04/when-good-developers-go-bad-koji-igarashi.aspx"&gt;When Good Developers Go Bad: Koji Igarashi &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/09/15/castlevania-curse-of-the-game-manga.aspx"&gt;Castlevania: Curse of the Stupid Red-Headed Kid&lt;/a&gt; &lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/01/castlevania-fighting-game-brings-on-dead-moans-from-the-living.aspx"&gt;Castlevania Fighting Game Elicits Anguished Moans of the Living &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/15/new-castlevania-order-of-ecclesia-pics.aspx"&gt;New Castlevania: Order of Ecclesia Pics&lt;/a&gt;
&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=127906" 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+ds/default.aspx">nintendo ds</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/konami/default.aspx">konami</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/castlevania/default.aspx">castlevania</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/koji+igrashi/default.aspx">koji igrashi</category></item><item><title>Trailer Review: Golden Axe</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/09/04/trailer-review-golden-axe.aspx</link><pubDate>Thu, 04 Sep 2008 21:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:124154</guid><dc:creator>John Constantine</dc:creator><slash:comments>2</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=124154</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/09/04/trailer-review-golden-axe.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/2008/09/01-07/Why%20does%20it%20glow%20Jesus.JPG"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/09/01-07/Why%20does%20it%20glow%20Jesus.JPG" align="right" border="0" alt="" /&gt;&lt;/a&gt;
In the grand pantheon of beat-em-ups, brawlers, hack-and-slashers, kiss-your-mother-with-that-mouth-ya-jerk, dick-punching games, &lt;a href="http://hg101.classicgaming.gamespy.com/goldenaxe/goldenaxe.htm"&gt;&lt;i&gt;Golden Axe&lt;/i&gt;&lt;/a&gt; is a middleweight. Hell, it started as a welterweight in 1989. The fantasy setting, magic powers, and ride-able dragons and chicken-salamanders were novel, certainly, but how could it compete with &lt;i&gt;Final Fight&lt;/i&gt;, a game that let you be a pro-wrestling mayor who compulsively took off his clothing? How could its triumphant trio of sword-guy-in-underpants, little person, and Red Sonja-cosplayer compete with the &lt;a href="http://hg101.classicgaming.gamespy.com/tmntbeatemups/tmntbeatemups.htm"&gt;Teenage Mutant Ninja Turtles&lt;/a&gt;? &lt;i&gt;Golden Axe&lt;/i&gt; was plain outclassed for its first couple of games. That is, until arcade-only sequel &lt;i&gt;Death Adder’s Revenge&lt;/i&gt; came out, a game so gorgeous, strange, and playable that it stands as the best beat ‘em up ever made outside of Capcom and Konami (yeah, that’s right. It’s better than &lt;i&gt;Streets of Rage&lt;/i&gt;. All of them.) Right when the series started showing its mettle, it all but disappeared. &lt;i&gt;Death Adder’s Revenge&lt;/i&gt;’s legacy lived on in a cruddy Genesis sequel, a Saturn fighting game, and a bizarro PS2 remake of the series debut. Until now! Yes, the new &lt;i&gt;Golden Axe&lt;/i&gt; that Sega first showed way back at E3 2006 is finally coming out and, as you can see from this trailer, it’s got a case of the browns. &lt;i&gt;Golden Axe: Beast Rider&lt;/i&gt; looks competent for a modern beat ‘em up; not quite a &lt;i&gt;God of War&lt;/i&gt; or &lt;i&gt;Devil May Cry&lt;/i&gt;, but at least on par with Conan or Heavenly Sword (though more brazenly cheesecake than either.) Returning Red Sonja-cosplayer-protagonist Tyris Flare actually appears to be wearing more clothing than she used to, but not much, and her vocabulary has been greatly expanded. The biggest problem here? No multiplayer. Golden Axe’s best selling point, stripped right out.
