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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 : okami</title><link>http://www.nerve.com/CS/blogs/61fps/archive/tags/okami/default.aspx</link><description>Tags: okami</description><dc:language>en</dc:language><generator>CommunityServer 2007.1 (Build: 20910.1126)</generator><item><title>Chiptune Friday: Spring Is In the Air With Okami</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2009/03/13/chiptune-friday-spring-is-in-the-air-with-okami.aspx</link><pubDate>Fri, 13 Mar 2009 14:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:184974</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=184974</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2009/03/13/chiptune-friday-spring-is-in-the-air-with-okami.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/2009/03/OKKKKKKAMI.jpg"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/2009/03/OKKKKKKAMI.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Two truths. Today is March 13th. It will not be spring for another eight days. Also, the original soundtrack to &lt;i&gt;Okami &lt;/i&gt;is not chiptune. At all. In fact, it is fully orchestrated and entrenched in traditional Japanese composition, a far cry from the heavy metal and pop roots of the blissed-out blip songs composed on the NES or similar consoles.
&lt;br /&gt;&lt;br /&gt;
Have you gone outside though? It is freaking gorgeous out there. It may rain, it may be cloudy, but the bitter miasma of late winter has lifted, washed away as if by… a celestial brush! Given, it’s likely that the fine weather is a result of the Earth’s natural solar orbit and axial spin, but I like to think that there’s a sun goddess wolf out there making it nice outside. I’m going to find her. We’ll go to the park and play fetch. Beautiful women will be all, “Oh your dog is beautiful!” And I’ll be all, “Check dis.” Then Amaterasu will make a bushel of fragrant botanicals grow at our feet. 
&lt;br /&gt;&lt;br /&gt;
Here are three selections from the &lt;i&gt;Okami &lt;/i&gt;soundtrack. Listen, be in bloom, and grab your DS or PSP. Go play outside today!
&lt;br /&gt;&lt;i&gt;&lt;br /&gt;
The Great Goddess Amaterasu’s Revival&lt;/i&gt;
&lt;br /&gt;&lt;br /&gt;
&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/qZdp_obcwlQ&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/qZdp_obcwlQ&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;We’ll Always Be Together!
&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;
&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/KZrdKuWQiuc&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/KZrdKuWQiuc&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;Two People Gazing At Each Other
&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;
&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/KNw9_Lc-YHU&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/KNw9_Lc-YHU&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" width="425" height="344"&gt;&lt;/object&gt;
&lt;br /&gt; &lt;br /&gt;
&lt;b&gt;Related links:
&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2009/03/06/chiptune-friday-ethernet-s-theme-for-the-water-shrine-makes-me-want-to-adventure-and-possibly-defeat-an-ancient-evil.aspx"&gt;Chiptune Friday: Ethernet’s “Theme For the Water Shrine” Makes Me Want to Adventure and Possibly Defeat an Ancient Evil&lt;/a&gt;&lt;br /&gt;

&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2009/01/23/chiptune-friday-trip-to-the-beat.aspx"&gt;
Chiptune Friday: Trip to the Beat &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/controlpanel/blogs/Best%20NES%20End%20Credits%20Music%20in%20the%20History%20of%20NES%20End%20Credits%20Music"&gt;Best NES End Credits Music in the History of NES End Credits Music&lt;/a&gt; &lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/12/12/chiptune-friday-shut-up-and-jam.aspx"&gt;Chiptune Friday: Shut Up and Jam! &lt;/a&gt;&lt;br /&gt;
&lt;a href="http://nerve.com/CS/blogs/61fps/archive/2008/11/21/chiptune-friday-blaze-a-blaze-in-the-mushroom-kingdom.aspx"&gt;Chiptune Friday: Blaze a Blaze in the Mushroom Kingdom
