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	<title>Consolation Prize</title>
	
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	<pubDate>Fri, 12 Jun 2009 20:51:55 +0000</pubDate>
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		<title>Okami - A Ray of Style</title>
		<link>http://consolation-prize.com/2009/06/12/okami-a-ray-of-style/</link>
		<comments>http://consolation-prize.com/2009/06/12/okami-a-ray-of-style/#comments</comments>
		<pubDate>Fri, 12 Jun 2009 20:50:41 +0000</pubDate>
		<dc:creator>QuizzicalDemon</dc:creator>
		
		<category><![CDATA[Diary]]></category>

		<category><![CDATA[Impressions]]></category>

		<category><![CDATA[Nintendo Wii]]></category>

		<category><![CDATA[Action]]></category>

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		<guid isPermaLink="false">http://consolation-prize.com/?p=886</guid>
		<description><![CDATA[
It has been decided. The game of choice for my return to the videogame frontier is to be the critically acclaimed Okami from Clover Studios. It&#8217;s a decision based upon a number of factors, but significantly it&#8217;s the valuable opinion of fellow gamers that helped forge this path and convince me that this was the [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://consolation-prize.com/images/screenshots/2009/06/okami-header-3.jpg" alt="okami-header-3.jpg" class="centered" /></p>
<p>It has been decided. The game of choice for my return to the videogame frontier is to be the critically acclaimed <em>Okami</em> from <em>Clover Studios</em>. It&#8217;s a decision based upon a number of factors, but significantly it&#8217;s the valuable opinion of fellow gamers that helped forge this path and convince me that this was the right choice given the options outlined in my previous post.</p>
<p>First impressions are very positive; from the outset I fell in love with the <em>Sumi-e</em> <ref>[1]</ref> art style implemented throughout. The unfolding back story that tells the tale of how <em>Shiranui</em>, the wolf incarnation of the Shinto sun goddess <em>Amaterasu</em>, and the warrior <em>Nagi</em> defeated the demon <em>Orochi</em> and brought peace to the village of Kamika for 100 years, is visually simplistic, but yet it&#8217;s still evocative as bold brush strokes wash across the screen canvas bringing life to the textual narration. </p>
<p>This wonderful visual art style is carried further into the game, albeit in more detail and colour, as we learn how Orochi has been unwittingly released corrupting the land and it&#8217;s up Amaterasu to restore nature to its verdant state. And even though I&#8217;m writing here about a game that was originally developed for the PS2, and subsequently ported to the Wii by <em>Ready at Dawn</em> studios, the final result is still an astoundingly beautiful game to behold.</p>
<p>It&#8217;s the simple things which sometimes stand out in a game that you really learn to appreciate. Small touches that are admirable, but perhaps cause you to question there inclusion and wonder &#8220;Are they really necessary?&#8221;. The answer, resoundingly, is &#8220;Yes!&#8221;. They&#8217;re just as much a part of <em>Okami</em> and it&#8217;s overall style as are the characters themselves. It&#8217;s hard to imagine <em>Okami</em> without the thick black outlining that surrounds objects and characters, or the simple brushstrokes that represent the distant mountains, or even the trail of flowers that sprout forth from the ground and burst into bloom behind Amaterasu as she races across the land. The removal of any one of which would diminish the overall effect so successfully portrayed.  </p>
<p><span id="more-886"></span></p>
<p><img src="http://consolation-prize.com/images/screenshots/2009/06/okami-screenshot-2.jpg" alt="okami-screenshot-2.jpg" class="centered" /></p>
<p>The few characters that I&#8217;ve met so far all seem to be interesting. <em>Susano</em>, the descendant of <em>Nagi</em> with a penchant for rice wine, isn&#8217;t quite as bold or brave as the veteran warrior persona he portrays, but maybe the story threads will eventually help him to live up to the burden of expectation; whilst <em>Mr. Orange</em> provides some light comic relief with his ritual dancing, and of course, not forgetting the small of stature but large of personality, <em>Issun</em>, Amaterasu&#8217;s miniscule sidekick whom will become deeply offending by any disparaging remarks towards his height. </p>
<p>Up until this point I&#8217;ve not penned my thoughts on the controls, probably because one element, the <em>Celestial Brush</em>, is unfortunately the weakest part <em>Okami</em>, at least with regards to the Wii version. In theory, drawing actions on screen with the Celestial Brush using the Wii-remote should be a fluent and engaging experience, but on the contrary I find it occasionally frustrating . Maybe the Wii-remote is too inaccurate to draw a flowing symbol rapidly on screen, or perhaps it&#8217;s the symbol recognition tolerance that is too restrictive, but for a game with such a wonderful design mechanic it&#8217;s a shame to discover that it doesn&#8217;t quite live up to expectations.</p>
<p>It has been said that <em>Hideki Kamiya</em>, the game director, was influenced by the design of <em>The Legend of Zelda</em> series, and I can certainly see the similarities. Not only does the questing feel familiar, but also the inclusion of Issun, acting as Amaterasu&#8217;s personal guide, is very reminiscent of the partnership between <em>Link</em> and <em>Navi</em>.</p>
<p>However, I&#8217;ve always been rather fond of the &#8220;Zelda&#8221; formula, and there certainly appears to be plenty of uniqueness in <em>Okami</em> that allows it to stand on its own hind legs with its muzzle held high. </p>
<p><ref>[1]</ref><br />
<a  href="http://en.wikipedia.org/wiki/Sumi-e" onclick="javascript:pageTracker._trackPageview('/external/en.wikipedia.org/wiki/Sumi-e');" >Sumi-e on Wikipedia</a></p>
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		<title>Looking for Inspiration - Game Shortlist</title>
		<link>http://consolation-prize.com/2009/05/10/looking-for-inspiration-game-shortlist/</link>
		<comments>http://consolation-prize.com/2009/05/10/looking-for-inspiration-game-shortlist/#comments</comments>
		<pubDate>Sun, 10 May 2009 11:40:11 +0000</pubDate>
		<dc:creator>QuizzicalDemon</dc:creator>
		