&lt;br /&gt;&lt;br /&gt;
&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/VDWrq793WXY&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;embed src="http://www.youtube.com/v/VDWrq793WXY&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" height="344" width="425"&gt;&lt;/object&gt;
&lt;br /&gt;&lt;br /&gt;
I’m actually kind of excited about this game. It looks like readymade &lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/tags/up+all+night/default.aspx"&gt;Up All Night&lt;/a&gt; fare.
&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/2008/08/27/a-perfectly-cromulent-beat-em-up.aspx"&gt;
A Perfectly Cromulent Beat-Em-Up&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;
Previous Trailer Reviews: 
&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/08/19/trailer-review-house-of-the-dead-overkill.aspx"&gt;
House of the Dead: Overkill&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/08/08/trailer-review-riz-zoawd.aspx"&gt;
Riz-Zoawd&lt;/a&gt; &lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/07/29/trailer-review-idolm-ster-psp.aspx"&gt;
Idolm@ster PSP &lt;/a&gt;&lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/07/24/trailer-review-the-last-guy.aspx"&gt;
The Last Guy&lt;/a&gt; &lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/07/15/trailer-review-tecmo-bowl-kickoff.aspx"&gt;
Tecmo Bowl: Kickoff &lt;/a&gt;&lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/07/09/trailer-review-captain-rainbow.aspx"&gt;
Captain Rainbow &lt;/a&gt;&lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/07/07/trailer-review-the-past-and-future-with-mega-man-9-and-chrono-trigger-ds.aspx"&gt;
The Past and Future With Mega Man 9 and Chrono Trigger DS &lt;/a&gt;&lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/06/26/trailer-review-densetsu-no-stafi-5.aspx"&gt;
Densetsu no Stafi 5&lt;/a&gt; &lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/06/18/trailer-review-sonic-unleashed.aspx"&gt;
Sonic Unleashed&lt;/a&gt; &lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/06/11/trailer-review-infinite-undiscovery.aspx"&gt;
Infinite Undiscovery&lt;/a&gt; &lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/06/05/trailer-review-sonic-chronicles-the-dark-brotherhood.aspx"&gt;
Sonic Chronicles: The Dark Brotherhood &lt;/a&gt;&lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/06/02/trailer-review-street-fighter-4.aspx"&gt;
Street Fighter 4&lt;/a&gt; &lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/05/20/trailer-review-the-conduit.aspx"&gt;
The Conduit&lt;/a&gt; &lt;br /&gt;&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/05/12/trailer-review-mirror-s-edge.aspx"&gt;
Mirror’s Edge&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;&lt;b&gt;
&lt;/b&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=124154" 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/trailer+review/default.aspx">trailer review</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/up+all+night/default.aspx">up all night</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/devil+may+cry/default.aspx">devil may cry</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/konami/default.aspx">konami</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/sega/default.aspx">sega</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/god+of+war/default.aspx">god of war</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/heavenly+sword/default.aspx">heavenly sword</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/golden+axe/default.aspx">golden axe</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/conan/default.aspx">conan</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/teenage+mutant+ninja+turtles/default.aspx">teenage mutant ninja turtles</category></item><item><title>Everyone Will be Able to Rock</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/08/18/everyone-will-be-able-to-rock.aspx</link><pubDate>Mon, 18 Aug 2008 19:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:118723</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=118723</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/08/18/everyone-will-be-able-to-rock.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2008/08/16-22/o%20The%20Future.JPG"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2008/08/16-22/o%20The%20Future.JPG" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
At the end of June, &lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/24/everyone-should-be-able-to-rock.aspx"&gt;my concerns for the future of videogames&amp;#39; burgeoning rock star genre&lt;/a&gt; were growing by the hour. Activision was waving their new drum kit in EA’s face while Konami tried to get people to like their music games outside of Japan. The big problem? None of those companies appeared to give a damn that they were flooding a market and audience already drowning under a torrent of plastic instruments. Not to mention that none of those instruments were guaranteed to be compatible with games that didn’t come packaged with alongside them. Yeah, &lt;i&gt;Guitar Hero 3&lt;/i&gt; and its electronic axe might be one of the ten best selling games in the history of games but that doesn’t mean the genre bubble can’t burst. Today, another faceless company has helped to allay my fears.