&lt;/a&gt;
&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=184974" 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/platinum+games/default.aspx">platinum games</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/clover+studios/default.aspx">clover studios</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/atsushi+inaba/default.aspx">atsushi inaba</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/playstation+2/default.aspx">playstation 2</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/chiptune+friday/default.aspx">chiptune friday</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/okami/default.aspx">okami</category></item><item><title>Okami and the Problem of Collecting</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2009/02/03/okami-and-the-problem-of-collecting.aspx</link><pubDate>Tue, 03 Feb 2009 20:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:170958</guid><dc:creator>Cole Stryker</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=170958</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2009/02/03/okami-and-the-problem-of-collecting.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;&amp;nbsp;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/01/okami_09.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2009/01/okami_09.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;/font&gt;&lt;/p&gt;&lt;p&gt;&lt;font size="2"&gt;I finally finished &lt;i&gt;Okami&lt;/i&gt; on the Wii. There were parts of it that I adored, and parts that I found infurating. I talked a bit about &lt;i&gt;Okami&lt;/i&gt;&amp;#39;s wealth of collectables earlier, but I&amp;#39;m not quite done whinging about it.&amp;nbsp;&lt;/font&gt;&lt;/p&gt;&lt;p&gt;&lt;font size="2"&gt;I could list the items that one can collect in &lt;i&gt;Okami, &lt;/i&gt;but it would be pages long&lt;i&gt;. &lt;/i&gt;Most of these are only useful as currency,&amp;nbsp; and have no meaningful function beyond getting more items&lt;i&gt;. &lt;/i&gt;All this becomes a chore very quickly, and I see it as the Achilles heel of adventure games at large. &lt;i&gt;The Legend of Zelda: Windwaker&lt;/i&gt; was especially guilty of this, but &lt;i&gt;Okami&lt;/i&gt; blows it out of the, uh, water.&amp;nbsp; &lt;/font&gt;&lt;/p&gt;&lt;p&gt;&lt;font size="2"&gt;I was able to finish the game after thirty hours. I could have easily completed it in half that time if I wasn&amp;#39;t regularly prompted to dig up treasure, bomb a wall, break a barrel, slice through tall grasses, or water a plant. What&amp;#39;s more, completists could spend another fifteen hours finding all the game&amp;#39;s hidden items.&amp;nbsp;&lt;/font&gt;&lt;/p&gt;&lt;p&gt;&lt;font size="2"&gt;What&amp;#39;s especially annoying is that these games insist on providing the player with little cinematic sequences, irritating sound effects, and worst of all, dialogue boxes. &amp;quot;You found a pearl.&amp;quot; Ok, great. I see that a pearl popped out of that chest. &amp;quot;It shines in the sunlight.&amp;quot; Augh! Why do we have to click through this description every single time? &lt;a href="http://i36.tinypic.com/2u3wn0j.jpg" target="_blank"&gt;FFFFFFUUUUUUUU-&lt;/a&gt;&lt;/font&gt;&lt;/p&gt;&lt;p&gt;&lt;font size="2"&gt;&lt;font size="2"&gt;I pick on Okami because it&amp;#39;s otherwise so graceful. But why does the game have to constantly hold our hands? With your sidekick constantly giving you advice, I am reminded of &lt;a href="http://www.actionbutton.net/?p=295" target="_blank"&gt;Tim Rogers&amp;#39;s thoughts&lt;/a&gt; on Shigeru Miyamoto:&amp;nbsp;&lt;/font&gt;&lt;/font&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p&gt;&lt;font size="2"&gt;&lt;font size="2"&gt;Maybe he’d played the latest &lt;i&gt;Zelda&lt;/i&gt; games, where a blasted text
box will scream at you about the function of a key every single god
damned time you pick up a key: “You got a magic key! . . . This is a
magic key! . . . It can be used to unlock one door! After unlocking one