		<category><![CDATA[Diary]]></category>

		<category><![CDATA[Nintendo DS]]></category>

		<category><![CDATA[Sony PS3]]></category>

		<category><![CDATA[Xbox 360]]></category>

		<category><![CDATA[Action]]></category>

		<category><![CDATA[Adventure]]></category>

		<category><![CDATA[Fighting]]></category>

		<category><![CDATA[RPG]]></category>

		<guid isPermaLink="false">http://consolation-prize.com/?p=874</guid>
		<description><![CDATA[Although I&#8217;ve been back from my travels for a few weeks now (for those that weren&#8217;t aware I&#8217;ve been to Whistler, Canada, to try and improve my limited Snowboarding skills) I have still not had the urge to boot up the Xbox 360, PS3, or DS, and immerse myself in our electronic pastime.
Unfortunately, a direct [...]]]></description>
			<content:encoded><![CDATA[<p>Although I&#8217;ve been back from my travels for a few weeks now (for those that weren&#8217;t aware I&#8217;ve been to Whistler, Canada, to try and improve my limited Snowboarding skills) I have still not had the urge to boot up the Xbox 360, PS3, or DS, and immerse myself in our electronic pastime.</p>
<p>Unfortunately, a direct consequence of my general listlessness and disillusionment towards videogames is that the blog writing suffers. There&#8217;s no point in denying it, I don&#8217;t have vast repertoire of articles parked ready for publishing to tide me over, nor a great deal to write about once my muse has been unceremoniously dumped in the binary wasteland. And thus the blog has been barren ever since - a fact that I feel I need to apologise for.</p>
<p>However, not everything lasts forever, and fortunately the desire to play a game is starting to manifest itself. Instead of just deciding to pick up whatever &#8220;hot&#8221; game is generating the most discussion, pick up the latest release, or play through numerous demo&#8217;s that are of no interest, I thought it would be worth examining my back catalog to decide what game to play next. The hope is to avoid the need to rush through a game as fast as possible to voice my thoughts, and instead take my time, savour the experience, and learn to love games again.</p>
<p>With this in mind I&#8217;ve drawn up a shortlist of games that have piqued my interest, but due to various circumstances never had the time to play them.</p>
<p><strong>Okami (Wii)</strong></p>
<p><img class="centered" src="http://consolation-prize.com/images/screenshots/2009/05/okami-header.jpg" alt="okami-header.jpg" /></p>
<p>This respected swansong from Clover Studios is at some point or other always at the forefront of my back-catalogue. It is perhaps the only game I&#8217;ve actually purchased twice. Once when it first appeared on the PS2, and then again when it was ported to the Wii by Ready at Dawn.</p>
<p>I find myself looking wondrously at the watercolour inspired graphical style whenever I see images of this game, and the various references I read with regards to its Zelda-esque game design only cause to enhance its appeal. I&#8217;m curious to see how well &#8220;Celestial Brush&#8221;, a unique design feature of <em>Okami</em> to draw images on the screen canvas for use in combat and puzzle solving, translates to the &#8220;Wii-mote&#8221;. It should in theory be a perfect match, although I&#8217;ve heard comments to the contrary.</p>
<p><span id="more-874"></span></p>
<p><strong>The Legend of Zelda: Phantom Hourglass (DS)</strong></p>
<p><img class="centered" src="http://consolation-prize.com/images/screenshots/2009/05/zelda-phantom-hourglass-header.jpg" alt="zelda-phantom-hourglass-header.jpg" /></p>
<p>I&#8217;ve been somewhat a fan of <em>The Legend of Zelda</em> series since my first experience playing <em>Link&#8217;s Awakening</em> (Gameboy Pocket) during the rainy days whilst on a holiday in Scotland. This is the first foray on the Nintendo DS, and being the natural successor to <em>Wind Waker</em> employs the same cute cel-shaded graphical style which I personally have no qualms with.</p>