&lt;br /&gt;&lt;br /&gt;
And, would you believe it, it’s Sony doing the allaying.
&lt;br /&gt;&lt;br /&gt;&lt;a href="http://blog.us.playstation.com/2008/08/18/ps3-music-peripheral-compatibility-update/"&gt;
The once haughty Japanese giant stated on their Playstation blog&lt;/a&gt; that they have reached an agreement with Activision, EA/MTV, and Konami to allow every single publisher’s rock &amp;amp; roll instruments will work with every publisher’s games on the Playstation 3. Bought &lt;i&gt;Rock Revolution&lt;/i&gt; but want to get in on &lt;i&gt;Rock Band 2&lt;/i&gt;’s killer track list? Go for it. Feel like using that gorgeous new &lt;i&gt;Guitar Hero World Tour&lt;/i&gt; drum kit with Konami’s new opus? Fine, have fun. Not only that, but SCEA also said that, though it isn’t happening just yet, they’re working on a fix for the original &lt;i&gt;Rock Band&lt;/i&gt; and &lt;i&gt;Guitar Hero 3&lt;/i&gt; as well.
&lt;br /&gt;&lt;br /&gt;
This is the first step on the road to peripheral-based music games finally coming into their own. &lt;i&gt;Guitar Hero&lt;/i&gt; made them an institution but this agreement will help cement the instrument set as an expandable platform that doesn’t necessitate annual hardware revisions. What else needs to happen to guarantee this glorious, melodious future? Microsoft and Nintendo need to step up to the plate and make the same arrangements on their respective consoles. It’s likely Microsoft has already got this in the bag, but Nintendo? They enjoy screwing over their customers a little too much, methinks. All that would remain after that would be a centralized music store that supported every game and hosted a library akin to iTunes that offered procedurally generated tracks based on the engines developed by Harmonix, Neversoft, and whomever else gets in on the action.
&lt;br /&gt;&lt;br /&gt;
The future, she is bright this day.
&lt;br /&gt;&lt;br /&gt;
(Link: via &lt;a href="http://www.joystiq.com/2008/08/18/scea-universal-compatibility-for-ps3-rock-band-2-gh-world-to/"&gt;Joystiq&lt;/a&gt;)&lt;br /&gt;&lt;b&gt;&lt;br /&gt;
Related links:&lt;/b&gt; 
&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/24/everyone-should-be-able-to-rock.aspx"&gt;&lt;br /&gt;
Everyone Should Be Able to Rock&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/10/why-dontcha-cry-about-it-saddle-bags-konami-sues-viacom-over-rock-band.aspx"&gt;
Why Dontcha Cry About it, Saddle Bags: Konami Sues Viacom Over Rock Band&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/08/warner-music-wants-more-royalties.aspx"&gt;
Warner Music Wants More Royalties&lt;/a&gt;
&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=118723" 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/ea/default.aspx">ea</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/microsoft/default.aspx">microsoft</category><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/wii/default.aspx">wii</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/sony/default.aspx">sony</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/guitar+hero/default.aspx">guitar hero</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/rock+band/default.aspx">rock band</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/activision/default.aspx">activision</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/rock+revolution/default.aspx">rock revolution</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/harmonix/default.aspx">harmonix</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/itunes/default.aspx">itunes</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mtv/default.aspx">mtv</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/apple/default.aspx">apple</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/scea/default.aspx">scea</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/neversoft/default.aspx">neversoft</category></item><item><title>What Is a Man? More Than a 4Chan Meme</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/07/28/what-is-a-man-more-than-a-4chan-meme.aspx</link><pubDate>Tue, 29 Jul 2008 03:17:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:113095</guid><dc:creator>Nadia Oxford</dc:creator><slash:comments>2</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=113095</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/07/28/what-is-a-man-more-than-a-4chan-meme.aspx#comments</comments><description>&lt;p&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/dracuwaii.