door, this magic key will vanish!” &lt;/font&gt;&lt;/font&gt;&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;&lt;font size="2"&gt;&lt;font size="2"&gt;I call these items &amp;quot;currencies&amp;quot; because they have no intrinsic value. They are only used to trade in for other things that actually help you in the game. Get rid of them. They drag down the pace of the game and make me want to just give up. Some might argue that because these items are &amp;quot;optional&amp;quot;, and can be easily ignored. No. I&amp;#39;d rather have one nice steak dinner than eat twenty cheeseburgers from White Castle, even if you give me the option to forego the bun. &lt;br /&gt;&lt;/font&gt;&lt;/font&gt;&lt;/p&gt;&lt;p&gt;&lt;font size="2"&gt;&lt;font size="2"&gt;&lt;b&gt;Related Links:&amp;nbsp; &lt;br /&gt;&lt;/b&gt;&lt;/font&gt;&lt;/font&gt;&lt;/p&gt;&lt;font size="2"&gt;&lt;font size="2"&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2009/01/15/whatcha-playing-okami.aspx"&gt;Whatcha Playing?: Okami&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/13/clover-returns-heavy-as-platinum.aspx"&gt;Clover Returns, Heavy as Platinum&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/10/watcha-playing-lost-winds.aspx"&gt;Watcha Playing: Lost Winds&lt;/a&gt;&lt;/font&gt;&lt;/font&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=170958" 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/cole+stryker/default.aspx">cole stryker</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/okami/default.aspx">okami</category></item><item><title>Whatcha Playing?: Okami</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2009/01/15/whatcha-playing-okami.aspx</link><pubDate>Thu, 15 Jan 2009 22:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:165204</guid><dc:creator>Cole Stryker</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=165204</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2009/01/15/whatcha-playing-okami.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/2009/01/okami_09.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/2009/01/okami_09.jpg" width="420" border="0" height="315" alt="" /&gt;&lt;/a&gt;&amp;nbsp;&lt;/font&gt;&lt;/p&gt;&lt;p&gt;&lt;font size="2"&gt;I finally got around to playing &lt;i&gt;Okami&lt;/i&gt; on the Wii this week. I really wanted to enjoy the game, but it&amp;#39;s difficult for me to get past all the collecting and endless NPC conversations that drag down the pace of the game. It seems that the only complaint most critics had with the Wii version is its poorly implemented Celestial Brush controls. Sure these are annoying, but I think that they are far from the game&amp;#39;s cardinal sin. &lt;/font&gt;&lt;/p&gt;&lt;p&gt;&lt;font size="2"&gt;&lt;font size="2"&gt;It&amp;#39;s basically a Zelda game, for better and for worse. It looks great. The world is a joy to traverse, and the ancient oriental flourishes are a welcome change of pace from the usual medieval sword and sorcery. It&amp;#39;s a stylistic triumph.&amp;nbsp; &lt;/font&gt;&lt;/font&gt;&lt;/p&gt;&lt;p&gt;&lt;font size="2"&gt;&lt;font size="2"&gt;The thing I hate most about action-adventure games is the impulse that the developers have to litter the game&amp;#39;s environment with collectables. It&amp;#39;s repetitious and it prevents me from enjoying the beautiful surroundings. Just once I&amp;#39;d like to pass through a forest without having to dig up medallions, shake fruit out of trees, or cut through grass in order to collect butterflies or beetles or some other meaningless token. It&amp;#39;s lazy game design. I&amp;#39;d much rather play a game half as long if it were stripped of the mundane.&amp;nbsp;&lt;/font&gt;&lt;/font&gt;&lt;/p&gt;&lt;p&gt;&lt;font size="2"&gt;&lt;font size="2"&gt;The other drawback is a bevy of bloated dialogue. Fortunately most of it is skippable, but it would have been even better to eliminate the player&amp;#39;s annoying sidekick who serves to state the obvious constantly. &lt;/font&gt;&lt;/font&gt;&lt;/p&gt;&lt;p&gt;&lt;font size="2"&gt;&lt;font size="2"&gt;Why can&amp;#39;t more 3D adventure games be like &lt;i&gt;Cave Story&lt;/i&gt;?