<p>I&#8217;m under no illusion that <em>Phantom Hourglass</em> will be structured in a similar manner to its brethren, but I don&#8217;t really see this as a negative. <em>Zelda</em> has yet to disappoint me, and when I&#8217;m at a low ebb I know I can rely on Link et al to remind me what gaming is all about.</p>
<p><strong>Heavenly Sword (PS3)</strong></p>
<p><img class="centered" src="http://consolation-prize.com/images/screenshots/2009/05/heavenlysword-header.jpg" alt="heavenlysword-header.jpg" /></p>
<p>Although I&#8217;ve had my PS3 for over a year now, I&#8217;ve not actually played a full retail (off the shelf) game on the system - I will now hang my head in shame. However, to be honest, I initially bought the system as a knee jerk reaction to the discontinuation of the backwards compatibility that was being removed with the introduction of the new 40GB models. My perhaps illogical thinking is that I would want the possibility of playing PS2 games should the need arise, which so far it hasn&#8217;t, without having to dig out the packed away PS2 hardware.</p>
<p><em>Heavenly Sword</em> is one of the games that was bundled with the system, but I&#8217;m drawn to it not only because it&#8217;s a &#8220;hack &#8216;n slash action-adventure&#8221; game, a genre I&#8217;m particularly fond of, but also because I&#8217;m keenly aware of the need to use the PS3 as more than just a Blu-Ray player. Of the other games that came bundled, <em>Resistance: Fall of Man</em> and <em>Motostorm</em>, this is certainly the most appealing.</p>
<p><strong>Grand Theft Auto: Chinatown Wars (DS)</strong></p>
<p><img class="centered" src="http://consolation-prize.com/images/screenshots/2009/05/gta-chinatown-wars-header.jpg" alt="gta-chinatown-wars-header.jpg" /></p>
<p>Even though a game receives critical acclaim it&#8217;s unfortunate that it&#8217;s success isn&#8217;t guaranteed. This seems to be the case with <em>Chinatown Wars</em>, which has had a rather lacklustre sales record to date - at least in comparison to its predecessors.</p>
<p>Nevertheless, I&#8217;m intrigued to see how the developers, Rockstar Leeds, have handled bringing a fully featured and rich Grand Theft Auto experience to Nintendo&#8217;s all conquering clam-shell, and I&#8217;m keen to discover what gameplay innovations (if any) can be reaped from the device.</p>
<p>Visually <em>Chinatown Wars</em> looks nothing less than spectacular. However, I missed out on the first two games, only jumping onto the bandwagon with <em>Grand Theft Auto III</em>, and therefore I do have my reservations about the top down viewpoint.</p>
<p><strong>Fable II (X360)</strong></p>
<p><img class="centered" src="http://consolation-prize.com/images/screenshots/2009/05/fable2-header-2.jpg" alt="fable2-header-2.jpg" /></p>
<p>The anticipation and exuberance I felt towards <em>Fable II</em> was nullified in a single dose of bad luck on a dark evening last October when I discovered the game disc I had received was unplayable. At least the fault reared its ugly head very early in the game just after opening the magic music box and my time wasn&#8217;t wasted, but because of this disappointment I&#8217;ve not had the heart to play it since. Besides, plenty of other games were jostling for my attention at the time.</p>
<p>Perhaps now is the right time to jump into Peter Molyneux&#8217;s and Lionhead Studios latest offering, and I&#8217;m positive that once I start down the adventurers path I&#8217;ll fall in love with Albion once more.</p>
<p>So there we have it. Hopefully it&#8217;s a worthy list that will reignite the passion and I&#8217;ll be making the decision imminently. So far I&#8217;m swaying towards <em>Okami</em>, especially as it was suggested a few times by fellow tweeps when I canvassed for suggestions.</p>
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		<title>iPhone Free Games Guide - Part 4</title>
		<link>http://consolation-prize.com/2009/04/15/iphone-free-games-guide-part-4/</link>
		<comments>http://consolation-prize.com/2009/04/15/iphone-free-games-guide-part-4/#comments</comments>
		<pubDate>Wed, 15 Apr 2009 08:00:28 +0000</pubDate>
		<dc:creator>QuizzicalDemon</dc:creator>
		
