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		<title>It’s not about the hair – a look at DmC: Devil May Cry’s direction</title>
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		<pubDate>Fri, 25 May 2012 15:19:37 +0000</pubDate>
		<dc:creator>Gabriel Zamora</dc:creator>
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		<description><![CDATA[Capcom and Ninja Theory's upcoming action game collaboration DmC got off to a rocky start. Since its announcement during the Tokyo Game Show in 2010, fans have been extremely vocal with their criticisms of Dante's new look and the game's peculiar direction and aesthetics. As more information trickled out from Ninja Theory and Capcom, issues of greater concern came to light - such as the use of the Unreal Engine and the frame-rate hit as a result. As a fan of the series, I would like to address some of my own concerns about DmC in this article, and share my thoughts on the series as a whole and how DmC's changes stack up to previous games in the franchise.]]></description>
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<p>Capcom and Ninja Theory&#8217;s upcoming action game collaboration <em>DmC</em> got off to a rocky start. Since its announcement during the Tokyo Game Show in 2010, fans have been extremely vocal with their criticisms of Dante&#8217;s new look and the game&#8217;s peculiar direction and aesthetics. As more information trickled out from Ninja Theory and Capcom, issues of greater concern came to light &#8211; such as the use of the Unreal Engine and the frame-rate hit as a result. As a fan of the series, I would like to address some of my own concerns about <em>DmC</em> in this article, and share my thoughts on the series as a whole and how <em>DmC&#8217;s</em> changes stack up to previous games in the franchise.</p>
<p>I won&#8217;t linger too long on the &#8220;he said, she said&#8221; relationship between the developer and fans in the wake of <em>DmC</em>&#8216;s reveal. Both Ninja Theory as well as <em>Devil May Cry</em> fans have made some bold and silly statements. Fans have hardly been paragons of patience and impartiality since<em> DmC</em>&#8216;s reveal, and Ninja Theory teeters between provoking fans and trying to appease them. I don&#8217;t think Ninja Theory <em>deliberately</em> tries to shaft fans, mind you, but some of their statements could easily be misconstrued as a challenge to long-time fans of the series (and indeed many have taken these statements as slights).</p>
<p>My own concern with how Ninja Theory and Capcom are handling the criticism stems from how they&#8217;ve downplayed genuine fan complaints as frivolous discontent about the fact that Dante&#8217;s hair is no longer silver. They&#8217;ve also vacillated quite a bit in respect to Dante&#8217;s personality and depiction. Initially, Dante was a cigarette-smoking punk with a bad attitude, scowling at his demon enemies and putting cigarette butts out in their eyes. This was a far cry from the cocky, yet buffoonish badass fans had come to know from previous titles. Ninja Theory&#8217;s creative director Tameem Antoniades mentioned in an interview with <a href="http://www.1up.com/previews/ninja-theory-devil-cry-cool_2" target="_blank">1up</a> that Dante&#8217;s old look and style were outdated and uncool, and Platinum Games&#8217; <em>Bayonetta</em> (essentially a spiritual successor to <em>Devil May Cry</em>) was too absurd and &#8220;Japanesey,&#8221; and not cool either. Yet the &#8220;<a href="http://www.youtube.com/watch?v=7d2mdIgxruw" target="_blank">Public Enemy</a>&#8221; teaser (revealed during Captivate 2012) has Dante flying through the air in his trailer fully nude, with random objects covering his genitals as he dresses mid-flight &#8211; a sequence that would feel right at home in an <em>Austin Powers</em> film. So DmC is <em>not</em> absurd and over the top, except when it is.</p>
<div id="attachment_28468" class="wp-caption aligncenter" style="width: 510px"><a href="http://www.2d-x.com/wp-content/uploads/2012/05/Kat1.jpg"><img class="size-full wp-image-28468" src="http://www.2d-x.com/wp-content/uploads/2012/05/Kat1-e1337843992393.jpg" alt="Kat1 e1337843992393 Its not about the hair   a look at DmC: Devil May Crys direction" width="500" height="280" title="Its not about the hair   a look at DmC: Devil May Crys direction" /></a><p class="wp-caption-text">I daresay supporting character Kat is enjoying the view. (Ninja Theory, Capcom)</p></div>
<p><div class="simplePullQuote">As a result of Ninja Theory&#8217;s use of the Unreal Engine, <em>DmC</em> will be locked at 30 frames per second, as opposed to the 60 FPS that has been the standard to date&#8230;With <em>DmC</em> running at 30 frames per second, you quite literally lose half of that precision, since you&#8217;re working with only half as many frames. I fear that elements like Dante&#8217;s parry will be dumbed-down or removed altogether to accommodate this lack of precision.</div>The irony of all their downplaying is that Ninja Theory has changed Dante since his inception <em>anyway</em>. He doesn&#8217;t look like he did in the original <a href="http://www.youtube.com/watch?v=BrgUYYaMZTw" target="_blank">TGS trailer</a> &#8211; he hasn&#8217;t smoked since, he looks more muscular and less malnourished, his hair is styled differently, his facial structure has changed, and even his attitude is different. He&#8217;s less abrasive and crude, and more cocky and aloof. It&#8217;s a bit silly to make light of fan reaction, in my opinion, then go and change Dante&#8217;s aesthetic to appease vocal fans. I can respect that Ninja Theory wants to follow their creative vision, but what <em>is</em> that vision, exactly?</p>
<p>In any case, it&#8217;s the downplaying (or disregard) of fan concerns about the gameplay that chaps my ass, especially since there are legitimate concerns about how the game seems to play. So without further adieu, let&#8217;s look at what gameplay has been revealed of <em>DmC</em>.</p>
<p>From what we have seen in trailers and can glean from hands-on previews (like <a href="http://www.computerandvideogames.com/343256/previews/dmc-devil-may-cry-hands-on-proves-its-better-than-you-think/" target="_blank">CVG</a>&#8216;s and <a href="http://www.officialplaystationmagazine.co.uk/2012/05/16/dmc-hands-on-with-the-new-combat-system/" target="_blank">OPM</a>&#8216;s), <em>DmC</em> utilizes a two-button combo system. Y-button (Triangle) attacks execute standard melee combos, while B-button (Circle) attacks serve as heavier launcher-type abilities that can be mixed into combos for flavor. Considering <em>Devil May Cry 3</em> and <em>4</em> allowed players to control Dante similarly with the &#8220;Swordmaster&#8221; fighting style, this seems like a sensible change. Dodging/evasion has its own dedicated button now, so players no longer need to lock-on and press the jump button relative to Dante&#8217;s orientation to avoid taking damage. Again, another sensible change.</p>
<p>The greatest deviation to <em>Devil May Cry</em>&#8216;s familiar gameplay comes from the redesigned weapon-switching system, which sounds quite a bit like <em>Heavenly Sword</em>&#8216;s stance system at present. According to hands-on reports, it seems that weapons and special abilities have been condensed into attack modifiers that can be utilized by holding down either trigger button. Dante has access to his basic swordplay and projectile attacks as well as his evasive abilities at all times. The L2 and R2 buttons serve as the modifiers, changing-up Dante&#8217;s controls when held. The left trigger will allow Dante to use his Angel weapon, a scythe with wide sweeps and quick attacks. Holding this trigger and pressing the jump button allows Dante to air-dash, suggesting that the triggers change not just Dante&#8217;s weapon, but his general abilities as well. The second trigger gives Dante access to a demonic halberd, which hits much harder than either the scythe or his sword, but has slower attack speed. Holding the right trigger and pressing the shoot button allows players to perform a long-ranged grab (much like Nero&#8217;s Devil Bringer in <em>DMC4</em>). This condensation of weapon attacks and special abilities makes for an interesting change, and one that I&#8217;m honestly curious to learn more about.</p>
<div id="attachment_28469" class="wp-caption aligncenter" style="width: 510px"><a href="http://www.2d-x.com/wp-content/uploads/2012/05/dmc_devil_may_cry_captivate_screenshot__8_.jpg"><img class="size-full wp-image-28469" src="http://www.2d-x.com/wp-content/uploads/2012/05/dmc_devil_may_cry_captivate_screenshot__8_-e1337844135363.jpg" alt="dmc devil may cry captivate screenshot  8  e1337844135363 Its not about the hair   a look at DmC: Devil May Crys direction" width="500" height="280" title="Its not about the hair   a look at DmC: Devil May Crys direction" /></a><p class="wp-caption-text">Dante getting trigger-happy in DmC. (Ninja Theory, Capcom)</p></div>
<p>In truth, I felt that the series was in need of growth after <em>Devil May Cry 4</em>. Admittedly, the changes Ninja Theory made to the formula are not quite the ones I had in mind, but <em>DMC4</em> had a &#8220;same old&#8221; feel to it that made the game feel stagnant overall. This was compounded by the fact that a single play-through of the game required players to literally play the game twice &#8211; once as Nero, then again as Dante.</p>
<p>I liked <em>Devil May Cry 4</em> and what it introduced to the series from a gameplay perspective. I liked how Capcom expanded the basic melee move-set through the character Nero, by including new command inputs on the ground and mid-air, giving players a very robust list of attacks they could chain together on-the-fly. What&#8217;s more, all of these options had a unique and practical function. Some combos did great damage to individual enemies, while others were better suited for crowd control. Nero&#8217;s charged shots gave him several distinct long-ranged attacks to supplement his swordplay as well. What I found truly impressive was how virtually all of Nero&#8217;s melee attacks utilized a single button, and combat revolved primarily around two weapons: his sword and his revolver. Nero had no style system like Dante did &#8211; he could utilize any and all of his attacks without having to switch between <em>anything</em>.</p>
<p>Dante in <em>DMC4</em> I found a bit disappointing, to be frank. He had three melee weapons and three projectile weapons, as well as five fighting &#8220;styles&#8221; to fight with. Three styles &#8211; Swordmaster, Gunslinger and Darkslayer &#8211; focused on offense, while Trickster and Royalguard were evasive/defensive styles. Dante had access to all of these weapons and abilities at all times, and could switch between them on-the-fly. Unfortunately, I felt that Dante&#8217;s controls were cluttered and awkward as a result of the switching required to utilize all of his abilities. Nero had access to many attacks and abilities that mirrored Dante&#8217;s own style abilities, but didn&#8217;t require switching around between fighting styles or weapons to use them effectively. I would have preferred if, much like Nero, Capcom condensed and incorporated many of Dante&#8217;s style abilities into his core moveset. After all, if Nero can perform aerial combos and special attacks without having to use a specific &#8220;style&#8221; to let him do so, why can&#8217;t Dante? With three projectile weapons, three melee weapons, and five styles that add to Dante&#8217;s abilities, the &#8220;style button&#8221; was responsible for well over twenty different offensive and defensive abilities at any one time. It felt much too sloppily implemented, in my opinion.</p>