&amp;nbsp; &lt;br /&gt;&lt;/font&gt;&lt;/font&gt;&lt;/p&gt;&lt;p&gt;&lt;font size="2"&gt;&lt;font size="2"&gt;&lt;b&gt;Related Links:&amp;nbsp;&lt;/b&gt; &lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/19/whatcha-playing-cleaning-house-finding-roots.aspx"&gt;Whatcha Playing: Cleaning House, Finding Roots&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2009/01/14/whatcha-playing-fusionfall.aspx"&gt;Whatcha Playing: FusionFall&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2009/01/05/whatcha-playing-persona-fallout-and-the-trans-pacific-rpg-ideal.aspx"&gt;Whatcha Playing: Persona, Fallout, and the Trans-Pacific RPG Ideal&lt;/a&gt;&lt;/font&gt;&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=165204" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/whatcha+playing/default.aspx">whatcha playing</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/cole+stryker/default.aspx">cole stryker</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/okami/default.aspx">okami</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/port/default.aspx">port</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/cave+story/default.aspx">cave story</category></item><item><title>Play It Again, Sam</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/08/08/play-it-again-sam.aspx</link><pubDate>Fri, 08 Aug 2008 15:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:115925</guid><dc:creator>Amber Ahlborn</dc:creator><slash:comments>3</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.nerve.com/CS/blogs/61fps/rsscomments.aspx?PostID=115925</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/08/08/play-it-again-sam.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/Repeats.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/Repeats.jpg" border="0" alt="" /&gt;&lt;/a&gt;
&lt;br /&gt;&lt;br /&gt;
How many times have you bought the same game?  I don&amp;#39;t mean full on remakes like &lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/08/rebuttal-say-what-about-metroid-zero-mission.aspx" target="_blank"&gt;&lt;i&gt;Metroid: Zero Mission&lt;/i&gt;&lt;/a&gt; or sports games sequels where they dusted off the old engine and updated the roster.  I mean how many games did you repurchase because it was a special edition with some new features, or it was released for a different home system, or it was the hand held version?
&lt;br /&gt;&lt;br /&gt;
I usually buy games once.  I&amp;#39;m not interested in &lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/02/the-chrono-trigger-port-are-you-excited-or-disappointed.aspx" target="_blank"&gt;&lt;i&gt;Chrono Trigger&lt;/i&gt;&lt;/a&gt; DS because I own the SNES cart.  I don&amp;#39;t pick up a lot of the popular Virtual Console games because I have the originals.  When the GBA was shiny and new, I bought the hand held version of &lt;i&gt;Super Mario Bros. 2&lt;/i&gt; (&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/03/the-five-greatest-enhanced-remakes-and-five-that-weren-t-so-great-part-3.aspx" target="_blank"&gt;&lt;i&gt;Super Mario Advance&lt;/i&gt;&lt;/a&gt;) then immediately wondered why.  I already owned it in the &lt;i&gt;Super Mario All Stars&lt;/i&gt; compilation for the SNES so I sold my GBA version.
&lt;br /&gt;&lt;br /&gt;
Presently, I&amp;#39;m on the fence about re-buying &lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/05/13/clover-returns-heavy-as-platinum.aspx" target="_blank"&gt;&lt;i&gt;Okami&lt;/i&gt;&lt;/a&gt;.  When &lt;i&gt;Okami&lt;/i&gt; was exclusive to the PS2, I was among the indignant Wii owners who felt the game&amp;#39;s brush mechanic was tailor made for the Wii and how could they not release it on that system.  After the PS2 game was out, I was among the righteous fans who felt this wonderful title was criminally under appreciated and how lame was everybody else for not buying it.
&lt;br /&gt;&lt;br /&gt;
Fast forward to the present and &lt;i&gt;Okami&lt;/i&gt; has seen a re-release.  It&amp;#39;s on the system I wanted it to be on and I have a chance to throw my support behind a fantastic game a second time.  But I already own it on the PS2 and is it really worth a re-purchase?  