		<category><![CDATA[Reviews]]></category>

		<category><![CDATA[iPhone]]></category>

		<category><![CDATA[Racing]]></category>

		<guid isPermaLink="false">http://consolation-prize.com/?p=853</guid>
		<description><![CDATA[Finishing off my latest look at free iPhone slash iTouch games available to download from the Apple App store, in this post I take a look at Seat Ibiza Cupra Race and Micro Kart. 
You can find the other parts in the guide by following these links:
iPhone Free Games Guide - Part 1
iPhone Free Games [...]]]></description>
			<content:encoded><![CDATA[<p>Finishing off my latest look at free iPhone slash iTouch games available to download from the Apple App store, in this post I take a look at <em>Seat Ibiza Cupra Race</em> and <em>Micro Kart</em>. </p>
<p>You can find the other parts in the guide by following these links:</p>
<p><a  href="http://consolation-prize.com/2009/01/06/iphone-free-games-guide-part-1/">iPhone Free Games Guide - Part 1</a></p>
<p><a  href="http://consolation-prize.com/2009/01/20/iphone-free-games-guide-part-2/">iPhone Free Games Guide - Part 2</a></p>
<p><a  href="http://consolation-prize.com/2009/04/08/iphone-free-games-guide-part-3/">iPhone Free Games Guide - Part 3</a></p>
<p><strong>Seat Ibiza Cupra Race</strong></p>
<p><img src="http://consolation-prize.com/images/screenshots/2009/04/seat-ibiza-cupra-screenshot.jpg" alt="seat-ibiza-cupra-screenshot.jpg" class="left" />One thing that can certainly be said about games, such as this, which have the impression they&#8217;ve primarily developed as a subliminal form of advertising, is that they at least have decent production values - even if the underlying game isn&#8217;t always of the highest standard.</p>
<p>It must be said that <em>Seat Ibiza Cupra Race</em> is a good attempt. Upon commencement the player is able to pick from a variety of colours and decals for their Ibiza, and then choose to either race against five other competitors, just the clock, or simply take the car for a test drive around the track without time restrictions. Unfortunately there&#8217;s only the one track, but it is at least well presented with some pretty scenery to view on the way round.</p>
<p>I&#8217;m actually quite impressed by the graphics engine, it does the job well and reminds me of similar engines we would witness on the Playstation - one not two. The controls work quite proficiently but the track design with its various hairpin and S-bends isn&#8217;t the best match for the device which is frequently required to be rotated to some extreme degrees. And speaking of the track, it is perhaps far too long for mobile gaming with three laps feeling like a chore rather than an exhilarating race to the finish. However, I&#8217;ve certainly played far worse free games on the iPhone. </p>
<p><br/><br />
<p><strong class="rating">Rating:</strong>&nbsp;&#9733;&#9733;&#9733;&#9734;&#9734;&nbsp;</p><br />
<br/></p>
<hr/>
<p><span id="more-853"></span><br />
<strong>Micro Kart</strong></p>
<p><img src="http://consolation-prize.com/images/screenshots/2009/04/micro-kart-screenshot.jpg" alt="micro-kart-screenshot.jpg" class="left" />Do you remember the heady days of playing <em>Micro Machines</em>? Racing toy cars around the kitchen table, avoiding breakfast cereal and jumping over obstacles using ramps constructed from cutlery? If you do then my advice is to avoid <em>Micro Kart</em> because it will tarnish that happy childhood memory.</p>
<p>I&#8217;m searching for something positive to say about <em>Micro Kart</em>, but the only redeeming feature is the fact that it&#8217;s free. I&#8217;m loath to smack down a game that was probably knocked up by a bedroom coder - I sincerely hope it was at least - but I feel obliged to point out that the frame rate is abysmal, especially on the faster speed settings; the graphics are rudimentary at best, and apart from the rather annoying music track there&#8217;s a distinct lack of sound effects - not even a basic engine noise.</p>
<p>Unless the forthcoming &#8220;full&#8221; version that is referenced in the game spiel is drastically overhauled then <em>Micro Kart</em> will get lost in the masses, but perhaps that&#8217;s a fitting resting place.</p>
<p><br/><br />
<p><strong class="rating">Rating:</strong>&nbsp;&#9733;&#9734;&#9734;&#9734;&#9734;&nbsp;</p><br />
<br/></p>
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		<title>iPhone Free Games Guide - Part 3</title>
		<link>http://consolation-prize.com/2009/04/08/iphone-free-games-guide-part-3/</link>
		<comments>http://consolation-prize.com/2009/04/08/iphone-free-games-guide-part-3/#comments</comments>
		<pubDate>Wed, 08 Apr 2009 08:00:00 +0000</pubDate>
		<dc:creator>QuizzicalDemon</dc:creator>
		