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/dracuwaii.jpg" align="right" border="0" alt="" /&gt;&lt;/a&gt; Konami will never live down the original translation inflicted upon &lt;i&gt;Castlevania: Symphony of the Night&lt;/i&gt;. It tried to atone for past sins by re-doing the voicework for SOTN in &lt;i&gt;Dracula X Chronicles&lt;/i&gt; for the PSP. It was a fine attempt, but a worthless gesture overall; you can&amp;#39;t erase the past. I can&amp;#39;t deny the fact I&amp;#39;m descended from sheep thieves and Konami can&amp;#39;t deny Dracula&amp;#39;s infamous riddle to Richter Belmont. &lt;i&gt;&amp;quot;What is a man?&amp;quot;&lt;/i&gt; (I don&amp;#39;t know Dracula, what &lt;i&gt;is&lt;/i&gt; a man?) &lt;i&gt;&amp;quot;A miserable little pile of secrets!&amp;quot;&lt;/i&gt;
&lt;br /&gt;&lt;br /&gt;
I hang out and make trouble at &lt;a href="http://www.gamespite.com"&gt;Gamespite&lt;/a&gt; because sometimes I learn something new. Today, for example, I learned through a fellow forum comrade named eirikr that Dracula&amp;#39;s riddle is not his own. It was, in fact, lifted from a French author named &lt;a href="http://en.wikipedia.org/wiki/Malraux"&gt;Andre Malraux&lt;/a&gt;. Interestingly, Malraux was born in 1901, meaning he picked up the quote from Dracula during a time jaunt through the Carpathian Mountains. Damn, I need to manipulate some kids into writing this down for a history project. These are TRUFAX being doled out here, people. Remember them, and pass them onto your children.
&lt;br /&gt;&lt;br /&gt;
If you&amp;#39;re interested in the source material, check out &lt;a href="http://www.amazon.com/Big-Curmudgeon-Outrageously-Cantankerous-Commentators/dp/1579126979/ref=pd_bbs_sr_1?ie=UTF8&amp;amp;s=books&amp;amp;qid=1217298945&amp;amp;sr=8-1"&gt;The Big Curmudgeon: 2,500 Outrageously Irreverent Quotations from World-Class Grumps and Cantankerous Commentators.&lt;/a&gt; If you can recite the book&amp;#39;s title to the store clerk before running out of breath and dying, that is.
&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/2008/07/14/games-to-film-paul-w-s-anderson-s-castlevania.aspx"&gt;Games to Film: Paul W.S. Anderson&amp;#39;s Castlevania&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/18/games-to-movies-why-is-it-so-gad-danged-hard.aspx"&gt;Games To Movies: Why Is It So Gad-Danged Hard?&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/04/when-good-developers-go-bad-koji-igarashi.aspx"&gt;When Good Developers Go Bad: Koji Igarashi&lt;/a&gt;&lt;a&gt;
&lt;/a&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=113095" width="1" height="1"&gt;</description><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/castlevania/default.aspx">castlevania</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/dracula+x/default.aspx">dracula x</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/koji+igarashi/default.aspx">koji igarashi</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/castlevana_3A00_+symphony+of+the+night/default.aspx">castlevana: symphony of the night</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/what+is+a+man/default.aspx">what is a man</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/dracula/default.aspx">dracula</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/bad+quotes/default.aspx">bad quotes</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/angry+french+dudes/default.aspx">angry french dudes</category></item><item><title>Screen Test: Fragile</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/07/22/screen-test-fragile.aspx</link><pubDate>Tue, 22 Jul 2008 18:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:111481</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=111481</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/07/22/screen-test-fragile.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/2008/07/23-End/08072201.jpg"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/07/23-End/08072201.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;I’m as bad as every other slavering fanboy on the internet when it comes to Wii software, ranting about the garbage publishers have vomited onto the system, games that would have been visual embarrassments on the Dreamcast with gameplay that makes Tamagotchis seem like the most sophisticated machines on earth. Instead of a new 2D adventure, Konami makes a &lt;i&gt;Castlevania&lt;/i&gt; fighting game. Instead of a brand new &lt;i&gt;Rygar&lt;/i&gt; game, Tecmo ports over a six year-old PS2 title. Instead of a fresh &lt;i&gt;Resident Evil&lt;/i&gt;, Capcom makes a glorified light gun game. 