<div id="attachment_28470" class="wp-caption aligncenter" style="width: 510px"><a href="http://www.2d-x.com/wp-content/uploads/2012/05/dmc_november3_03_bmp_jpgcopy.jpg"><img class="size-full wp-image-28470" src="http://www.2d-x.com/wp-content/uploads/2012/05/dmc_november3_03_bmp_jpgcopy-e1337844384510.jpg" alt="dmc november3 03 bmp jpgcopy e1337844384510 Its not about the hair   a look at DmC: Devil May Crys direction" width="500" height="293" title="Its not about the hair   a look at DmC: Devil May Crys direction" /></a><p class="wp-caption-text">Dante putting his scythe to good use. (Ninja Theory, Capcom)</p></div>
<p>In this respect, I like how Ninja Theory has redesigned the controls for <em>DmC</em>, despite it sounding an awful lot like <em>Heavenly Sword</em>&#8216;s control scheme.</p>
<p><div class="simplePullQuote">I want to have fun not only comboing enemies, but <em>fighting</em> them. I want to be challenged by them and get my ass kicked when I play sloppily or underestimate what they can do. <em>DmC</em> is a brand-new title, essentially built from the ground-up with new enemies and gameplay mechanics. It’s a shame to see that the enemies revealed so far seem like predictable, one-trick ponies.</div>With that said, let&#8217;s take a look at a few matters about <em>DmC</em> that concern me at the moment &#8211; issues that Ninja Theory and Capcom have either swept under the rug or have been silent about. The &#8220;not about the hair&#8221; part of this article, if you will.</p>
<p>The frame-rate is a big issue for me. As a result of Ninja Theory&#8217;s use of the Unreal Engine, <em>DmC</em> will be locked at 30 frames per second, as opposed to the 60 FPS that has been the standard to date. <em>DMC3</em> and <em>4</em> in particular utilized gameplay mechanics that were designed around a higher frame-rate, as there were many abilities that used very tight frame/window inputs. Dante&#8217;s royal block had only a few active frames in which players could successfully parry attacks. Nero&#8217;s attack-boosting Ex-Act functioned in the same way, with a very small window in which players were required to pull the trigger and successfully execute the charge. Max-Act required even tighter timing. It rewarded players with a full Exceed charge, but required super-precise, single-frame timing. With <em>DmC</em> running at 30 frames per second, you quite literally lose half of that precision, since you&#8217;re working with only half as many frames. I fear that elements like Dante&#8217;s parry will be dumbed-down or removed altogether to accommodate this lack of precision. I&#8217;m certain that the general combat will be perfectly serviceable at 30 FPS, but I am also not expecting the same degree of tightness that the past two titles had. Besides, games with higher frame-rates just <em>look</em> better. Take a look at this <a href="http://boallen.com/fps-compare.html" target="_blank">frame-rate test</a> and tell me you can&#8217;t see the difference between 15, 30, and 60 frames per second.</p>
<p>Another issue stems from the enemy variety. Ninja Theory has revealed some relatively uninspired enemies thus far. The ever-present mannequin drones, even the ones with shields, have seemingly few attacks &#8211; all of which are blatantly telegraphed. I shouldn&#8217;t <em>really</em> judge since I haven&#8217;t seen all that many enemies (just mannequin-types and the cherubs), but I think <em>DmC</em> is off to a bad start when the most most prominent enemies are so easy to read &#8211; it makes fighting them extremely predictable. This was a major issue in <em>Devil May Cry 3</em> as well, as enemies were <em>very</em> repetitive. Many had only one or two attacks that were obviously telegraphed and easy to avoid.</p>
<div id="attachment_28472" class="wp-caption aligncenter" style="width: 510px"><a href="http://www.2d-x.com/wp-content/uploads/2012/05/3.jpg"><img class="size-full wp-image-28472" src="http://www.2d-x.com/wp-content/uploads/2012/05/3-e1337844670590.jpg" alt="3 e1337844670590 Its not about the hair   a look at DmC: Devil May Crys direction" width="500" height="374" title="Its not about the hair   a look at DmC: Devil May Crys direction" /></a><p class="wp-caption-text">DMC3&#39;s enemies were fun to beat up, but didn&#39;t offer much challenge. (Devil May Cry 3,Capcom)</p></div>
<p>The original <em>Devil May Cry</em> was exceptional because virtually every enemy in the game had a <em>lot</em> of attack variety, even among enemies of the same type. The Marionette demons &#8211; the most common enemy in the game &#8211; had varying amounts of health and aggression levels, and had unique attacks depending on the weapon they were equipped with. They could parry and counterattack, they had dangerous projectile attacks and they could even grab Dante. Later on, the game introduced an upgraded version of these puppets &#8211; the Fetish &#8211; which had more health, a unique counterattack and flame attack, a different projectile attack, etc. Enemies had tremendous <em>personality</em> in <em>Devil May Cry</em>, and players needed to familiarize themselves with them in a way that none of its successors demanded, because the enemies were so much more unpredictable in the original game .</p>
<p>Enemies didn&#8217;t have very many surprises in <em>DMC3</em> &#8211; they were aggressive, but they would rarely defend themselves and they were limited in terms of what they could do offensively. This made them feel like aggressive punching bags rather than dangerous demons. Capcom&#8217;s answer to fan complaints about the enemies in <em>DMC3</em> was to introduce enemies from the original game into <em>DMC4</em> to challenge players. Unfortunately, since Nero and Dante had so many more abilities at their disposal than Dante did in the first game, the challenge aspect fell short. Enemies did indeed require more attention in <em>4</em> than in <em>3</em>, but Nero and Dante can lay waste to virtually everything in the game with grab/buster attacks, aerial combos and cancels, or <em>anything</em> that the <em>DMC1</em> enemies were not designed to counter.</p>
<p>I want to have fun not only comboing enemies, but <em>fighting</em> them. I want to be challenged by them and get my ass kicked when I play sloppily or underestimate what they can do. <em>DmC</em> is a brand-new title, essentially built from the ground-up with new enemies and gameplay mechanics. It&#8217;s a shame to see that the enemies revealed so far seem like predictable, one-trick ponies.</p>
<div id="attachment_28471" class="wp-caption aligncenter" style="width: 510px"><a href="http://www.2d-x.com/wp-content/uploads/2012/05/dmc-marionettes-e1337844509782.jpg"><img class=" wp-image-28471  " src="http://www.2d-x.com/wp-content/uploads/2012/05/dmc-marionettes-e1337844509782.jpg" alt="dmc marionettes e1337844509782 Its not about the hair   a look at DmC: Devil May Crys direction" width="500" height="400" title="Its not about the hair   a look at DmC: Devil May Crys direction" /></a><p class="wp-caption-text">Marionettes - perhaps the most well-rounded basic enemy in the series. (Devil May Cry, Capcom)</p></div>
<p>The fluidity of combat is another major point of concern. The original <em>Devil May Cry</em> and all <em>DMC</em>s since have encouraged free-form combat. The ability to string different attacks to one another or cancel into defense has always been one of the draws of the series, in my opinion. You have a few canned combos, as well as several extra abilities with unique effects or properties. At any point during your assault you could mix things up by injecting an attack or ability of your choosing. If you want to knock an enemy down with a Stinger, you could stick the move in at any point during your combo. There is no rule that dictates when or how to utilize Dante&#8217;s ability list, which is what makes combat in the series so much <em>fun</em>. How Dante cancels <em>out</em> of attacks is also vitally important to the gameplay in <em>Devil May Cry</em>, since Dante (or Nero) could easily cancel whatever they were doing by evading or blocking. Players were completely responsible and were completely in <em>control</em> of Dante. This is a concern of mine with respect to <em>DmC</em>: just how cancel-able is Dante now? His ability to jump-cancel was revealed during the &#8220;Public Enemy&#8221; trailer, where he used a helm-splitter attack, jumped off the enemy&#8217;s head to cancel the descent of the attack, and canceled the jump with another helm-splitter. Jump-canceling is one of the more popularized forms of canceling in <em>Devil May Cry</em>, as it allowed players to string together generally unchainable attacks. I&#8217;m crossing my fingers in hopes that the Dante hasn&#8217;t lost this fluidity and control.</p>
<p>The more I look at gameplay footage, the more questions I have about the gameplay. What other projectile weapons can he use? The <a href="http://www.youtube.com/watch?v=P3h-XbgffNY" target="_blank">TGS 2011 trailer</a> shows Dante using an interesting &#8220;trickshot&#8221; type projectile attack, with a magical bullet ricocheting around the environment. The same trailer revealed some gunslinger-esque gunplay. But are Ebony and Ivory the only projectile weapons Dante can utilize in <em>DmC</em>? How are new abilities earned? Do we purchase them the old fashioned way, with red orbs from defeated enemies? The TGS 2011 trailer, and the &#8220;<a href="http://www.youtube.com/watch?v=hC75avM3FQc" target="_blank">Fight</a>&#8221; gameplay trailer both revealed gameplay that seems a bit faster than the footage revealed during Captivate 2012. Why is that? The list goes on.</p>
<p>Sadly, many of my concerns cannot be laid to rest until I actually <em>play</em> <em>DmC</em>. I&#8217;m willing to look past the limitations of the engine/frame-rate, so long as the underlying gameplay is <em>solid</em>. I&#8217;d like to see interesting and engaging enemies, and the extent of Dante&#8217;s abilities with each weapon. I&#8217;d like to know that Dante can cancel as well as he could in earlier games. The concerns I touched on upon above are my own, and I&#8217;ll be sure to test them out if and when I get hands-on with <em>DmC</em>. I am but one long-time <em>DMC</em> fan, however, and I don&#8217;t doubt that there are other concerns that I may have overlooked while putting this piece together. If you have any burning concerns or questions about <em>DmC</em>, why not leave a comment about it in the section below?</p>
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		<title>Review: Sonic the Hedgehog 4 Episode II – Fine game, but it’s time to evolve</title>
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		<pubDate>Fri, 25 May 2012 00:00:38 +0000</pubDate>
		<dc:creator>Tim Torres</dc:creator>
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		<category><![CDATA[sonic the hedgehog 4: episode II]]></category>

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		<description><![CDATA[Sonic fans will find a lot to like in Sonic the Hedgehog 4: Episode II. Sidekick Tails returns, rival Metal Sonic makes a playable comeback if you own Episode I on the same console, and those pesky physics issues have been ironed out. Those looking for a true sequel, a true reason for that number 4 to be there may be disappointed and maybe even a little bored.