		<category><![CDATA[Reviews]]></category>

		<category><![CDATA[iPhone]]></category>

		<category><![CDATA[Action]]></category>

		<category><![CDATA[Puzzle]]></category>

		<category><![CDATA[Shooter]]></category>

		<guid isPermaLink="false">http://consolation-prize.com/?p=848</guid>
		<description><![CDATA[It has been quite a while since I last took the time and effort to investigate the flood of free games that appear with startling regularity on the Apple app store. Perhaps it was the recent OS 3.0. presentation that reawakened my interest in the iPhone slash iTouch as a serious gaming platform that jerked [...]]]></description>
			<content:encoded><![CDATA[<p>It has been quite a while since I last took the time and effort to investigate the flood of free games that appear with startling regularity on the Apple app store. Perhaps it was the recent OS 3.0. presentation that reawakened my interest in the iPhone slash iTouch as a serious gaming platform that jerked me into action, but I hereby present you with my humble opinion on some free games available for you to download.</p>
<p>In this post I look at <em>Time Crisis Strike Lite</em>, <em>Brick Breaker Revolution Free</em>, and <em>Zombieville USA Lite</em>. You can find the other parts in the guide by following these links:</p>
<p><a  href="http://consolation-prize.com/2009/01/06/iphone-free-games-guide-part-1/">iPhone Free Games Guide - Part 1</a></p>
<p><a  href="http://consolation-prize.com/2009/01/20/iphone-free-games-guide-part-2/">iPhone Free Games Guide - Part 2</a></p>
<p><strong>Time Crisis Strike Lite</strong></p>
<p><img src="http://consolation-prize.com/images/screenshots/2009/04/time-crisis-strike-screenshot.jpg" alt="time-crisis-strike-screenshot.jpg" class="left" />In theory an on-rails-shooter is a good match for the iPhone slash iTouch. There’s no need to worry about the need to map complex controls to the limited functions of the device; the very nature of the genre imposes its own set of constraints and therefore the player only needs to concern themselves with the ability to shoot and reload – that should be easy, right?</p>
<p>Unfortunately <em>Time Crisis Strike</em> has a fundamental flaw with one aspect of the controls that has a profoundly negative impact on the game. The culprit is the &#8220;reload&#8221; action, which unsurprisingly is a critical part of playing <em>Time Crisis</em>. To reload, or in fact in order to take cover as they are one and the same action, you must tilt the device. Although this may seem like a positive use of the accelerometers, the net result is that for a few critical moments the screen is obscured. The situation is worse if you actually want to remain in cover and you’re forced to hunch over the screen to view what’s happening. It beats me why <em>Namco Bandai</em> didn&#8217;t just decide to use a virtual button for this purpose, after all there&#8217;s an icon at the bottom of the screen to indicate this anyway.</p>
<p>This &#8220;Lite&#8221; version offers one full level whilst the premium version offers just three, but given that this first stage could be completed in a couple of minutes, and the aforementioned critique, I really can&#8217;t see myself being tempted to splash the cash for another five or ten minutes of action.</p>
<p><br/><br />
<p><strong class="rating">Rating:</strong>&nbsp;&#9733;&#9733;&#9733;&#9734;&#9734;&nbsp;</p><br />
<br/></p>
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<p><span id="more-848"></span><br />
<strong>Brick Breaker Revolution Free</strong></p>
<p><img src="http://consolation-prize.com/images/screenshots/2009/04/brick-revolution.jpg" alt="brick-revolution.jpg" class="left" /><em>Brick Breaker Revolution</em> joins the ranks of fellow <em>Breakout</em> clones and has some colourful three dimensional graphics on an isometric view to entice the player, but I fail to see where the &#8220;revolution&#8221; the title alludes to comes into play - maybe that&#8217;s saved for the premium version.</p>
<p>It&#8217;s easy enough to control the paddle using virtual buttons on either side of the screen or by directly touching and moving the paddle if that’s your preference, however the controls aren’t perfect. The paddle speed under the control of the virtual buttons seems to accelerate too quickly, and the unfortunate side effect of directly controlling the paddle with thumb or finger is that it obscures the actual paddle and actually lags behind by a split second.</p>
<p><em>Brick Breaker Revolution Free</em> offers eight stages of the &#8220;classic&#8221; mode to play through with four different kinds of simple but effective power-ups to help clear blocks. Overall it’s a decent enough game with some average production values.</p>
<p><br/><br />
<p><strong class="rating">Rating:</strong>&nbsp;&#9733;&#9733;&frac12;&#9734;&#9734;&nbsp;</p><br />
<br/></p>
<hr/>
<p><strong>Zombieville USA Lite</strong></p>
<p><img src="http://consolation-prize.com/images/screenshots/2009/04/zombieville-screenshot.jpg" alt="zombieville-screenshot.jpg" class="left" /><em>Zombieville USA</em> initially looks very promising. The graphical art design reminds me of something <em>The Behemoth</em> would knock up and features some wonderfully drawn cartoon graphics that leave little room for negative critique.</p>
<p>However, if you’re looking for more than just a shallow side scrolling shooter then you will be disappointed. In this &#8220;Lite&#8221; version the depth of gameplay consists of no more than continually walking towards the right and shooting emerging zombies using a variety of weapons. On occasion you&#8217;re able to enter a building, but instead of the exciting proposition of fending off hordes of zombies in the claustrophobic confines of the kitchen, or fighting a retreating battle throughout the house, the opportunity is wasted as the only purpose served by entering a dwelling is to act as a weapon drop, all behind closed doors.</p>
<p><br/><br />
<p><strong class="rating">Rating:</strong>&nbsp;&#9733;&#9733;&#9733;&#9734;&#9734;&nbsp;</p><br />
<br/></p>
<hr/>
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		<title>A Letter of Obsession and Disillusionment</title>
		<link>http://consolation-prize.com/2009/03/31/a-letter-of-obsession-and-disillusionment/</link>
		<comments>http://consolation-prize.com/2009/03/31/a-letter-of-obsession-and-disillusionment/#comments</comments>
		<pubDate>Tue, 31 Mar 2009 21:36:10 +0000</pubDate>
		<dc:creator>QuizzicalDemon</dc:creator>
		