&lt;br /&gt;&lt;br /&gt;
Have any games compelled you to buy them again?  If so, why?  What was the deal clincher?  Speaking of deal clinchers, what games would you snap up a second copy in a heart beat if it saw a re-release?  &lt;i&gt;Metroid Prime&lt;/i&gt; &lt;i&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/28/metroid-prime-trilogy-retrospective-part-one.aspx" target="_blank"&gt;1&lt;/a&gt;&lt;/i&gt; and &lt;i&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/29/metroid-prime-trilogy-retrospective-part-two.aspx" target="_blank"&gt;2&lt;/a&gt;&lt;/i&gt; with Wii pointer aiming?  &lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/29/to-earthbound-and-back-again.aspx" target="_blank"&gt;&lt;i&gt;Earthbound&lt;/i&gt;&lt;/a&gt; on the DS?  &lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/04/would-you-play-a-final-fantasy-vii-remake-hmmm.aspx" target="_blank"&gt;&lt;i&gt;Final Fantasy 7&lt;/i&gt;&lt;/a&gt; with updated graphics?  Mmmm, I could totally go for an updated &lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/07/to-be-a-pokemon-master.aspx" target="_blank"&gt;&lt;i&gt;Pokemon&lt;/i&gt; &lt;/a&gt;with maybe an enhanced monster roster...oh wait.
&lt;br /&gt;&lt;br /&gt;
&lt;br /&gt;&lt;b&gt;&lt;br /&gt;
Related Links&lt;/b&gt;
&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/04/would-you-play-a-final-fantasy-vii-remake-hmmm.aspx" target="_blank"&gt;Would You Play a Final Fantasy VII Remake?  Hmmm?&lt;/a&gt;
&lt;br /&gt;&lt;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" target="_blank"&gt;Are You Buying Final Fantasy IV DS?
&lt;/a&gt;
&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/07/02/the-chrono-trigger-port-are-you-excited-or-disappointed.aspx" target="_blank"&gt;The Chrono Trigger Port: Are You Excited or Disappointed?&lt;/a&gt;
&lt;br /&gt;&lt;br /&gt;
&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/08/01/metroid-wishful-thinking.aspx" target="_blank"&gt;Metroid: Wishful Thinking
&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=115925" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/metroid/default.aspx">metroid</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/remake/default.aspx">remake</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/wii/default.aspx">wii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/snes/default.aspx">snes</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/amber+ahlborn/default.aspx">amber ahlborn</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/chrono+trigger/default.aspx">chrono trigger</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ps2/default.aspx">ps2</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/ds/default.aspx">ds</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/okami/default.aspx">okami</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/super+mario+advance/default.aspx">super mario advance</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/gba/default.aspx">gba</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/special+edition/default.aspx">special edition</category></item><item><title>Trailer Review - Captain Rainbow</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/07/09/trailer-review-captain-rainbow.aspx</link><pubDate>Wed, 09 Jul 2008 19:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:107941</guid><dc:creator>Derrick Sanskrit</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=107941</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/07/09/trailer-review-captain-rainbow.aspx#comments</comments><description>&lt;p&gt;&lt;font size="2"&gt;&lt;img src="http://nerve.com/CS/blogs/61fps/captrainbow.jpg" alt="" align="right" border="" height="153" hspace="" width="250" /&gt;&lt;a href="http://www.skiptokyo.com/" target="_blank"&gt;skip LTD.&lt;/a&gt; are not a second-party Nintendo developer, though a look at their game catalogue might have you believe otherwise. They are responsible for six of the seven delightfully simple &lt;i&gt;BitGeneration&lt;/i&gt; games for the GameBoy Advance as well as the colorful and charming &lt;i&gt;Chibi-Robo&lt;/i&gt; on Gamecube and its DS sequel &lt;i&gt;Park Patrol&lt;/i&gt;. Vibrant, energetic, genre-defying, critically-acclaimed all-ages games exclusive to Nintendo platforms, if you haven&amp;#39;t played any of these titles (and odds are 99% of gamers haven&amp;#39;t) you&amp;#39;re missing out on some truly special experiences.&lt;br /&gt;&lt;br /&gt;
Now skip are turning their attention to the Wii, and they&amp;#39;ve brought along a yoyo-slinging Captain Planet wannabe. &lt;br /&gt;&lt;br /&gt;
Without understanding a word of this trailer outside of the game&amp;#39;s title, this new superhero seems to be a logical progression from &lt;i&gt;Chibi-Robo&lt;/i&gt;&amp;#39;s &lt;a href="http://www.youtube.com/watch?v=u7bvwuvwha0" target="_blank"&gt;Drake Redcrest&lt;/a&gt; and &lt;i&gt;Park Patrol&lt;/i&gt;&amp;#39;s General Greenthumb. Its a pleasant surprise, though, that the game&amp;#39;s graphics look to be a delicious mix of &lt;i&gt;Chibi-Robo&lt;/i&gt; and &lt;i&gt;Okami&lt;/i&gt;. Even more surprising...holy crap, is that Birdo?! That&amp;#39;s &lt;i&gt;totally&lt;/i&gt; Birdo! Sweet!