In SEGA's never-ending mission to return Sonic to his glory days -- they've practically remade Sonic 1 with Sonic 4: Episode I and redid entire levels from a bunch of Sonic games in an entire game dedicated to the hog's past in Sonic Generations -- they neglected to push the series' further in any considerable way in Episode II beyond Sonic and Tails' team-up attacks. It all looks too familiar. Just like Episode I pulled level and enemy design from Sonic 1, Sonic 4: Episode II pulls entire levels from Sonic 2, as well as several elements of Sonic 3, and of course Sonic CD. It's great that Sonic controls well, and it's cool to see the turtle and chicken robots from Sonic 2 in HD, but as far as creative effort goes, I'm not really seeing it here.]]></description>
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<p><a href="http://feedads.g.doubleclick.net/~a/ZX7EeoIHYxBmtye5w9Jva1Scvok/0/da"><img src="http://feedads.g.doubleclick.net/~a/ZX7EeoIHYxBmtye5w9Jva1Scvok/0/di" border="0" ismap="true"></img></a><br/>
<a href="http://feedads.g.doubleclick.net/~a/ZX7EeoIHYxBmtye5w9Jva1Scvok/1/da"><img src="http://feedads.g.doubleclick.net/~a/ZX7EeoIHYxBmtye5w9Jva1Scvok/1/di" border="0" ismap="true"></img></a></p><p style="text-align: center;"><a href="http://www.2d-x.com/wp-content/uploads/2012/05/s4eII_06.jpg"><img class="aligncenter  wp-image-28441" style="border: 1px solid black;" title="Sonic the Hedgehog 4 Episode II" src="http://www.2d-x.com/wp-content/uploads/2012/05/s4eII_06.jpg" alt="s4eII 06 Review: Sonic the Hedgehog 4 Episode II   Fine game, but its time to evolve" width="500" height="281" /></a></p>
<p>Sonic fans will find a lot to like in <strong><em>Sonic the Hedgehog 4: Episode II</em></strong>. Sidekick Tails returns, rival Metal Sonic makes a playable comeback if you own <em>Episode I</em> on the same console, and those pesky physics issues have been ironed out. Those looking for a true sequel, a <em>true</em> reason for that number 4 to be there may be disappointed and maybe even a little bored.</p>
<p>In SEGA&#8217;s never-ending mission to return Sonic to his glory days &#8212; they&#8217;ve practically remade <em>Sonic 1</em> with <em><a title="Read the review here" href="http://www.2d-x.com/review-sonic-4/" target="_blank">Sonic 4: Episode I</a></em> and redid entire levels from a bunch of Sonic games in an entire game dedicated to the hog&#8217;s past in <em><a title="Read THIS review HERE" href="http://www.2d-x.com/review-sonic-generations-ps3/" target="_blank">Sonic Generations</a> </em>&#8211; they neglected to push the series&#8217; further in any considerable way in <em>Episode II</em> beyond Sonic and Tails&#8217; team-up attacks. It all looks too familiar. Just like<em> Episode I</em> pulled level and enemy design from <em>Sonic 1</em>, <em>Sonic 4: Episode II</em> pulls entire levels from <em>Sonic 2</em>, as well as several elements of <em>Sonic 3</em>, and of course <em><a title="So many Sonic games!!" href="http://www.2d-x.com/review-sonic-cd-xbox-360/" target="_blank">Sonic CD</a>.</em> It&#8217;s great that Sonic controls well, and it&#8217;s cool to see the turtle and chicken robots from <em>Sonic 2</em> in HD, but as far as creative effort goes, I&#8217;m not really seeing it here.</p>
<p>I never thought I&#8217;d say this, but&#8230; I&#8217;m becoming tired of the nostalgia-mining. I think I&#8217;m ready for Sonic to go in new directions, whatever those may be. I know, I know, after years of whining and complaining that Sonic&#8217;s not what he used to be, now that we got several games in the classic style, I want something&#8230; well, new. Something like the BioWare Sonic RPG, something like <a title="We talk about those in this SEGA interview...!" href="http://www.2d-x.com/interview-segas-aaron-webber-and-ken-balough-talk-sonic-4-metal-sonic-and-chili-dogs/" target="_blank">the Archie comics or the OVA</a>. Not <em>exactly</em> those things, but something <em>like</em> them. Maybe something minimalist like a &#8220;Team Ico&#8221; version of Sonic, where he&#8217;s all alone in a desolate land and an army of robotic monstrosities encroach upon &#8212; okay, yeah, this is not the time or place for that, but I think we got our money&#8217;s worth with the past few Sonic games. <em>Colors</em>, <em>Generations, </em>and <em>Sonic 4 </em>pretty much nailed the classic style we all wanted back and <em>Episode II</em> demonstrates that the only ideas Sonic Team has left are old ones we&#8217;ve all seen before. After 20+ years, perhaps it&#8217;s time to evolve.</p>
<p>But first, <em>Sonic 4: Episode II</em>.</p>
<div id="attachment_28439" class="wp-caption aligncenter" style="width: 510px"><a href="http://www.2d-x.com/wp-content/uploads/2012/05/s4eII_01.jpg"><img class=" wp-image-28439 " title="Team-up moves are the only major new thing here, and they're kinda superfluous." src="http://www.2d-x.com/wp-content/uploads/2012/05/s4eII_01.jpg" alt="s4eII 01 Review: Sonic the Hedgehog 4 Episode II   Fine game, but its time to evolve" width="500" /></a><p class="wp-caption-text">Team-up moves are the only major new thing here, and they&#39;re kinda superfluous.</p></div>
<p><div class="simplePullQuote">I never thought I&#8217;d say this, but&#8230; I&#8217;m becoming tired of the nostalgia-mining. I think I&#8217;m ready for Sonic to go in new directions, whatever those may be.</div>I had a decent time with it, despite existential ennui setting in. Controls are dramatically improved from <em>Episode I</em>&#8216;s wonky missteps. Sonic no longer sticks to steep inclines or unfurls in mid-air, and the new combo abilities with Tails are a welcome addition. Underwater segments are finally feasible. Instead of sloughing through the water in aggravating slow-mo like in the past, Sonic and Tails can unite into a submarine maneuver to navigate these sections faster. Other abilities like flying make exploring manageable (gotta find those Red Star Coins!) while a team-up spin-dash feels a little forced. It&#8217;s only used to crash through specific obstacles and is necessary in only one boss fight, far as I can tell. It&#8217;s superfluous. I could&#8217;ve done without the slight pause before each team-up move, too, as Sonic and Tails engage in an <em><a title="HENSHIN A GO GO, BABY" href="http://en.wikipedia.org/wiki/Henshin" target="_blank">henshin</a></em> animation. It&#8217;s not that annoying, but it could&#8217;ve been sped up.</p>
<p>Stages are decently designed. I have no problems with the branching paths &#8212; replay value! &#8212; and enemy and spike placement reaches <em>Sonic CD</em> levels of evil in some spots, especially in <em>Episode Metal</em>. Aesthetically, each level is taken right from <em>Sonic 2</em> and<em> 3</em>. There&#8217;s a dead ringer for Ice Cap Zone from <em>Sonic 3</em>, Oil Ocean Zone from <em>Sonic 2</em> (now an Oil Desert) returns and the Sky Chase and Sky Fortress Zones from <em>Sonic 2</em> are as close to remakes of those particular levels as it gets. Nostalgiahogs will have a field day with these variations on past levels, and while I enjoyed seeing some old landscapes I feel a little shortchanged. They hew so closely to the levels of old, they might as well have been included in <em>Sonic Generations</em>, an entire game dedicated to remakes of old Sonic games. <em>Sonic 4</em> could&#8217;ve done something different, but it does nearly the exact same thing as that game. Surely, there are more worlds for Sonic to jump, run and loop-the-loop through than ones he&#8217;s been to many times before.</p>
<p>The callbacks don&#8217;t end there. The bonus level from <em>Sonic 2</em> &#8212; that awful half-pipe thing &#8212; also comes back and it&#8217;s as anxiety-inducing as before. I wish these bonus levels would go away. They weren&#8217;t very fun then, and no real improvements have been made to them. In fact, they&#8217;re more sluggish than before. Some day, some game, Chaos Emeralds will be obtained without having to go through some burdensome trial stage divorced from the rest of the game.</p>
<div id="attachment_28442" class="wp-caption aligncenter" style="width: 510px"><a href="http://www.2d-x.com/wp-content/uploads/2012/05/s4eII_12.jpg"><img class=" wp-image-28442 " title="The graphics are a big step up from Episode I. Getting a big Christmas NiGHTS vibe here..." src="http://www.2d-x.com/wp-content/uploads/2012/05/s4eII_12.jpg" alt="s4eII 12 Review: Sonic the Hedgehog 4 Episode II   Fine game, but its time to evolve" width="500" /></a><p class="wp-caption-text">The graphics are a big step up from Episode I. Getting a big Christmas NiGHTS vibe here...</p></div>
<p>Boss battles continue the recent Sonic game trend of being unremarkable. They&#8217;re so drawn-out and dull, without any real sense of excitement or awe.  Most of them involve a lot of waiting as crates fall from the sky (gotta dodge &#8216;em!) or bosses take on different forms (gotta&#8230; wait for that to happen!). The best &#8220;fight&#8221; in the game, a race against Metal Sonic, was easily conquered by using the team spin-dash move. It was kind of laughable how that fight, what should&#8217;ve been a bombastic setpiece, was done with so swiftly. There&#8217;s nothing in <em>Episode II</em> like the memorable boss fights from <em>Sonic 3 &amp; Knuckles</em> or even the final boss from<em> Sonic Colors</em>. The final boss here is just as dull as the others. No build-up or sense of weight. It feels like Sonic Team was going through the motions here.</p>
<p>Visually, everything looks pretty good, especially the snow level. There&#8217;s a level of detail in the backgrounds and even in enemy models that wasn&#8217;t achieved in <em>Episode I.</em> Though the opening title screen, which recreates <em>Sonic 2</em>&#8216;s title screen, misses the mark with the janky, low-frame 3D models used. Tails looks like he&#8217;s having trouble popping up there. But yeah, as you can see, nothing all that original here. More old stuff recycled.</p>
<p>Even the sound effects are back from the Genesis days. The music isn&#8217;t nearly as reminiscent of the catchy, illustrious tunes we can still whistle from memory. The soundtrack may not be as bad as <em>Sonic 4: Episode I</em>&#8216;s &#8212; maybe, I can&#8217;t remember any of it &#8212; but either way, the grating sound they went for in <em>Episode II</em>&#8216;s soundtrack is murder on the ears. The cacophonous compositions loop after 40 seconds or so, ensuring you will get tired, even furious at them. I don&#8217;t know what the excuse is either. <em><a title="FUUUNNNN" href="http://www.youtube.com/watch?v=OEr1ftorfjY" target="_blank">Sonic Generations</a></em> and <em><a title="Remember this? YEAH ya do." href="http://www.youtube.com/watch?v=15WIhHy2beU" target="_blank">Sonic Colors</a></em> before it had stand-out soundtracks. It&#8217;s odd the numbered sequel can&#8217;t share the same auditory distinction.</p>
<p><em>Sonic the Hedgehog 4: Episode II</em> fixes nearly everything from the first episode, except the confounding music, and should give forgiving fans a decent Sonic fix until the next game.  <a title="20+ year franchise fatigue" href="http://www.2d-x.com/the-final-word-on-final-fantasy-xiii-2-decent-game-dumb-story/" target="_blank">But like many of his contemporaries,</a> Sonic&#8217;s in need of a shake-up. The time for nostalgia (gulp) is over. Dangerous for <a title="Some things should change, but other things should stay the same! bluhhgghhh" href="http://www.2d-x.com/geek-culture-why-we-love-toonami-and-need-it-to-return/" target="_blank">me of all people to say</a>, I know, but with almost 21 years of hindsight under SEGA&#8217;s belt, the time for by-the-books, copy-paste game design is over. The way things are going now I fear I&#8217;m growing bored of the Blue Blur. I&#8217;d hate for that to happen. Hopefully the next game does something new with the hog, so long as &#8220;new&#8221; doesn&#8217;t mean werehogs, human princesses, or guns.</p>
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		<title>Game Start: Jeffrey L. Wilson, the 2D-X Founder and Editor-in-Chief</title>
		<link>http://feedproxy.google.com/~r/2d-x/VfoD/~3/LUabIsSycUw/</link>
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		<pubDate>Wed, 23 May 2012 15:37:03 +0000</pubDate>
		<dc:creator>Jeffrey L. Wilson</dc:creator>
				<category><![CDATA[Features]]></category>
		<category><![CDATA[Game Start]]></category>
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		<description><![CDATA[I was a geek before I recognized that I was a geek. I built model airplanes, robots, and even attempted to construct a rudimentary computer form a metal Band-Aid case and rubber bands. Hey, I was six years old and didn’t have a functional understanding of transistors, circuits, electricity, or technology. According to the lovely, wise internet denizens, I still don’t.]]></description>
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<p><a href="http://feedads.g.doubleclick.net/~a/NBn6EBJrtWPWe9mwxIqxBN1JRDs/0/da"><img src="http://feedads.g.doubleclick.net/~a/NBn6EBJrtWPWe9mwxIqxBN1JRDs/0/di" border="0" ismap="true"></img></a><br/>
<a href="http://feedads.g.doubleclick.net/~a/NBn6EBJrtWPWe9mwxIqxBN1JRDs/1/da"><img src="http://feedads.g.doubleclick.net/~a/NBn6EBJrtWPWe9mwxIqxBN1JRDs/1/di" border="0" ismap="true"></img></a></p><p style="text-align: center;"><a href="http://www.2d-x.com/wp-content/uploads/2012/03/120521-213624.jpg"><img class="wp-image-28407 aligncenter" style="border: 1px solid black;" title="Jeffrey L. Wilson" src="http://www.2d-x.com/wp-content/uploads/2012/03/120521-213624-1024x768.jpg" alt="120521 213624 1024x768 Game Start: Jeffrey L. Wilson, the 2D X Founder and Editor in Chief" width="491" height="369" /></a></p>