		<category><![CDATA[Diary]]></category>

		<guid isPermaLink="false">http://consolation-prize.com/?p=840</guid>
		<description><![CDATA[Dear reader,
It has been quite a long time since my last post. Apart from the usual absence due to holidays or illness I have generally been posting on a regular basis, and I think that an explanation is in order on this occasion, especially as I&#8217;m about to take another break from blogging due to [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://consolation-prize.com/images/screenshots/2009/03/despair.jpg" alt="Head in Hands" class="left" />Dear reader,</p>
<p>It has been quite a long time since my last post. Apart from the usual absence due to holidays or illness I have generally been posting on a regular basis, and I think that an explanation is in order on this occasion, especially as I&#8217;m about to take another break from blogging due to my annual winter (spring) Snowboarding holiday which is tantalisingly close now.</p>
<p>So to explain, a few weeks ago I developed an obsession with <em>Guitar Hero: World Tour</em>. I am not entirely certain what caused the obsession; perhaps it was a friend’s recent induction to the rhythm music genre that reignited my competitive streak and spurred me on to keep playing for longer and longer periods of time, or perhaps it was the acquirement of the drum kit that offered a new and interesting dynamic, but whatever the reason, the net result is that for a time I lived and breathed <em>Guitar Hero: World Tour</em>.</p>
<p>Whenever I closed my eyes the multicoloured trail of notes blazed there hypnotic dance, and even the usual solace of sleep could offer little respite as even my dreams were plagued with images and music from the game. Something had to give eventually as the countless sleepless nights took there heavy toll and left me feeling drained and lethargic, and unfortunately that seems to have been my passion and enthusiasm for video games – which has just upped and run away without so much as a carelessly written farewell note.</p>
<p>Although video games have been an important part of my life since childhood, a byproduct of blogging about games in the last few years is that one tends to start viewing them in a different light. The constant analysis and critique can become burdensome,  but also conversely it can lead to a new found appreciation. However, it feels almost surreal to suddenly and unexpectedly lose that enthusiasm; not only for the games I was currently in the middle of playing, but also for those virginal titles waiting patiently on the shelf unopened. Sorry <em>Fable II</em>, <em>Far Cry 2</em>, <em>Castlevania: Order of Ecclesia</em>, <em>The Legend of Zelda: Phantom Hourglass</em>, <em>GTA: Chinatown Wars</em>, <em>No More Heroes</em>, and <em>Persona 4</em> (to name but a few) - I just can’t be bothered to play you at the moment.</p>
<p>Fortunately I’m positive that this is just a passing phase and that once I have had time to recharge my batteries the passion will return and the writing can start again in earnest. In the meantime I am hoping to finish preparing a couple of articles on free iPhone slash iTouch games which will be scheduled to appear whilst I’m away. Until my return I bid you <em>adieu!</em>.</p>
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		<title>Wii Fit - The Negatives</title>
		<link>http://consolation-prize.com/2009/03/18/wii-fit-the-negatives/</link>
		<comments>http://consolation-prize.com/2009/03/18/wii-fit-the-negatives/#comments</comments>
		<pubDate>Wed, 18 Mar 2009 22:45:41 +0000</pubDate>
		<dc:creator>QuizzicalDemon</dc:creator>
		