&lt;br /&gt;&lt;br /&gt;
The worst part is that some people are making very promising titles for the Wii, yet no one knows about them. Case in point: Namco’s &lt;i&gt;Fragile&lt;/i&gt;. 
&lt;br /&gt;&lt;br /&gt;

&lt;a href="http://nerve.com/CS/blogs/61fps/2008/07/23-End/ss2.jpg"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/07/23-End/ss2.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
All anyone knows about &lt;i&gt;Fragile&lt;/i&gt; at this point (some eighteen months after its announcement) is that it takes place after the end of the world. You play as a young man named Seto and you explore an abandoned earth. It’s developed by tri-Crescendo and Namco says it’s an RPG. It is also absolutely gorgeous. 
&lt;br /&gt;&lt;br /&gt;

&lt;a href="http://nerve.com/CS/blogs/61fps/2008/07/23-End/shot0058.jpg"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/07/23-End/shot0058.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
If more games on Wii looks like &lt;i&gt;Fragile&lt;/i&gt;, I probably wouldn’t spend so much time ranting about it.
&lt;br /&gt;&lt;br /&gt;

&lt;a href="http://nerve.com/CS/blogs/61fps/2008/07/23-End/ss1.jpg"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2008/07/23-End/ss1.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://neogaf.com/forum/showpost.php?p=12085182&amp;amp;postcount=148"&gt;
Many thanks to NeoGAF user Stormbringer for pointing us to these new screens. Check out the rest right here.&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;&lt;b&gt;
Previous Screen Tests: &lt;/b&gt;&lt;br /&gt; &lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/26/screen-test-fallout-3.aspx"&gt;
Fallout 3 &lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/19/screen-test-final-fantasy-versus-xiii.aspx"&gt;
Final Fantasy Versus XIII &lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/10/screen-test-star-wars-the-force-unleashed.aspx"&gt;
Star Wars: The Force Unleashed &lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/29/screen-test-alone-in-the-dark.aspx"&gt;
Alone in the Dark &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;
Silent Hill Homecoming&lt;/a&gt;

&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=111481" 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/screen+test/default.aspx">screen test</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/castlevania/default.aspx">castlevania</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/resident+evil+2/default.aspx">resident evil 2</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/tri-crescendo/default.aspx">tri-crescendo</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/tecmo/default.aspx">tecmo</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/namco/default.aspx">namco</category></item><item><title>E3 Day 3: No Alarms and No Surprises</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/07/16/e3-day-3-no-alarms-and-no-surprises.aspx</link><pubDate>Wed, 16 Jul 2008 18:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:110187</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=110187</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/07/16/e3-day-3-no-alarms-and-no-surprises.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2008/07/16-22/No%20Surprises.JPG"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2008/07/16-22/No%20Surprises.JPG" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
With the Big Three’s press conferences out of the way, E3 has settled into immersion mode, the vast majority of the press and publishers getting into a groove of demoing games, showing off videos, and hosting meeting after meeting after meeting. Publishers Take-Two, Konami, Ubisoft, and Capcom have all held press conferences and the extent of big news was the Capcom’s making a movie out of their sci-fi shooter &lt;i&gt;Lost Planet&lt;/i&gt; and Ubisoft is making a game called &lt;i&gt;I Am Alive&lt;/i&gt;, in which the player tries to survive natural disasters. Exciting stuff, eh?
&lt;br /&gt;&lt;br /&gt;
Not to beat a dead horse — 61 Frames Per Second prides itself on beating only a select number of dead horses — but what, exactly, is the point of this year’s E3? It certainly seems to be running more smoothly than 2007’s air-hangar-showroom debacle, but it’s become clear that everyone in the business of making games is not using the event as a venue for announcing new titles. The obvious implication is that, with the expansion of the gaming audience and the broadening of mass market releases throughout the year, publishers no longer need a centralized event to show North America what’s on the horizon. 