<p><em>[Welcome to Game Start, an ongoing retrospective where various video game editors and personalities share their tales of growing up gamers. We kick off the series with the Editor-in-Chief of 2D-X, technology and video game journalist Jeffrey L. Wilson.]</em></p>
<p>It is, I suppose, more than a little odd that a man who spends his every waking moment pondering and writing about technology and video games didn’t think of himself as a geek when he was younger. It’s true. Despite the fact that I digested a steady diet of PBS’ <em>3-2-1 Contact</em>, <em>Newton’s Apple</em>, and <em>Nova</em> as a pre-teen, I didn’t consider it nerdy or unusual. Many of my peers who grew up alongside me in a low-income Flatbush, Brooklyn housing development were into the same topics.</p>
<p>I was a geek before I recognized that I was a geek. I built model airplanes, robots, and even attempted to construct a rudimentary computer form a metal Band-Aid case and rubber bands. Hey, I was six years old and didn’t have a functional understanding of transistors, circuits, electricity, or technology. According to the lovely, wise internet denizens, I still don’t.</p>
<p>My video game love began as a kid during the late ‘70s and early ‘80s when nerds could find an arcade cabinet in nearly any location. <em>Asteroids</em> in the laundromat. <em>Kangaroo</em> in the corner store. <em>Ladybug</em> in the pizza shop. My life revolved around receiving my $5 weekly allowance, changing it into quarters, and exploring the early bits and bytes.</p>
<p>But it was the proliferation of ‘80s 8-bit home computers that took my love and transformed it into an obsession. I didn’t own an Apple II or Commodore 64&#8211;the machines were too expensive for my single mom at the time&#8211;but I longed for them as my Atari 2600 looked like a savage’s system in comparison. <em>Oregon Trail</em> had storytelling! <em>Summer Games</em> had good-looking graphics! I wanted that. I needed that.</p>
<p>We couldn’t afford one of those 8-bit computers, but I received a NES for Christmas in 1986 and it was a wrap. It was the era of the pack-in game, and<em> Super Mario Bros.</em>, the 8-bit world-changer, became the central focus of all my free time. I&#8217;d played <em>Super Mario Bros.</em> at various friends&#8217; homes who were from a higher station in life. I was familiar with the Mushroom Kingdom, but now it was in my home&#8211;I could play before school, immediately after school, or before bed. This pleased me on two levels: As a gamer, and as a poor kid who didn&#8217;t quite feel as poor because he owned one of the most highly-desired entertainment items ever.</p>
<p>From there I amassed nearly every major video game system and handheld released both in the USA and Japan. SEGA Genesis? Had it. PC Engine Duo-R? One of my favorite systems of all time. Neo Geo Pocket Color? Total sweetness.</p>
<p>My love for all things shiny and digital lead to jobs penning gadget- and video game-related nerd-copy for <em>E-Gear</em>, <em>Game Theory with Scott Steinberg,</em> <em>Laptop</em>, <em>LifeStyler</em>, <em>Parenting</em>, <em>PCMag</em>, <em>Sync</em>, <em>Wise Bread</em>, and <em>WWE</em>. Outside of cloning technology breakthrough that will allow me to live my childhood dream of being a dinosaur wrangler, I&#8217;m pretty happy with my station in life. I&#8217;m surrounded by a circle of excellent nerds from all walks of life who I&#8217;m happy and proud to call my friends&#8211;a few of which are <em>2D-X</em> compatriots. I&#8217;ve also had the chance to interview some childhood heroes.</p>
<p style="text-align: center;"><a href="http://www.2d-x.com/wp-content/uploads/2012/05/DSC00627.jpg"><img class=" wp-image-28410 aligncenter" style="border: 1px solid black;" title="Jeffrey L. Wilson and Hideo Kojima" src="http://www.2d-x.com/wp-content/uploads/2012/05/DSC00627-573x1024.jpg" alt="DSC00627 573x1024 Game Start: Jeffrey L. Wilson, the 2D X Founder and Editor in Chief" width="220" height="393" /></a></p>
<p>This nerd’s done good, methinks.</p>
<p>&nbsp;</p>
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		<title>Nerds, put down the joystick and pick up a lady</title>
		<link>http://feedproxy.google.com/~r/2d-x/VfoD/~3/dPy80zzxCs0/</link>
		<comments>http://www.2d-x.com/how-to-pick-up-women/#comments</comments>
		<pubDate>Tue, 22 May 2012 12:00:12 +0000</pubDate>
		<dc:creator>Jeffrey L. Wilson</dc:creator>
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		<guid isPermaLink="false">http://www.2d-x.com/?p=27908</guid>
		<description><![CDATA[And that’s the problem, gamers; you don’t know when to put the controller down and call it a day. Unlike a movie, which lasts for a set amount of time, typically 90 minutes, there’s no definitive break in a gaming session--you can attempt to save the princess for hours on end. Meanwhile your flesh and blood lady is left feeling neglected and unsatisfied. On all fronts.]]></description>
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<p><a href="http://feedads.g.doubleclick.net/~a/LbI5mXyRQXQr5nkArLHgl6-1Cis/0/da"><img src="http://feedads.g.doubleclick.net/~a/LbI5mXyRQXQr5nkArLHgl6-1Cis/0/di" border="0" ismap="true"></img></a><br/>
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<p>Hardcore gamers carry with them a reputation, and it isn&#8217;t a particularly good one. Both outsiders and members of the hardcore gaming community recognize that there&#8217;s a section of the gaming populace stigmatized as obsessive-compulsive types who lack certain inter-personal skills&#8211;particularly when it comes to dealing with the opposite sex. I&#8217;d like to say that this is untrue, but unfortunately it&#8217;s reality.</p>
<p>Gamers, and I talking specifically to the male demographic here who&#8217;d rather frag all night instead of approaching a crush, you need to learn how to step up and meet the woman of your dreams. You can do this. This isn&#8217;t coming from a place of judgement, but from a place of love and understanding. Allow me to demonstrate that by relating a tale from my youth, and then by offering helpful tips. Not that my love game is perfect by any means; it&#8217;s just some lessons learned from years in the nerd-dating trenches.</p>
<p><strong>Nerding It Up, Old School Style</strong><br />
Year: 1988. Place: Reynolds Junior High School cafeteria. Situation: Dire.</p>
<p>My best friend, Nelson Wong, had recently acquired the insanely hyped <em>Super Mario Bros. 2</em> either by borrowing it from his brother or purchasing it outright. The memory&#8217;s a bit hazy on that fact. But not on this: Unless you were a gamer in 1988, it’s hard to express with words <em>Super Mario Bros. 2&#8242;</em>s importance to an entire generation of nerds.</p>
<p><em>Super Mario Bros. 2</em> is the follow-up to what was then the greatest showcase of video gaming to date&#8211;and we were getting more. I pleaded with Nelson for days to let me borrow the cart as Nintendo&#8217;s marketing blitz made my life incomplete until I had chucked vegetables into a fat frog’s mouth.</p>
<p><div class="simplePullQuote">“I’d be a little put off [to date a gamer],” said Lauren F., a twenty-something from Brooklyn, New York. “If he looked really good and I really liked him, I’d give it a whirl for a couple of weeks, but a <em>Halo</em> marathon doesn’t sound all that promising.”</div>One day he acquiesced. And that’s when the trouble began.</p>
<p>Nelson attempted to hand me the cart in full view of all the young ladies in our class. I wanted to die.</p>
<p>There were rules for being a geek in my circle, an established set of standard operating procedures that we agreed upon when handling nerd-items in front of the fairer sex. If we were in school and need to borrow a comic, game, baseball card or what have you, they were to be passed to friend under a desk or lunch room table. The females did not need to see what geekiness occupied our spare time.</p>
<p>Even at age 14 we knew that being nerds meant that love we would not know. We were awkward and odd around the girls, the things that teenage boys are wont to be, and lacked general insight of the female mind. Our non-mainstream interests only made them view us that much weirder, which made us feel even more weird.</p>
<p>We let our insecurities rule, which resulted in us hiding within the games we loved&#8211;a most vicious cycle. Are you doing the same?</p>
<p><strong>Nerds Vs. Girls</strong><br />
“I&#8217;d be a little put off [to date a gamer],” said Lauren F., a twenty-something from Brooklyn, New York. “If he looked really good and I really liked him, I&#8217;d give it a whirl for a couple of weeks, but a <em>Halo</em> marathon doesn&#8217;t sound all that promising.”</p>
<p>Lauren explained that she had been, at one point, a video game widow. And that’s one of the problems: many gamers don’t know when to put the controller down and call it a day. Unlike a movie, which lasts for a set amount of time, typically 90 minutes, there’s no definitive break in a gaming session&#8211;you can attempt to save the princess for hours on end. This lack of social interaction only fuels the issues when it comes time to engage the opposite sex. Meanwhile, your flesh and blood lady is left feeling neglected and unsatisfied. On all fronts.</p>
<p>“[Gamers] probably don’t have much experience in the bedroom.. With another individual, at least,” said Jamie Roberts, a twenty-something marketer based in New Jersey. She likened gamers to troll-like beings who only scuttle out from under a rock into the sun when it’s time to check Gamestop for new releases.</p>
<p>An over-generalization? Yes. But that doesn&#8217;t mean that the stereotype doesn&#8217;t exist.</p>
<p>It doesn&#8217;t have to be that way. It shouldn&#8217;t be that way.</p>
<div id="attachment_27930" class="wp-caption aligncenter" style="width: 269px"><a href="http://www.2d-x.com/wp-content/uploads/2012/05/Marni-Kinrys.jpg"><img class=" wp-image-27930  " style="border-image: initial; border-width: 1px; border-color: black; border-style: solid;" title="Marni Kinrys" src="http://www.2d-x.com/wp-content/uploads/2012/05/Marni-Kinrys.jpg" alt="Marni Kinrys Nerds, put down the joystick and pick up a lady" width="259" height="388" /></a><p class="wp-caption-text">Marni Kinrys thinks you can do better.</p></div>
<p><strong>How To Meet Women</strong><br />
I&#8217;ve found that nerds who complain the most about their relationships tend to have very similar issues: the gamer guys has problems summoning his level 12 spell of Eros to win over a woman. This is often due to being too involved in their video game worlds, or lacking the inner strength to make the move. Real talk, as they kids say.</p>
<p><a title="Marni Kinrys" href="http://www.winggirlmethod.com/">Marni Kinrys</a>, &#8220;The Ultimate Wing Girl&#8221; and advice and relationship expert to men, has the answer. She believes that building confidence is the key to romantic success.</p>
<p>&#8220;Nerds say that women aren’t in their league because they truly believe that. They have to learn their self-worth,&#8221; said Kinrys.</p>
<p>This lack of self-confidence causes many gamers to pass on speaking with the objects of their affections, returning to the warm glow of their televisions and monitors. Kinrys suggests that speaking with women is very much like playing a video game&#8211;lots of practice can lead to success.</p>
<p>&#8220;Approach 10 random people per day. Work your way up from the people who are you in comfort range to those that are hot,&#8221; said Kinrys. &#8220;Chances are that if you’re apprehensive about approaching the hot brunette with big boobs, you won’t be intimidated by the overweight guy. Start with him. Speak with him and build your confidence.&#8221;</p>
<p>And I&#8217;ll add this: Become well-versed in at least one other topic besides video games.  If <em>Metal Gear Solid 2</em>&#8216;s meta storytelling is your focal point for a long, insightful chat with someone you&#8217;re potentially interested in dating. Stop. It&#8217;s not. Ask about her. Discuss your favorite album. Share a funny story. Don&#8217;t simply be a &#8220;gamer.&#8221; Be an intriguing human being.</p>
<p><strong>The Takeaway</strong><br />
So, what’s the lesson learned here, fellas? Confessing to a <em>Skyrim</em> marathon soon after meeting a PYT will at best raise a red flag; at worst, you’re going home without the digits. You may not want to hide your inner game cart under the figurative table&#8211;and I support your willingness to do so&#8211;but prepare for the consequences.</p>
<p>Be yourself, but recognize that there&#8217;s always room for growth.</p>
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		<title>SEGA’s Aaron Webber and Ken Balough talk Sonic 4…and chili dogs?</title>
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		<pubDate>Sun, 20 May 2012 16:23:55 +0000</pubDate>
		<dc:creator>Tim Torres</dc:creator>
				<category><![CDATA[Interviews]]></category>
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		<category><![CDATA[2d games]]></category>
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		<category><![CDATA[sonic the hedgehog episode II]]></category>

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		<description><![CDATA[A new Sonic the Hedgehog game is out and you can be sure we're paying attention. Sonic the Hedgehog 4: Episode II, the continuation of 2010's Sonic 4 Episode I (makes sense!), came out Tuesday. While we prep our review, you can check out this tidy Q&#038;A we had with SEGA's Associate Brand Manager Aaron Webber and Digital Brand Manager Ken Balough!

We start off with the subject of Metal Sonic -- Sonic's mechanical rival from Sonic CD. He returns in Episode II and stars in his own Episode, Episode Metal, if you have both episodes on the same console, a likely callback to the "lock-on" technology of Sonic &#038; Knuckles. Then we move on to the improvements in Sonic 4 Episode II, whether "Classic" Sonic will return and other Sonic ephemera comes up as well.