&lt;/p&gt;&lt;p&gt;&lt;object width="425" height="350"&gt; &lt;param name="movie" value="http://www.youtube.com/v/0yEhvG4jYoQ"&gt; &lt;/param&gt; &lt;embed src="http://www.youtube.com/v/0yEhvG4jYoQ" type="application/x-shockwave-flash" width="425" height="350"&gt; &lt;/embed&gt; &lt;/object&gt;&lt;/p&gt;&lt;p&gt;&lt;font size="2"&gt;
No idea what is being said in this Japanese trailer, but really, who cares? There&amp;#39;s a boy who turns into a rainbow-clad superhero with a yoyo. There&amp;#39;s a dishpan gag in case you forgot this game is made by the same crew that made Chibi-Robo (because the TV and surrounding area at the beginning of the video don&amp;#39;t look exactly like the one in the lovable Gamecube gem). There&amp;#39;s some pretty particle effects. There&amp;#39;s Birdo with an appropriately confused sounding male voice. And &lt;a href="http://www.1up.com/do/newsStory?cId=3168600" target="_blank"&gt;according to 1up&lt;/a&gt;, there&amp;#39;s the promise of more third-string Nintendo characters! If this game gets localized for North America, I&amp;#39;ve already seen enough to make it a guaranteed first-day purchase for me.&lt;br /&gt;&lt;br /&gt; Thanks to &lt;a href="http://wiifolder.com/" target="_blank"&gt;WiiFolder&lt;/a&gt; for posting the sweet video!&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;Previous trailer reviews:&lt;/span&gt;&lt;br /&gt;&lt;a href="http://www.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;Mega Man 9 &amp;amp; Chrono Trigger DS&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/26/trailer-review-densetsu-no-stafi-5.aspx"&gt;Densetu No Stafi 5&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/archive/2008/06/18/trailer-review-sonic-unleashed.aspx"&gt;Sonic Unleashed&lt;/a&gt;&lt;/font&gt;
&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=107941" 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/nintendo+ds/default.aspx">nintendo ds</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/derrick+sanskrit/default.aspx">derrick sanskrit</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/okami/default.aspx">okami</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/gameboy+advance/default.aspx">gameboy advance</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/chibi-robo/default.aspx">chibi-robo</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/captain+rainbow/default.aspx">captain rainbow</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/skip/default.aspx">skip</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/bit+generations/default.aspx">bit generations</category></item><item><title>Gimmick: not a dirty word</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/06/11/gimmick-not-a-dirty-word.aspx</link><pubDate>Wed, 11 Jun 2008 18:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:100487</guid><dc:creator>Amber Ahlborn</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=100487</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/06/11/gimmick-not-a-dirty-word.aspx#comments</comments><description>&lt;a href="http://www.nerve.com/CS/blogs/61fps/3%20novel%20games.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/3%20novel%20games.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
&lt;p&gt;&lt;font size="2"&gt;In the beginning, every game was a novelty, because every game concept was new and untested.  As the industry matured, genres became defined, and basic gaming mechanics were established.  The majority of titles walk these well tread paths.  That&amp;#39;s not to say they do not invent, or that they are not creative.  It is simply true that most games are familiar in play and presentation.  Occasionally, beneath this canopy of common action games and everyday shooters, you might find something unusual.  