&lt;br /&gt;&lt;br /&gt;
There is, however, a more subtle implication.
&lt;br /&gt;&lt;br /&gt;
The lack of marquee title announcements at E3 2008 shows that the business of game creation has finally adapted to the information age. Now that the main source of gaming news and coverage is online venues and any-and-all information (&lt;a href="http://kotaku.com/5026035/ps3-press-conference-rehearsal-crashed-by-mystery-blogger"&gt;right down to press conference rehearsals&lt;/a&gt;) is transmitted to the public instantaneously, the preview cycle for videogames is shortening. Games could be shown in early, unplayable states in the past because of the delay of that information reaching consumers and enthusiasts. It takes a month to put together a print magazine, publish it, and get it into readers hands, a whole other month for creators to work on their games before anyone sees or hears about them. Now, things are being kept under wraps until they’re in a state where they’re in a form close to finished.
&lt;br /&gt;&lt;br /&gt;
The internet broke you, E3. Now go away.
&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/2008/07/14/e3-day-one-micrsoft-sony-final-fantasy-and-for-whom-the-bell-tolls.aspx"&gt;
E3 Day 1: Microsoft, Sony, Final Fantasy, and For Whom the Bell Tolls&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://www.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 2: Spin, Malaise, Sony&amp;#39;s New Clothes, and Nintendo&amp;#39;s True Disruption&lt;/a&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=110187" 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/capcom/default.aspx">capcom</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/ubisoft/default.aspx">ubisoft</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/take-two/default.aspx">take-two</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/e3/default.aspx">e3</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/i+am+alive/default.aspx">i am alive</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/lost+planet/default.aspx">lost planet</category></item><item><title>Why Dontcha Cry About It, Saddle Bags: Konami Sues Viacom Over Rock Band</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/07/10/why-dontcha-cry-about-it-saddle-bags-konami-sues-viacom-over-rock-band.aspx</link><pubDate>Thu, 10 Jul 2008 20:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:108470</guid><dc:creator>John Constantine</dc:creator><slash:comments>4</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=108470</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/07/10/why-dontcha-cry-about-it-saddle-bags-konami-sues-viacom-over-rock-band.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2008/07/08-15/SADPANDA.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2008/07/08-15/SADPANDA.jpg" align="right" border="0" alt="" /&gt;&lt;/a&gt;
It seems that &lt;i&gt;Rock Revolution&lt;/i&gt; isn’t the only way Konami is responding to Harmonix’s meteoric rise to music-videogame power. The house of &lt;i&gt;Castlevania &lt;/i&gt;announced that they are suing Viacom, MTV Games’ parent company, and Harmonix specifically because &lt;i&gt;Rock Band&lt;/i&gt; and its instrument peripherals violate Konami patents. According to Bloomberg.com, the patents in question detail, “simulated musical instruments, a music-game system and a ‘musical-rhythm matching game.’” They are not, however, suing Activision or Red Octane, makers of the current incarnation of &lt;i&gt;Guitar Hero&lt;/i&gt;. &lt;i&gt;Guitar Hero&lt;/i&gt; and its original guitar peripheral were themselves designed by Harmonix, so it seems peculiar that Konami wouldn’t direct their hissy-fit at them as well. 
&lt;br /&gt;&lt;br /&gt;
What do you think FPSers? Does Konami have a leg to stand on or are they just being babies because no one likes their music games anymore?