Let's juice it loose! (Ugh.)]]></description>
			<content:encoded><![CDATA[
<p><a href="http://feedads.g.doubleclick.net/~a/4coNGtCrRULyTGvkQf-rLtc16zA/0/da"><img src="http://feedads.g.doubleclick.net/~a/4coNGtCrRULyTGvkQf-rLtc16zA/0/di" border="0" ismap="true"></img></a><br/>
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<p>A new Sonic the Hedgehog game is out and you can be sure we&#8217;re paying attention. <em>Sonic the Hedgehog 4: Episode II</em>, the continuation of 2010&#8242;s <em>Sonic 4 Episode I</em> (makes sense!), came out Tuesday. While we prep our review, you can check out this tidy Q&amp;A we had with SEGA&#8217;s Associate Brand Manager Aaron Webber and Digital Brand Manager Ken Balough.</p>
<p>We start off with the subject of Metal Sonic &#8212; Sonic&#8217;s mechanical rival from<em> Sonic CD</em>. He returns in <em>Episode II</em> and stars in his own Episode, Episode Metal, if you have both episodes on the same console, a likely callback to the &#8220;lock-on&#8221; technology of <em>Sonic &amp; Knuckles</em>. Then we move on to the improvements in <em>Sonic 4 Episode II</em>, whether &#8220;Classic&#8221; Sonic will return and other Sonic ephemera comes up as well.</p>
<p>Let&#8217;s juice it loose! (Ugh.)</p>
<div id="attachment_28288" class="wp-caption aligncenter" style="width: 510px"><a href="http://www.2d-x.com/wp-content/uploads/2012/05/metalsonic2.jpg"><img class=" wp-image-28288 " title="Metal Sonic LOVES this look. Seen here in the Sonic OVA." src="http://www.2d-x.com/wp-content/uploads/2012/05/metalsonic2.jpg" alt="metalsonic2 SEGAs Aaron Webber and Ken Balough talk Sonic 4...and chili dogs?" width="500" /></a><p class="wp-caption-text">Metal Sonic LOVES this look. Seen here in the Sonic OVA.</p></div>
<p><strong>Metal Sonic: best Sonic rival, or best Sonic rival?</strong></p>
<p>Aaron Webber: Best Sonic Rival. Well, right behind the Tails Doll, but we can’t put him in games anymore&#8230; Last time we did, he terrorized three of our producers and two of our marketing interns just vanished one night. We still haven’t found the bodies.</p>
<p>Ken Balough:  It was an HR nightmare. But Metal Sonic has the right balance of being a great villain, while also realizing he needs to stay within the boundaries of his own games. He’s as solid as the Ralph Lauren polos I wear every single day to work!</p>
<p><strong>Metal Sonic returns in <em>Sonic 4 Episode II</em>, but he&#8217;s actually popped up a lot over the years, like in <em>Sonic Heroes</em> and<em> Knuckles Chaotix</em>. Why bring him back again?</strong></p>
<p>A: One can never have too much awesome. Well, maybe one can, but personally: I think it’s about time Metal Sonic got his time in the spotlight again.</p>
<p>K: Absolutely. Metal Sonic was one of the coolest villains to ever grace a Sonic game. In <em>Sonic 4: Episode II</em>, not only do you get to fight against him, but if you own Episode I + II, you even get to play as him in the bonus Episode Metal!</p>
<p><strong>What&#8217;s your attachment to Metal Sonic? What is it about the guy that we love?</strong></p>
<p>A: He’s one of the enemies out there that has come the closest to taking down Sonic. Metal Sonic was first introduced in <em>Sonic CD</em> as a serious threat, and I think it’s nice to know that all these years later, he can still hold his own against the blue blur. Plus, he’s quite shiny.</p>
<p>K: It’s gotta be those eyes, in my opinion. Something about those eyes lighting up just says “I’m a big, blue, metal hedgehog… and I’m going to kill you.” And I think that makes for one heck of an antagonist.</p>
<p><strong>Would it be fair to say you played an instrumental role in Metal Sonic&#8217;s return this time?</strong></p>
<p>K: We were both there when it was largely decided. Of course, it should be noted that everyone at SEGA’s teams on Sonic, from the US, to Japan, to Europe, all have influence and help contribute ideas. <em>Sonic 4</em> is the same in that regard, so we all work as part of one larger team.</p>
<p>A: I remember the exact moment when we knew Metal Sonic would be returning – and I don’t get to talk about any of it. You’ll want to wait for the tell-all book that Ken and I are publishing, titled “Rolling Uphill: Ken and Webber go to White Castle”, which will be coming out December 2015. (Please don’t tell our lawyers.)</p>
<p><strong>What&#8217;s your favorite depiction of him? Ever see the Sonic OVA? What are your thoughts?</strong></p>
<p>A: I thought Metal Sonic was awesome in the OVA. Cold, calculating, and ruthless, and in the right light, has a terrifying exterior. Incidentally, that sounds a lot like my first girlfriend.</p>
<p>K: I really like his depiction in <em>Episode II</em>. What I think is really cool is that we pick up where <em>Sonic CD</em> left off – Metal Sonic is still on Little Planet, right where he was defeated by Sonic in the race. And now, he has a chance to get back into the game and get his due revenge.</p>
<div id="attachment_28285" class="wp-caption aligncenter" style="width: 490px"><a href="http://www.2d-x.com/wp-content/uploads/2012/05/fakesonic.jpg"><img class="size-full wp-image-28285" title="Sonic replicants aren't always cool. Take Pseudo Sonic! Really. Take him." src="http://www.2d-x.com/wp-content/uploads/2012/05/fakesonic.jpg" alt="fakesonic SEGAs Aaron Webber and Ken Balough talk Sonic 4...and chili dogs?" width="480" height="360" /></a><p class="wp-caption-text">Sonic replicants aren&#39;t always cool. Take Pseudo Sonic! Really. Take him.</p></div>
<p><strong>Remember the Pseudo-Sonic episode of <em>Adventures of Sonic the Hedgehog</em>? What the hell <em>was</em> that?</strong></p>
<p>A: Ah, the old cartoon! One second, Ken and I need to watch this episode to get you a legit reaction.</p>
<p>[A few minutes later… you can watch the same episode on Netflix Instant, if you dare.]</p>
<p>A: Oh wow. Too many chili dogs?</p>
<p>K: I’m picturing our Episode II co-op moves with a Sonic that size. Thank goodness he slimmed down.</p>
<div id="attachment_28283" class="wp-caption aligncenter" style="width: 510px"><a href="http://www.2d-x.com/wp-content/uploads/2012/05/ken3-1.jpg"><img class=" wp-image-28283 " title="Metal Sonic and Tails return in Sonic 4 Episode II." src="http://www.2d-x.com/wp-content/uploads/2012/05/ken3-1.jpg" alt="ken3 1 SEGAs Aaron Webber and Ken Balough talk Sonic 4...and chili dogs?" width="500" /></a><p class="wp-caption-text">Metal Sonic and Tails return in Sonic 4 Episode II.</p></div>
<p><strong>So, in <em>Sonic 4 Episode II</em> it looks like Tails will actually be useful. Will little brothers and sisters around the world actually enjoy playing co-op?</strong></p>
<p>A: I certainly hope so! You know the world is becoming right again when we’re releasing 2D <em>Sonic</em> games that let your little brother or sister help you out as Tails.</p>
<p>K: From the all-new co-op moves to the fact that Tails is really useful for clearing the way and taking out enemies, a new generation of Sonic fans will now get to team up just like we all did as kids.</p>
<p>Also, pro-tip for the kids: don’t let Tails steal your air bubbles.</p>
<p><strong>Episode I took cues from Sonic 1. It looks like <em>Episode II</em> takes cues from Sonic 2, like the Bonus Stage and playable Tails. What else from Sonic 2 returns?</strong></p>
<p>A:  There are two levels that have heavy inspiration from two great levels in <em>Sonic 2</em>. (You’ll see them and smile when you play them!) But there was also a big focus on doing new things for <em>Episode II</em> – I’ll let Ken explain.</p>
<p>K: It was important for us to balance the nostalgia that older fans love while also offering new experiences and levels, both for old and new fans alike. We’ve got a brilliant snow level and a new desert level, both of which really stand well on their own as all-new inspirations.</p>
<p><strong>Can you tell me of any other enhancements and/or additions made to Sonic 4 Episode II?</strong></p>
<p>A: Ken, this is all you… except those physics and momentum improvements that I have been pestering you about for two years – very glad to see those, personally.</p>
<p>K: The backgrounds also received a big, notable lift. There are huge improvements and tons of detail now going by as you run through the stages. The graphics on the whole also received a major update and overhaul, and it really shows.</p>
<p>Both graphically and in gameplay, Sonic 4: Episode II is a great step up from the first Episode.</p>
<p><strong><a title="UUGGGHHHHHH" href="http://www.2d-x.com/review-sonic-generations-ps3/" target="_blank">Despite that final boss,</a> <em>Sonic Generations</em> was a hit. I assume we&#8217;ll see Modern Sonic in HD again, but what about Classic Sonic? Was that the last we&#8217;ve seen of him?</strong></p>
<p>A: No word from me, sorry. Only time will tell!</p>
<p>K: I asked your question to the Classic Sonic figurine on my desk.</p>
<p>He’s not speaking.</p>
<p><strong>What about a new Sonic on 3DS or Vita?</strong></p>
<p>A: See above!</p>
<div id="attachment_28290" class="wp-caption aligncenter" style="width: 510px"><a href="http://www.2d-x.com/wp-content/uploads/2012/05/metalsonicomic.jpg"><img class=" wp-image-28290  " title="Metal Sonic appeared in the comics, too. Wish I kept issue 25..." src="http://www.2d-x.com/wp-content/uploads/2012/05/metalsonicomic.jpg" alt="metalsonicomic SEGAs Aaron Webber and Ken Balough talk Sonic 4...and chili dogs?" width="500" height="344" /></a><p class="wp-caption-text">Metal Sonic appeared in the comics, too. Wish I kept issue 25...</p></div>
<p><strong>Will we ever see Sally, Antoine and Rotor in a game? And have you been keeping up with the Archie comics? I can&#8217;t make heads or&#8230; Tails of it.</strong></p>
<p>A:  The Archie world exists separate from the game world (save for one or two rare occurrences in the 90’s), so no word on the odds of seeing them in a game anytime soon.</p>
<p>As to Archie, I read them all the time starting with #0 as a kid, but stopped halfway through. I’ve started re-reading them recently and getting up to speed again. It’s really impressive to think that Sonic is now the longest running comic book series for any video game character, ever!</p>
<p><strong>You guys are bringing back Boom. What can fans expect this year?</strong></p>
<p>A: We have a lot of surprises planned this year, both for Sonic Boom in the US (which is at San Diego Comic Con this year) and Summer of Sonic in the UK! You’ll want to stay tuned to the SEGA Blogs (<a title="sonic boooom sonic booooom~" href="blogs.sega.com" target="_blank">blogs.sega.com</a>) for all the latest announcements.  Also, if we get enough donations, I hear Ken is going to do a dramatic reading of his Big the Cat fan Poetry on stage.</p>
<p>K: Maybe I’ll be there<br />
Maybe I won’t<br />
Maybe I’ll read Sonic poems<br />
Or maybe<br />
Aaron needs to stop talking about my Big the Cat obsession!</p>
<p>Sonic Boom should be a great show either way. And if you really want to hear me do a dramatic reading… let me know on the SEGA forums. But really, please don’t.</p>
<p>A: Do it. Oh please.</p>
<p><strong>Last year was Sonic&#8217;s 20th anniversary. What&#8217;s the milestone this year?</strong></p>
<p>A: The big 21! I think it’s also very fitting that this year’s big Sonic games are Episode II and <em>Sonic &amp; All-Stars Racing Transformed</em>, which has a lot of favorite Sonic + SEGA characters from over the years. We’ve had a great trend with good Sonic games over the last few years, and we plan to keep it up!</p>
<div id="attachment_28284" class="wp-caption aligncenter" style="width: 510px"><a href="http://www.2d-x.com/wp-content/uploads/2012/05/city_beta.jpg"><img class=" wp-image-28284 " title="Phantasy Star Online 2 -- bound to come here someday, maybe!" src="http://www.2d-x.com/wp-content/uploads/2012/05/city_beta.jpg" alt="city beta SEGAs Aaron Webber and Ken Balough talk Sonic 4...and chili dogs?" width="500" /></a><p class="wp-caption-text">Phantasy Star Online 2 -- bound to come here someday, maybe!</p></div>
<p><strong>Final question: What can you say about <em>Phantasy Star Online 2?</em></strong></p>
<p>A: What is there to say about the best MMO I’ve played since… PSO? The Japanese Beta was amazing. That said, the game has only been announced for Japan… I recommend practicing Katakana in the meantime!</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>Hmm&#8230; well, it may be a while before we see Classic Sonic again or get our hands on PSO2, but Sonic 4 Episode II is out now on XBLA and PSN. Expect our full review shortly!</p>
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		<title>How To: Prep for Diablo III</title>
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		<pubDate>Sat, 19 May 2012 17:04:54 +0000</pubDate>
		<dc:creator>Jeffrey L. Wilson</dc:creator>
				<category><![CDATA[Action]]></category>
		<category><![CDATA[How To]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[blizzard]]></category>
		<category><![CDATA[Diablo III]]></category>

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		<description><![CDATA[[How To is a recurring feature in which we demonstrate techniques designed to improve your game, and make your skill set more than a little bit awesome. This time out, we’ll help you prep for Diablo III.]