&lt;br /&gt;&lt;br /&gt;
Games with gimmicks don&amp;#39;t necessarily break open new genres or reinvent old ones.  They simply add a little something special to the classic mix.  When based upon a solid foundation, that novelty factor can be the deciding element on how memorable the game ultimately is.  Three games that showcase this extra push of notoriety are &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/Okami" target="_blank"&gt;Okami&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/Drawn_to_life" target="_blank"&gt;Drawn to Life&lt;/a&gt;,&lt;/i&gt; and &lt;a href="http://en.wikipedia.org/wiki/Paper_mario_the_thousand_year_door" target="_blank"&gt;&lt;i&gt;Paper Mario: The Thousand Year Door&lt;/i&gt;.&lt;/a&gt;
&lt;br /&gt;&lt;br /&gt;
&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/okami.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/okami.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;&lt;br /&gt;&lt;i&gt;
Okami &lt;/i&gt;is one of those games that you&amp;#39;ve probably heard of even if you&amp;#39;ve never played it.  A visual masterpiece with a unique ink and wash painting look, &lt;i&gt;Okami&lt;/i&gt; plays like a very polished &lt;a href="http://en.wikipedia.org/wiki/The_Legend_of_Zelda:_Twilight_Princess" target="_blank"&gt;Zelda&lt;/a&gt; style action adventure game.  While the basic game play follows the classic combat and exploration challenges, &lt;i&gt;Okami &lt;/i&gt;gives the player a unique tool: the Celestial Brush.  At any point in the game, the Celestial Brush can be whipped out to draw magical symbols that have physical effects.  Brush strokes can cause the wind to blow, the sun to shine, bombs to explode, or even enemies to be sliced in half.  The brush is just a gimmick, imparting the same types of power more traditional tools and weapons have for past heroes.  However, the act of drawing in these effects, independent of controlling the protagonist, creates a more direct and visceral feel of interaction with the game.  The brush is cool, and you never have to fumble through an inventory window to find the right item.
&lt;br /&gt;&lt;br /&gt;
&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/Drawn%20to%20Life.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/Drawn%20to%20Life.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;&lt;br /&gt;
Speaking of drawing, &lt;i&gt;Drawn to Life&lt;/i&gt; takes the concept of interacting with a game via your own art to its logical conclusion.  &lt;i&gt;Drawn to Life&lt;/i&gt; is a simple 2-D &lt;a href="http://en.wikipedia.org/wiki/Platform_game" target="_blank"&gt;platformer&lt;/a&gt; with some old school sensibilities.  Visually it is cute, highly polished, and smoothly animated.  By itself, it&amp;#39;s a decent little game but what makes it remarkable is the drawing mechanic.  You draw in your own hero.  Other elements in the game can also be drawn or colored in, but it&amp;#39;s the ability to design your own main character that&amp;#39;s really neat.  You are limited to a basic humanoid form, but even so, I was able to create a detailed orange dragon as my protagonist.  Maybe it&amp;#39;s an artist thing, but I probably doubled or even tripled the length of this game getting my personally contributed objects to look just right.  
&lt;br /&gt;&lt;br /&gt;
&lt;br /&gt;&lt;a href="http://www.nerve.com/CS/blogs/61fps/Paper%20Yoshi.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/Paper%20Yoshi.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;&lt;br /&gt;
Another game that takes the road less traveled artistically is &lt;i&gt;Paper Mario: The Thousand Year Door&lt;/i&gt;.  It is the second game in a quirky &lt;a href="http://en.wikipedia.org/wiki/Role_playing_game" target="_blank"&gt;RPG&lt;/a&gt; series that has its own unifying gimmick: everything is made of flat sheets of paper.  This certainly gives these titles a unique look.  Also, game mechanics revolving around the flatness of the characters is played upon to great affect.  Thousand Year Door adds its own novelty to the mix: an interactive audience.  The turn based battles take place upon a stage and timed button presses during the fights result in “stylish” moves and extra attacks.  Watching all of this is an audience that will respond to how well you perform.  Depending on how much the audience likes you, your characters can gain power and fill up super attack gages.  Aside from the mechanical benefits, playing to the audience is just fun and helps to make the battles more exciting.