&lt;br /&gt;&lt;br /&gt;
Our thanks to &lt;a href="http://www.bloomberg.com/apps/news?pid=20601101&amp;amp;sid=aHQODoKwFYrA&amp;amp;refer=japan"&gt;Bloomberg&lt;/a&gt; and &lt;a href="http://www.neogaf.com/forum/showthread.php?t=326503"&gt;NeoGAFer TheOddOne&lt;/a&gt; for alerting us to the breaking news.&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/2008/06/25/you-got-served-zubo-puts-music-in-your-combat.aspx"&gt;
You Got Served: Zubo Puts Music in Your Combat&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/24/everyone-should-be-able-to-rock.aspx"&gt;
Everyone Should Be Able to Rock&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/23/whatcha-playing-a-little-singin-a-little-dancin.aspx"&gt;
Whatcha Playing: A Little Singin’, A Little Dancin’&lt;/a&gt;
&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=108470" 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/konami/default.aspx">konami</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/guitar+hero/default.aspx">guitar hero</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/rock+band/default.aspx">rock band</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mtv+games/default.aspx">mtv games</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/activision/default.aspx">activision</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/rock+revolution/default.aspx">rock revolution</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/harmonix/default.aspx">harmonix</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/red+octane/default.aspx">red octane</category></item><item><title>Everyone Should Be Able to Rock</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/06/24/everyone-should-be-able-to-rock.aspx</link><pubDate>Tue, 24 Jun 2008 17:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:104259</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=104259</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/06/24/everyone-should-be-able-to-rock.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2008/06/23-End/WorldTour.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2008/06/23-End/WorldTour.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
When Konami announced &lt;i&gt;Rock Revolution&lt;/i&gt; &lt;/font&gt;&lt;font size="2"&gt;back in May&lt;/font&gt;&lt;font size="2"&gt;, their re-entry into the rock and roll videogame arena, you could practically hear the gaming world’s exasperation, eyes rolling, sighs exhaled in unison. No one wants stagnation, obviously. Guitar Hero’s fresh approach to music games revolutionized the industry three years ago, a feat Konami’s GuitarFreaks hadn’t managed in the better part of a decade. But no one wants clutter. Yet another band game hitting the public means yet another set of proprietary instrument controllers. &lt;a href="http://kotaku.com/gaming/playstation-3/activision-blocks-rock-band-patch-kills-ghiii-guitar-support-333236.php"&gt;Problematic, considering the precedent set by Activision last fall&lt;/a&gt;. They made it abundantly clear that they’re not interested in having their instruments completely compatible with another publisher’s software, a point they’ve reiterated by developing brand new drum, guitar, and microphone peripherals (with different functions than those made by MTV Games for Rock Band) for the upcoming&lt;i&gt; Guitar Hero: World Tour&lt;/i&gt;. It seems that Konami’s chosen a more reasonable approach. &lt;a href="http://www.mtv.com/news/articles/1589855/20080623/id_0.jhtml"&gt;Konami associate producer Keith Matejka told MTV News’ Patrick Klepek&lt;/a&gt;, &amp;quot;Compatibility is a big issue for music games. Peripherals are expensive for the user and they are expensive to produce. The existing peripherals all deliver only a slightly different gameplay experience. Different teams have varying perspectives on what should be compatible with each game. I think all guitar- and drum-based games need to be compatible with each other to some level.&amp;quot;
&lt;br /&gt;&lt;br /&gt;
He’s absolutely right, and not just from a consumer friendliness perspective. While they’ve sold millions of $90 guitar-and-game sets over the past few years, it’s impossible for Activision to continue monopolizing the market as competition continues to grow. Every publisher making an instrument based game is going to have to contend with the market saturation born out of their own success; people simply won’t buy new instruments every year. For the music game genre to be successful going forward, Activision, MTV Games, Konami, and whoever else joins the fray will need to swallow the same bitter pill hardware manufacturers have choked on for years. The money’s in better software, not gear.
&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/2008/05/23/whatcha-playing-a-little-singin-a-little-dancin.aspx"&gt;
Whatcha Playing: A Little Singin&amp;#39;, A Little Dancin&amp;#39;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/23/the-magical-mystery-tour-is-coming-to-take-you-away.aspx"&gt;
The Magical Mystery Tour is Coming to Take You Away&lt;/a&gt;
&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=104259" 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/konami/default.aspx">konami</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/guitar+hero/default.aspx">guitar hero</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/rock+band/default.aspx">rock band</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/mtv+games/default.aspx">mtv games</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/activision/default.aspx">activision</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/rock+revolution/default.aspx">rock revolution</category></item></channel></rss>