If you’re reading this, chance are you’ll remember May 15th as the day you (and/or many of your gaming friends) became victims of Diablo III’s addictive RPG action. It's full of dungeon crawling goodness that even has some dedicated console gamers looking to fire up their Macs and PCs for gaming sessions.  But make sure you're properly prepped before you jump in by doing the following:]]></description>
			<content:encoded><![CDATA[
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<a href="http://feedads.g.doubleclick.net/~a/bZVyclQD4ilMf1wwSUIUfoNmZF0/1/da"><img src="http://feedads.g.doubleclick.net/~a/bZVyclQD4ilMf1wwSUIUfoNmZF0/1/di" border="0" ismap="true"></img></a></p><p style="text-align: center;"> <a href="http://www.2d-x.com/wp-content/uploads/2012/05/monk-taking-care-of-business-large.jpg"><img class=" wp-image-28315 aligncenter" style="margin-top: 1px; margin-bottom: 1px;" title="Diablo III" src="http://www.2d-x.com/wp-content/uploads/2012/05/monk-taking-care-of-business-large.jpg" alt="monk taking care of business large How To: Prep for Diablo III" width="493" height="277" /></a></p>
<p><em>[How To is a recurring feature in which we demonstrate techniques designed to improve your game, and make your skill set more than a little bit awesome. This time out, we’ll help you prep for Diablo III.]</em></p>
<p>If you’re reading this, chance are you’ll remember May 15th as the day you (and/or many of your gaming friends) became victims of <em>Diablo III</em>’s addictive RPG action. It&#8217;s full of dungeon crawling goodness that even has some dedicated console gamers looking to fire up their Macs and PCs for gaming sessions.  But make sure you&#8217;re properly prepped before you jump in by doing the following:</p>
<p><strong>1. Make Sure You Have Decent Gaming Specs</strong><br />
<em>Diablo III</em> doesn’t have high-end <a title="diablo III system requirements" href="http://us.battle.net/support/en/article/diablo-iii-system-requirements">system requirements</a>, but your Mac or PC will need a half-way decent graphics card to offload some of the work from the CPU and properly render the game. Intel’s integrated GPUs just won’t cut it in most instances unless you have the HD Graphics 1000/2000/, 3000, or 4000 model&#8211;and that will only allow your computer to run <em>Diablo III</em> in “Low Performance” mode. Run this <a title="diablo III system requirements" href="http://www.systemrequirementslab.com/cyri/intro.aspx">system check</a> to see if you have a compatible set up.</p>
<p><strong>2. Invest In a Mouse</strong><br />
Regardless of whether you have a desktop or laptop,you need to purchase a separate mouse that will see dedicated <em>Diablo III</em> action. Blizzard’s action-rpg demands a lot of clicking (for movement, attacking, managing inventory, etc), so your existing mouse or (desktops) or mouse buttons (laptop) is going to endure some heavy wear and tear. It need not be a premium mouse; a $10 one from Best Buy or Newegg will do the trick nicely.</p>
<p><strong>3. Check Your Internet Connection</strong><br />
<em>Diablo III</em> lacks an offline mode. Zero. Zilch. None. As such, when you fire up the game&#8211;even for solo runs&#8211;your Mac or PC has to speak to Blizzard&#8217;s servers. You&#8217;ll need a strong wireless signal or, better yet, an Ethernet cable that will serve up ever greater speeds.</p>
<p><strong>4. Study the Character Classes</strong><br />
<em>Diablo III</em> features five radically different character class&#8211;which do you choose? Blizzard provides many character slots, so you can experiment with different class and builds. However, if you want a general sense of each class, check out our<em> <a title="The Diablo III: Class guide – What you need to know" href="http://www.2d-x.com/the-diablo-iii-class-guide-what-you-need-to-know/">Diablo III</a></em><a title="The Diablo III: Class guide – What you need to know" href="http://www.2d-x.com/the-diablo-iii-class-guide-what-you-need-to-know/"> character class guide</a> for overviews and tips.</p>
<p><strong>Bonus! Prepare for a Lengthy Digital Download</strong><br />
If you&#8217;ve purchased <em>Diablo III</em> via digital download instead of boxed copy, prepare for a really long download; it took me just shy of four hours to get the game on my hard drive. Your mileage may vary, but plan a nap, workout, movie outing, or other activity as the game downloads.</p>
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		<title>Unboxing the Mass Effect: Alliance Normandy SR-2 Ship Replica</title>
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		<pubDate>Fri, 18 May 2012 14:49:28 +0000</pubDate>
		<dc:creator>Tatjana Vejnovic</dc:creator>
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		<category><![CDATA[sr-2]]></category>

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		<description><![CDATA[There are two things in the world that I love: Mass Effect and Dark Horse Comics. DHC has brought us phenomenal comics over the years, and great movies that came from those. And now it's bringing us amazing replicas.

I already own and enjoy the Cerberus SR-2 model I received for my birthday this past year, and it seemed to be my birthday all over again when the new $34.99 Alliance model showed up on my doorstep. Both Normandies are high quality, well done, and most importantly, accurate.]]></description>
			<content:encoded><![CDATA[
<p><a href="http://feedads.g.doubleclick.net/~a/Km5VGObXX4lZqdtM8GE9GAdPpzc/0/da"><img src="http://feedads.g.doubleclick.net/~a/Km5VGObXX4lZqdtM8GE9GAdPpzc/0/di" border="0" ismap="true"></img></a><br/>
<a href="http://feedads.g.doubleclick.net/~a/Km5VGObXX4lZqdtM8GE9GAdPpzc/1/da"><img src="http://feedads.g.doubleclick.net/~a/Km5VGObXX4lZqdtM8GE9GAdPpzc/1/di" border="0" ismap="true"></img></a></p><p><a href="http://www.2d-x.com/unboxing-the-mass-effect-alliance-normandy-sr-2-ship-replica/"><em>Click here to view the embedded video.</em></a></p>
<p>&nbsp;</p>
<p>There are two things in the world that I love: <em>Mass Effect</em> and Dark Horse Comics. DHC has brought us phenomenal comics over the years, and great movies that came from those. And now it&#8217;s bringing us amazing replicas.</p>
<p>I already own and enjoy the Cerberus SR-2 model I received for my birthday this past year, and it seemed my birthday all over again when the new $34.99 Alliance model showed up on my doorstep. Both Normandies are high quality, well done, and most importantly, accurate.</p>
<p>They are roughly the same size, but the Alliance model seems slightly heavier and thicker in most parts. Whether or not this is true, I&#8217;m not sure, so perhaps I need to locate a scientific scale.</p>
<p>And they both sit on my desk and I often have pew-pew battles with them.</p>
<img src="http://feeds.feedburner.com/~r/2d-x/VfoD/~4/3DNfFPXkE1M" height="1" width="1"/>]]></content:encoded>
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		<title>The SEGA Chronicles part IV: The end of an era</title>
		<link>http://feedproxy.google.com/~r/2d-x/VfoD/~3/tx-2jTtAGe4/</link>
		<comments>http://www.2d-x.com/the-sega-chronicles-part-iv-the-end-of-an-era/#comments</comments>
		<pubDate>Thu, 17 May 2012 15:00:03 +0000</pubDate>
		<dc:creator>Eric Guzman</dc:creator>
				<category><![CDATA[Consoles]]></category>
		<category><![CDATA[Features]]></category>
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		<category><![CDATA[crazy taxi]]></category>
		<category><![CDATA[dreamcast]]></category>
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		<guid isPermaLink="false">http://www.2d-x.com/?p=27695</guid>
		<description><![CDATA[Following the failure of the SEGA Saturn, SEGA had one more chance to get it right. Its previous console war with Nintendo and Sony left the company in a financial ruin, mainly due to awful business decisions that alienated both consumers and retailers alike. SEGA would try its hand at the next generation with easily the most underrated console to ever be released: The SEGA Dreamcast.]]></description>
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<p><a href="http://feedads.g.doubleclick.net/~a/M_N-7bq1pl8aPgrNAMRxKbsc27k/0/da"><img src="http://feedads.g.doubleclick.net/~a/M_N-7bq1pl8aPgrNAMRxKbsc27k/0/di" border="0" ismap="true"></img></a><br/>
<a href="http://feedads.g.doubleclick.net/~a/M_N-7bq1pl8aPgrNAMRxKbsc27k/1/da"><img src="http://feedads.g.doubleclick.net/~a/M_N-7bq1pl8aPgrNAMRxKbsc27k/1/di" border="0" ismap="true"></img></a></p><p style="text-align: center;"><a href="http://www.2d-x.com/wp-content/uploads/2012/05/dream.jpg"><img class=" wp-image-27959 aligncenter" style="border-image: initial; border-width: 1px; border-color: black; border-style: solid;" title="Dreamcast" src="http://www.2d-x.com/wp-content/uploads/2012/05/dream.jpg" alt="dream The SEGA Chronicles part IV: The end of an era" width="500" height="315" /></a></p>
<p>Following the failure of the SEGA Saturn, SEGA had one more chance to get it right. Its previous console war with Nintendo and Sony left the company in a financial ruin, mainly due to awful business decisions that alienated both consumers and retailers alike. SEGA would try its hand at the next generation with easily the most underrated console to ever be released: The SEGA Dreamcast.</p>
<p>The SEGA Dreamcast entered the Japanese market in November 1998 with a weak lineup that was fronted by <em>Godzilla Generations</em>. Ten months later the Dreamcast was released stateside, and sold well thanks to an incredible launch lineup featuring <em>Soul Calibur</em>, <em>Power Stone</em>, and <em>Sonic Adventure</em>. Yet you have to look at what this console did to understand why it was so amazing. It was the first console to include online gaming (via a built-in 56K modem), and it gave birth to 2K sports. The Dreamcast also had instant classics like <em>Jet Set Radio, Phantasy Star Online, Crazy Taxi, Skies of Arcadia</em>, and one of my favorite games, <em>Shenmue</em>.</p>
<p><div class="simplePullQuote">Unfortunately for SEGA, Sony released its showstopper, the PS2, on October of 2000 and halted the Dreamcast’s momentum. To make matters worse, piracy killed game sales.</div>In Japan, the console struggled; in the US, gamers greeted the Dreamcast with open arms. With almost 500,000 consoles sold in the first two weeks alone, SEGA thought it had a sure winner. But as fast as this new-found success came, it went. SEGA ran into an issues meeting orders of both its console and Virtual Memory Unit (VMU).</p>
<p>The shortage occurred because of the issues VideoLogic ran into when producing the consoles graphic chip, which stalled sales and left many gamers unhappy. Still, the Dreamcast performed well against and actually surpassed the Nintendo 64 and PlayStation in sales that year. In the end, none of it mattered. SEGA was in a deep financial whole and the Dreamcast cost them more money to manufacture than what they were making. Plus, dropping $70 million on <em>Shenmue</em> and <em>Shenmue II</em> sodomized the company.</p>
<div id="attachment_27960" class="wp-caption aligncenter" style="width: 260px"><a href="http://www.2d-x.com/wp-content/uploads/2012/05/Dreamcast-Microphone.jpg"><img class=" wp-image-27960 " title="Dreamcast microphone" src="http://www.2d-x.com/wp-content/uploads/2012/05/Dreamcast-Microphone-839x1024.jpg" alt="Dreamcast Microphone 839x1024 The SEGA Chronicles part IV: The end of an era" width="250" height="315" /></a><p class="wp-caption-text">This microphone was used with Seaman.</p></div>
<p style="text-align: left;">Unfortunately for SEGA, Sony released its showstopper, the PS2, on October of 2000 and halted the Dreamcast’s momentum. To make matters worse, piracy killed game sales. SEGA made the decision to use GD-ROMs because of their large capacity, but SEGA overlooked a major flaw. The data could be easily burnt on standard CD-ROMs, they could then be played with the use of an easy to make boot disc, that mimicked the data needed to run a game on the console.</p>
<p style="text-align: left;">All of this led to SEGA discontinuing Dreamcast production in March of 20o1. The once proud and mammoth company withered away, and eleven years later is still suffering financially.</p>
<p>There are so many good games on this console that it would be almost impossible to pick only five games, so for this list I&#8217;ll choose my personal favorites.</p>