&lt;br /&gt;&lt;br /&gt;
Often, the term gimmick is used as a negative descriptor, but gimmicks can add an extra spark of life to a game.  Novel approaches to old ideas keep things fresh and innovative.  Step out of your comfort zone.  Today is a good day to play something unusual.
&lt;br /&gt;&lt;br /&gt;
&lt;/font&gt;&lt;/p&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=100487" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/amber+ahlborn/default.aspx">amber ahlborn</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/okami/default.aspx">okami</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/paper+mario/default.aspx">paper mario</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/drawn+to+life/default.aspx">drawn to life</category></item><item><title>Watcha Playing: Lost Winds</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/06/10/watcha-playing-lost-winds.aspx</link><pubDate>Tue, 10 Jun 2008 17:00:00 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:100116</guid><dc:creator>Amber Ahlborn</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=100116</wfw:commentRss><comments>http://www.nerve.com/CS/blogs/61fps/archive/2008/06/10/watcha-playing-lost-winds.aspx#comments</comments><description>&lt;a href="http://www.nerve.com/CS/blogs/61fps/Lost%20Winds.jpg"&gt;&lt;img src="http://www.nerve.com/CS/blogs/61fps/Lost%20Winds.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
&lt;p&gt;&lt;font size="2"&gt;&lt;a href="http://en.wikipedia.org/wiki/Lost_winds" target="_blank"&gt;&lt;i&gt;Lost Winds&lt;/i&gt;&lt;/a&gt; is my first and presently only WiiWare title, but it has already set the bar pretty high.  When I first booted up this lovely little game and started playing with the wind, I was immediately put in mind of &lt;a href="http://en.wikipedia.org/wiki/Okami" target="_blank"&gt;&lt;i&gt;Okami&lt;/i&gt;&lt;/a&gt;.  Directing the wind is a lot like drawing with the Celestial Brush, except the wind works in real time, rather than pausing the game while I draw.  &lt;i&gt;Lost Winds&lt;/i&gt; is a whimsical title and a promising start for WiiWare.
&lt;br /&gt;&lt;br /&gt;
The game itself focuses on environmental puzzles and wind assisted two dimensional platforming.  Toku, the main character, can only run and climb up small ledges.  Luckily, he&amp;#39;s a small boy and can easily be carried by Enril, the Wind Spirit.  The wind is controlled via simple lines drawn with the remote&amp;#39;s pointer.  With easy gestures, I can use the wind to move Toku, flatten enemies, and knock the hero silly with boulders if I&amp;#39;m not careful.  All of the action takes place in a beautifully realized world.
&lt;br /&gt;&lt;br /&gt;
As an artist myself I take a keen interest in the art styles used in video games and I really like what&amp;#39;s been done in &lt;i&gt;Lost Winds&lt;/i&gt;.  The visuals are colorful and fanciful without being sugary sweet.  The geometric designs and story stills put me in mind of native South American art though I also note a lot of oriental influences in the setting.  It&amp;#39;s always nice to see an original style standing out from the current pack of games attempting realism.  It&amp;#39;s a standout title that has received quite a bit of appreciation from gamers.
&lt;br /&gt;&lt;br /&gt;&lt;i&gt;
Lost Winds&lt;/i&gt; has already garnered a lot of review praise along with one oft repeated criticism.  It&amp;#39;s too short.  I disagree.  The game thus far will only take a few hours, perfect for an evening of relaxed gaming.  It&amp;#39;s priced to match and ends with a “to be continued”.  I&amp;#39;ve enjoyed what I&amp;#39;ve played thus far and am looking forward to the next chapter.&lt;/font&gt;&lt;/p&gt;
&lt;br /&gt;&lt;br /&gt;&lt;img src="http://www.nerve.com/CS/aggbug.aspx?PostID=100116" width="1" height="1"&gt;</description><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/amber+ahlborn/default.aspx">amber ahlborn</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/lost+winds/default.aspx">lost winds</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/okami/default.aspx">okami</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/nintendo+wii/default.aspx">nintendo wii</category><category domain="http://www.nerve.com/CS/blogs/61fps/archive/tags/watcha+playing/default.aspx">watcha playing</category></item></channel></rss>