		<category><![CDATA[Nintendo Wii]]></category>

		<category><![CDATA[Analysis]]></category>

		<category><![CDATA[Fitness]]></category>

		<guid isPermaLink="false">http://consolation-prize.com/?p=815</guid>
		<description><![CDATA[
I thought I would follow up my previous post on Wii Fit [1], but this time present you, dear reader, with those annoyances, irritations, and small niggles that set in after the initial honeymoon period has ended and Wii Fit is used as a regular fitness aid rather than a humorous folly.  
For the [...]]]></description>
			<content:encoded><![CDATA[<p><img class="centered" src="http://consolation-prize.com/images/screenshots/2009/03/wii-fit-header.jpg" alt="wii-fit-header.jpg" /></p>
<p>I thought I would follow up my previous post on <em>Wii Fit</em> <ref>[1]</ref>, but this time present you, dear reader, with those annoyances, irritations, and small niggles that set in after the initial honeymoon period has ended and <em>Wii Fit</em> is used as a regular fitness aid rather than a humorous folly.  </p>
<p><strong>For the Sake of Health and Safety</strong></p>
<p>Okay, I realise that <em>Wii Fit</em> was designed to appeal to a large demographic with varying levels of fitness, and I suppose intelligence; but is it really necessary to notify the user every session with the following messages:</p>
<ul>
<li> <em>Feel free to support yourself on other people or objects it you don&#8217;t feel stable</em></li>
<li> <em>Clear the space around you and make sure you warm up before exercising</em></li>
</ul>
<p>Although they may seem considerate during the first few weeks, displaying these messages <em>every</em> time I just want a quick workout - sometimes even multiple times per session - and forcing me to press &#8220;A&#8221; to move past them becomes very irritating after about the fiftieth occurrence.</p>
<p>I appreciate that Nintendo are primarily taking precautions to ensure any thoughts of legal action against them due to injury or misuse or negated, but isn&#8217;t this just a case of taking things just a step too far? Wouldn’t it have been better to adopt a model where the frequency of the messages is scaled down in direct relation to the number of &#8220;Wii Fit&#8221; minutes logged? Or is this really just a sad reflection of the state of affairs of the world we live in, where common sense is disregarded and personal accountability seems to be teetering on the precipice of extinction?</p>
<p><span id="more-815"></span></p>
<p><strong>Balance Board Recalibration</strong></p>
<p><img class="left" src="http://consolation-prize.com/images/screenshots/2009/03/wii-fit-balance-board.jpg" alt="wii-fit-balance-board.jpg" />With the exception of a few Yoga stances and muscle training routines, it is required that the user stand on the board at the commencement of each exercise. I can only assume that this is necessary to recalibrate the weight and balance distribution of the user in order to ensure any movement is tracked as accurately as possible. This is understandable for those routines where the user will be stood completely on the board throughout the exercise, but what about those where the board is only partially used, like the &#8220;press up &#038; side-stand&#8221; and &#8220;jackknife&#8221;?</p>
<p>It may seem like I’m being negative for no apparent reason, or with little justification, but I&#8217;m talking usability here, and if you consider that some users, like myself, will want to group similar exercises together – for example &#8220;press up &#038; side-stand&#8221; followed by &#8220;jackknife&#8221; and finishing off with the &#8220;parallel stretch” – then why have this necessary inconvenience. Surely it would make more sense to recalibrate the board based upon the positions of each exercise. </p>