<p>&nbsp;</p>
<p><a href="http://www.2d-x.com/the-sega-chronicles-part-iv-the-end-of-an-era/"><em>Click here to view the embedded video.</em></a></p>
<p><strong>Crazy Taxi<br />
</strong>This is the perfect arcade port. Players pumped so many quarters into this game, when the annoucement  for the Dreamcast came life was merry. It was difficult to grasp why a game with minimal features was so amazing. <em>Crazy Taxi</em> had two stages to choose from, and only four different drivers who differed slightly. Yet burning rubber down the hills of sunny California was incredibly addictive. The insane driving kept the game interesting as players tried to each others high scores. The Offsprings catchy tune &#8220;All I Want&#8221; added to the adrenaline-fueled cabby experience.</p>
<p>&nbsp;</p>
<p><a href="http://www.2d-x.com/the-sega-chronicles-part-iv-the-end-of-an-era/"><em>Click here to view the embedded video.</em></a></p>
<p><strong>Phantasy Star Online<br />
</strong>The first console MMO and it was a stellar pioneer for the console MMO&#8217;s to follow. <em>Phantasy Star Online</em> took the franchise in an unprecedented direction and it paid off. Players enjoyed an immersive world full of interesting locations that they could traverse with friends. Grinding was painless, although the plot was forgettable the game had enough content to keep gamers hooked for months at a time. SEGA did an amazing job in providing extra content in a timely matter keeping the game relevant for quite sometime. The recently announced <em>Phantasy Star Online 2</em> looks to improve on everything its predecessor accomplished. Bravo to Hideaki Kobayashi and Fumie Kumatani for an amazing sound track.</p>
<p>&nbsp;</p>
<p><a href="http://www.2d-x.com/the-sega-chronicles-part-iv-the-end-of-an-era/"><em>Click here to view the embedded video.</em></a></p>
<p><strong>Seaman<br />
</strong><em>Seaman </em>which came packaged in with a microphone that plugs into the controllers VMU slot was quite peculiar. Your main objective was persistent interaction with a strange cross-bred man fish (What!?!). You could literally just sit and tell Seaman about your day. The AI was incredible at the time, Seaman responded with life-like and believable remarks, answering questions along the way and learning more about the player. It’s funny that in 1999 SEGA had done something that Lionshead Studio was trying to call ground breaking and innovative in 2009 (remember project Milo).</p>
<p><a href="http://www.2d-x.com/the-sega-chronicles-part-iv-the-end-of-an-era/"><em>Click here to view the embedded video.</em></a></p>
<p>&nbsp;</p>
<p><strong>Jet Set Radio<br />
</strong>If you haven&#8217;t experienced the cell-shaded, spray painting, graffiti action you have missed a hell of a game. Through out the game players roller blade around a fictional Tokyo&#8211;Tokyo-to actually. Players had to fend off rival gangs and avoid &#8220;five-0&#8243; all in the name of self-expression. The stages were some of the most detail and intricate seen in gaming, players could use a variety of paths through each stage, all while performing tricks and grinding any rail in sight. For those of you that missed this when it was on the Dreamcast you&#8217;re in luck, an HD release will make its way to Xbox Live and PlayStation Network this summer.</p>
<p>&nbsp;</p>
<p><a href="http://www.2d-x.com/the-sega-chronicles-part-iv-the-end-of-an-era/"><em>Click here to view the embedded video.</em></a></p>
<p><strong>Shenmue<br />
</strong>When I first picked up this title I knew nothing about it. A friend had played a piece of music from the game that caught my attention, yes I made a purchase decision based on music, and I&#8217;m glad I did. Before <em>Grand Theft Auto III</em> blew the sandbox genre out of the water <em>Shenmue</em> set the foundation. The plot followed Ryu Hazuki on his quest for vengeance after watching his father murdered by the hands of a mysterious lethal martial artist. Players roam the streets of Yokosuka Japan in search for clues regarding the murderer&#8217;s whereabout. This is one of the first times in gaming where you could explore an open world, at one point you&#8217;re even tasked with working a job. The game used <em>Virtual Fighter</em>&#8216;s fighting engine which led to an engrossing fighting experience.</p>
<p><strong>SAY-GAH!</strong><br />
Any respectable gamer knows that at one point SEGA had one of the most innovative consoles with the Dreamcast. The Dreamcast was ahead of its time, and took the risk that others didn’t even dare take like online gaming. It was home to some of the strangest and more experimental games like <em>Cannon Spike, </em>a rare Capcom beat-em-up/shoot-em-up that featured Darkstalkers, <em>Street Fighter</em>,<em> Mega Man</em> and other Capcom characters fighting their way past enemies while wearing roller blades.</p>
<p>Writing this piece has taken me on a personal journey and has rekindled my love for gaming. I&#8217;ve relieved my childhood and have re-played a lot of the games that define me as a gamer. SEGA will always have a place in my heart because it made games that mattered; it was the magical little guy that no one believed in. I&#8217;ve been around SEGA for as long as I can remember, from blowing into my carts during the infancy of my gaming life, to polishing my games on my Saturn, and playing <em>Power Stone</em> &#8217;til wee hours of the night with my family. All I can say is thanks SEGA it&#8217;s been a great one. All we can do now is hope for the best, because when everything is clicking for SEGA it can produce some amazing and original games.</p>
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		<title>I played the twice-delayed Silent Hill: Book of Memories</title>
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		<comments>http://www.2d-x.com/i-played-the-twice-delayed-silent-hill-book-of-memories/#comments</comments>
		<pubDate>Wed, 16 May 2012 20:27:10 +0000</pubDate>
		<dc:creator>Tim Torres</dc:creator>
				<category><![CDATA[Action]]></category>
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		<guid isPermaLink="false">http://www.2d-x.com/?p=28235</guid>
		<description><![CDATA[Delays, delays, delays. Delays everywhere! BioShock Infinite, Tomb Raider, the South Park RPG from THQ, and Itagaki's Devil's Third (also from THQ) all got hit by delays in the past couple days. And Devil's Third might not make it out the door entirely. Man, it's like video games take a lot of hard work, time and money to make or something!

Silent Hill: Book of Memories also got hit by its second delay during this Great Delay Wave. Konami pushed it back without telling anyone -- its second time being so stealthy. All the other games' delays were publicly announced, so it's odd Konami would take the not-telling-your-parents-about-that-math-test-you-failed route. It works for a couple of days, then your teacher calls home. Or Destructoid.com and the rest of the Internet checks the game's Amazon.com listing.]]></description>
			<content:encoded><![CDATA[
<p><a href="http://feedads.g.doubleclick.net/~a/_n-8mvL5mc1OdpuqMo5fAkA8fqg/0/da"><img src="http://feedads.g.doubleclick.net/~a/_n-8mvL5mc1OdpuqMo5fAkA8fqg/0/di" border="0" ismap="true"></img></a><br/>
<a href="http://feedads.g.doubleclick.net/~a/_n-8mvL5mc1OdpuqMo5fAkA8fqg/1/da"><img src="http://feedads.g.doubleclick.net/~a/_n-8mvL5mc1OdpuqMo5fAkA8fqg/1/di" border="0" ismap="true"></img></a></p><p style="text-align: center;"><a href="http://www.2d-x.com/wp-content/uploads/2012/05/memories2.jpg"><img class="aligncenter  wp-image-28256" title="Silent Hill Book of Memories" src="http://www.2d-x.com/wp-content/uploads/2012/05/memories2.jpg" alt="memories2 I played the twice delayed Silent Hill: Book of Memories " width="500" /></a></p>
<p>Delays, delays everywhere!<em> BioShock Infinite</em>,<em> Tomb Raider</em>, the <em>South Park</em> RPG from THQ, and Itagaki&#8217;s <em>Devil&#8217;s Third</em> (also from THQ) all got hit by delays in the past few days. And <em>Devil&#8217;s Third</em> might not make it out the door entirely. Man, it&#8217;s like video games take a lot of hard work, time, and money to make or something.</p>
<p><em>Silent Hill: Book of Memories</em> got hit by a second delay during this Great Delay Wave. Konami pushed it back without telling anyone &#8212; its second time being so stealthy. All the other game delays were publicly announced, so it&#8217;s odd Konami keeps taking the not-telling-your-parents-about-that-math-test-you-failed route. It works for a couple of days, then your teacher calls home. Or <em><a title="oy oy oy i'm jim sterling" href="http://www.destructoid.com/silent-hill-book-of-memories-seems-quietly-delayed-again-227403.phtml" target="_blank">Destructoid</a> </em>and the rest of the Internet checks <a title="Just be honest, Konami, sheesh" href="http://www.amazon.com/Silent-Hill-Book-Memories-playstation-vita/dp/B006476318" target="_blank">the game&#8217;s <em>Amazon</em> listing</a>.</p>
<p>Since I got to play an early build of <em>Book of Memories</em> last Fall at an event held by Konami at Beats by Dr. Dre in Soho, Manhattan, (where I also got a look at <em><a title="It was good!" href="http://www.2d-x.com/silent-hill-downpour-ps3-a-welcome-return-to-the-town/" target="_blank">Downpour</a></em> and the unfortunate<em> Silent Hill HD Collection</em>), I figured I&#8217;d say a bit about what the version I played was like, and perhaps shed some some light as to why it&#8217;s been pushed back again (this time to a more fitting October 31 release date).</p>
<p>So, <em>Book of Memories</em> is a PlayStation Vita title in development by WayForward, the studio behind <a title="Read our review here" href="http://www.2d-x.com/review-aliens-infestation-ds/" target="_blank"><em>Aliens: Infestation</em> for Nintendo DS</a> and<a title="errr this could've been better" href="http://www.2d-x.com/bloodrayne-betrayal-review/" target="_blank"><em> BloodRayne: Betrayal</em> for XLBA and PSN</a>. They usually take on projects associated with long-running franchises, like <em>Aliens</em> and <em>BloodRayne</em>, and <em>Contra</em>, <em>Thor,</em> and other licenses. The Internet goes crazy over them, but as I confess in my <em>BloodRayne</em> review, I see WayForward as the card sharks in the &#8220;<a title="awesome episode!" href="http://www.youtube.com/watch?v=iPan8pia3TI" target="_blank">Almost Got &#8216;Im&#8221; episode of the <em>Batman Animated Series</em></a>. Charming, but they&#8230; fall short. It was a matter of time, I suppose, until they franchise-hopped to <em>Silent Hill</em>. As you can tell by looking at screenshots, <em>Book of Memories</em> has little to do with previous games in the survival horror series.</p>
<p>Most notably, it&#8217;s not a survival horror game. It&#8217;s played from a top-down perspective in an arcadey, <em>Gauntlet</em>-like dungeon-crawler fashion. It also has little to do with previous WayForward games. WayForward&#8217;s biggest strength, charming 2D spritework, is nowhere to be found here. It makes sense to go for 3D graphics in a <em>Silent Hill</em> game, but the graphics quality wasn&#8217;t exactly spectacular in the build I played. This was evident in the amateurish menu design and character customization as well. Visually, <em>Book of Memories</em> resembled a middle-road iOS game, not a $40 <em>PlayStation Vita</em> game.</p>
<div id="attachment_28257" class="wp-caption aligncenter" style="width: 510px"><a href="http://www.2d-x.com/wp-content/uploads/2012/05/memories3.jpg"><img class=" wp-image-28257 " title="Would you pony up 40 bones/smackers/simoleons for this?" src="http://www.2d-x.com/wp-content/uploads/2012/05/memories3.jpg" alt="memories3 I played the twice delayed Silent Hill: Book of Memories " width="500" /></a><p class="wp-caption-text">Would you pony up 40 bones/smackers/simoleons for this?</p></div>
<p>I spent a decent amount of time with the demo, mainly doing the same thing over and over, going from room to room, defeating indecipherable creatures and gathering keys to unlock more rooms. I kept playing to try and find the main &#8220;hook&#8221; to the game, but I wasn&#8217;t finding it. It seemed pretty standard. Creating a character from scratch provided a tiny bit of satisfaction &#8212; I got to give a goth girl a stovepipe hat. There wasn&#8217;t really much else to customize. Characters came in pre-set templates and &#8220;personalization&#8221; amounted to giving them accessories like&#8230; hats. Hrm.</p>
<p>Cooperative multiplayer is supposed to be a feature, but I didn&#8217;t have anyone to play with at last Autumn&#8217;s event. The company rep there only had one PS Vita for everyone there.</p>
<p>Daniel Licht, who composed the music for <em>Downpour</em>, apparently returns. I couldn&#8217;t discern any specific tunes in the noisy area I was playing, but his involvement can only be a boon. He did a good job continuing the same flavor of sound series composer Akira Yamaoka established for the series.</p>
<p>Supposedly, past <em>Silent Hill</em> characters will return, though it&#8217;s unknown in what capacity. Pyramid Head&#8217;s a shoe-in, for sure. He&#8217;s like Stan Lee appearing in all the Marvel movies at this point. But I don&#8217;t know what good it would do, to have Harry, James and Heather involved in a game so unlike previous games in the series.</p>
<div id="attachment_28258" class="wp-caption aligncenter" style="width: 510px"><a href="http://www.2d-x.com/wp-content/uploads/2012/05/memories4.jpg"><img class=" wp-image-28258 " title="An oven. Yes, this game needed to go back in the oven." src="http://www.2d-x.com/wp-content/uploads/2012/05/memories4.jpg" alt="memories4 I played the twice delayed Silent Hill: Book of Memories " width="500" /></a><p class="wp-caption-text">An oven. Yes, this game needed to go back in the oven.</p></div>
<p>Eventually, I grew tired playing the demo. I got lost &#8212; there was no map or indication of where I was or where I had to go; the game suffered from Every Area Looks the Same Syndrome &#8212; and handed the PS Vita off to another journo. Months later, I&#8217;d find the game&#8217;s been delayed a bunch of times. And with good reason. It wasn&#8217;t ready, not nearly. It wasn&#8217;t fun, there was nothing to it. It didn&#8217;t take advantage of the PS Vita&#8217;s power or capabilities, nor was there was any way it could justify being a $40 retail title in a time when cheap, digital releases offer far more fun and visual quality for a fraction of that price.</p>
<p>There was no way it was going to make its March date in that state. Or its June date now that we know it&#8217;s been pushed back a couple seasons. What&#8217;s more, there hasn&#8217;t been a new scrap of info or <em>anything</em> since the Soho event. It&#8217;s only been nebulous release dates and silent delays from Konami. Hardly encouraging stuff.</p>
<p>With the complaints lobbed at the glitchy, unfinished <em>HD Collection</em> (still waiting for those game-fixing patches), the <em>Silent Hill</em> series is yet another legacy franchise in hot water at the moment. We can hope Konami and WayForward use this long delay to turn <em>Book of Memories</em> &#8211; and the franchise&#8217;s reputation &#8212; around. And maybe all this playing it close to the chest stuff could work out well. It worked for <em>Downpour</em>.</p>
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		<title>The SEGA Chronicles part III: Hard times</title>
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		<comments>http://www.2d-x.com/the-sega-chronicles-part-iii-hard-times/#comments</comments>
		<pubDate>Wed, 16 May 2012 15:30:12 +0000</pubDate>
		<dc:creator>Eric Guzman</dc:creator>
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		<description><![CDATA[It seems strange that the SEGA Saturn under performed after the Genesis' success, but it suffered numerous issues that crippled the console...and a console to come.

The issues began with sloppy marketing. Kalinske (the then SEGA of America CEO) announced that the console would be released on "Saturnday" September 2, 1995 giving gamers something to look forward to. But at the first ever E3 (May, 1995) Kalinske went against his previous announcement and released the console months before the initial date there at E3, but exclusively to Toys 'R' Us, Software Etc., and EB Games. This led to some retailers boycotting the console, and actually promoting and pushing Sony's PlayStation, the Saturn's biggest competitor.]]></description>
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<img class="wp-image-27605 aligncenter" title="640px-Round-Button_Sega_Saturn_Console_+_Type-2_Controller" src="http://www.2d-x.com/wp-content/uploads/2012/04/640px-Round-Button_Sega_Saturn_Console_+_Type-2_Controller.png" alt="640px Round Button Sega Saturn Console + Type 2 Controller The SEGA Chronicles part III: Hard times" width="475" height="315" /></a></p>
<p>It seems strange that the SEGA Saturn under performed after the Genesis&#8217; success, but it suffered numerous issues that crippled the console.</p>
<p>The issues began with sloppy marketing. Kalinske (the then SEGA of America CEO) announced that the Saturn would be released on &#8220;Saturnday&#8221; September 2, 1995 giving gamers and developers time to save up cash and create games, respectively. But at the first ever E3 (May, 1995) Kalinske and SEGA released the console months before the initial date, and exclusively to Toys &#8216;R&#8217; Us, Software Etc., and EB Games. This unexpected direction shift led to some retailers boycotting the console, and actually promoting and pushing Sony&#8217;s PlayStation, the Saturn&#8217;s biggest competitor, instead. Gamers were pissed, too, as the Saturn&#8217;s early release resulted in a game shortage&#8211;only six games were available at launch. The risky move proved costly.</p>
<p><a href="http://www.2d-x.com/the-sega-chronicles-part-iii-hard-times/"><em>Click here to view the embedded video.</em></a></p>
<p>The Saturn had the potential to destroy its competitors (Sony PlayStation, Nintendo 64), but it came with a hefty price: $399.99, which was $100 more than the PlayStation. Yes, the hardware did justify the price, with its dual CPUs and six processors. Unfortunately, this made development extremely difficult. Both CPU&#8217;s had issues accessing the console&#8217;s RAM at the same time, thus leading to long and tedious game development times. Some ports even were redone altogether to run on the Saturn, but this resulted in subpar releases and a software drought. This changed over time, but it took SEGA manning the helm and showing other developers how to harness the console&#8217;s potential. As a result, the best Saturn games are first-party titles.</p>
<p>The development challenges that the Saturn created led to a number of studios bolting to the PlayStation. On paper, Sony&#8217;s PlayStation had inferior hardware, but it was easier to program. Many SEGA fans abandoned ship and purchased a PlayStation. Sony exclusives like <em>Metal Gear Solid</em>, <em>Final Fantasy VII</em>, <em>Twisted Metal</em>, and <em>Warhawk</em> helped solidify their decisions. By 1996, Nintendo also knocked on SEGA&#8217;s doors with its <a title="X:List The 10 Best Nintendo 64 Games" href="http://www.2d-x.com/xlist-the-10-best-nintendo-64-games/">Nintendo 64</a> and one of the greatest games of all time, Super Mario 64.</p>
<div id="attachment_27607" class="wp-caption aligncenter" style="width: 510px"><a href="http://www.2d-x.com/wp-content/uploads/2012/04/Saturn-Accessories.jpg"><img class=" wp-image-27607 " title="Saturn Accessories" src="http://www.2d-x.com/wp-content/uploads/2012/04/Saturn-Accessories.jpg" alt="Saturn Accessories The SEGA Chronicles part III: Hard times" width="500" height="360" /></a><p class="wp-caption-text">Top Left: 3D Control Pad, Top Right: Saturn Wheel, Bottom: Saturn Virtua Stick</p></div>
<p>By this point, SEGA was running out of options, but continued to fight the console war by porting over a number of its arcade hits. <em>Virtual Fighter 2</em> ended up becoming the consoles best seller, and <em>SEGA Rally Championship</em> proved another popular title despite graphical issues. <em>Virtual Cop</em> also made its way over, gamers began to realize that like the Master System, only SEGA would truly support the system.</p>
<p>It&#8217;s not a surprise that arcade ports carried the console through the mid &#8217;90s&#8211;SEGA&#8217;s arcade systems were flourishing. The Model&#8217;s I-III arcade boards were extremely successful. These boards gave birth to the <em>Virtual Fighter</em> series which improved with each board iteration. The <em>Virtual Cop</em> series was a fan favorite at the arcades also, and <em>SEGA Rally Championship</em> could be found in a many malls and theaters across America.</p>
<p><a href="http://www.2d-x.com/the-sega-chronicles-part-iii-hard-times/"><em>Click here to view the embedded video.</em></a></p>
<p><strong>NiGHTS into Dreams<br />
</strong>This is one of the most creative games SEGA has ever released. Players take control of <em>Nights</em> and visit children&#8217;s dreams in order to obtain a magical item. The dreams consist of a Nightopia section where the world is bright beautiful and peaceful, along with a Nightmare section where things usually take turns for the worse. The gameplay consists of flying through a series of rings in an aerial obstacle course, collecting different colored items. <em>NiGHTS in Dreams</em> has a whimsical soundtrack that really captures the game&#8217;s imaginative theme. The soundtrack is so good that songs from the game appeared in other SEGA titles.</p>
<p>&nbsp;</p>
<p><a href="http://www.2d-x.com/the-sega-chronicles-part-iii-hard-times/"><em>Click here to view the embedded video.</em></a></p>
<p><strong>Panzer Dragoon<br />
</strong>Panzer Dragoon drew comparisons to <em>Star Fox</em> due to the on-rails gameplay. Players ride around a dragon and engage enemies using a handgun and the dragon&#8217;s homing attack. The game&#8217;s graphics outshined other titles on the platform, and the sound track is considered one of Yoshitaka Azuma&#8217;s greatest compositions. Panzer Dragoon saw follow-ups that ended with its sequel <em>Panzer Dragoon Otra</em> on the Xbox.</p>
<p>&nbsp;</p>
<p><a href="http://www.2d-x.com/the-sega-chronicles-part-iii-hard-times/"><em>Click here to view the embedded video.</em></a></p>
<p><strong>Virtual Fighter 2<br />
</strong>The original Virtual Fighter deserves recognition, but the Saturn port is so inferior to the arcade version that it missed this list. However, with its sequel came a vast number of improvements. Firstly, <em>VF2</em> is a technical marvel that runs at 60 frames per second. It also adds two characters that expands an already deep roster.</p>
<p><a href="http://www.2d-x.com/the-sega-chronicles-part-iii-hard-times/"><em>Click here to view the embedded video.</em></a></p>
<p><strong>Castlevania: Symphony of the Night<br />
</strong>Quite frankly Editor-in-chief Jefferey Wilson might kill me for not including this game. But seriously this is one of the better games in the Saturns lack luster library. <em>Symphony of the Night</em> follows Alucard, Dracula&#8217;s estranged son who isn&#8217;t to fond of the family business. The Saturn version is praised for having smoother sprites and better audio quality, it&#8217;s actually one of the only multi-platform titles that was better on the Saturn. If you aren&#8217;t familiar with the series by now, you might wanna consider a different hobby other than gaming.</p>
<p>&nbsp;</p>
<p><a href="http://www.2d-x.com/the-sega-chronicles-part-iii-hard-times/"><em>Click here to view the embedded video.</em></a></p>
<p><strong>SEGA Rally Championship<br />
</strong>Before <em>Gran Turismo</em>, <em>SEGA Rally Championship</em> was THE console racer to play. It&#8217;s a port of the wildly successful arcade games, but it isn&#8217;t the most accurate port.  There are frame rate issues, and the graphics are extremely blocky and jagged. Still, it&#8217;s fondly remembered to this day.</p>
<p><strong>Next: Death of the Dream</strong><br />
The success that SEGA gained with the Genesis was quickly lost with the Saturn. The console ended up in a distant last place behind the Nintendo 64 and Sony PlayStation, but behind the scenes SEGA worked on its next console, which would also be its last.</p>
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