<p><strong>Custom Routines</strong></p>
<p><img class="left" src="http://consolation-prize.com/images/screenshots/2009/03/wii-fit-pushup.jpg" alt="wii-fit-pushup.jpg" />The biggest feature missing from <em>Wii Fit</em> is the ability to create custom workout routines based upon a user defined selection of exercises. At present the user will have to choose each exercise in turn, returning time-and-time again to the selection screen, when in reality most users want one exercise to flow seamlessly from one to another.</p>
<p><em>Wii Fit</em> has a casual stab at achieving this by recommending a series of exercises, but this doesn’t really take things far enough. The next logical step would be to allow the user to create and save personalised routines based upon manual selection of exercises, or alternatively come bundled with predefined programs. It would be more useful if I could simply choose &#8220;shape up your body and balance&#8221; and be launched straight into the appropriate exercises.</p>
<p><strong>Activity Diary</strong></p>
<p><em>Wii Fit</em> allows you to record external activity via the &#8220;activity log&#8221;. However, in reality the functionality offered is only limited, and it will only record a total amount calculated using a simple formula based upon the type of exercise (light, moderate, or heavy) and the duration.</p>
<p>To fully integrate <em>Wii Fit</em> into a health and fitness regime, the activity log needs to act more like a fitness diary that will allow me to enter the type of exercise undertaken, and the duration for any given date, not just the current date. But importantly, I need to be able to <em>name</em>, or tag, that exercise, because without identification that historical data is useless. </p>
<p><strong>And Finally&#8230;</strong></p>
<p>Although I am an advocate of <em>Wii Fit</em>, regular use does reveal problems that effect its usefulness and thus its longevity as a fitness aid. Given the success of <em>Wii Fit</em> I would suspect a follow up is being prepped, and I sincerely hope it builds upon its foundations to provide a more complete package that is more than just a passing fancy.</p>
<p><ref>[1]</ref><br />
<a  href="http://consolation-prize.com/2009/02/24/wii-fit-and-me/">Wii Fit and Me</a></p>
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		<title>Driving Miss…? [Wheelman]</title>
		<link>http://consolation-prize.com/2009/03/11/driving-miss-wheelman/</link>
		<comments>http://consolation-prize.com/2009/03/11/driving-miss-wheelman/#comments</comments>
		<pubDate>Wed, 11 Mar 2009 21:16:36 +0000</pubDate>
		<dc:creator>QuizzicalDemon</dc:creator>
		
		<category><![CDATA[Demos]]></category>

		<category><![CDATA[Impressions]]></category>

		<category><![CDATA[Sony PS3]]></category>

		<category><![CDATA[Xbox 360]]></category>

		<category><![CDATA[Action]]></category>

		<category><![CDATA[Racing]]></category>

		<category><![CDATA[Third Person]]></category>

		<guid isPermaLink="false">http://consolation-prize.com/?p=803</guid>
		<description><![CDATA[
I thought it would be prudent after the quite impressive Chronicles of Riddick demo to take Wheelman, the game designed to tie in with the movie of the same name starring Vin Diesel, for a test drive.
To be honest I was feeling a little bit apprehensive about this demo. After all, movie related games aren’t [...]]]></description>
			<content:encoded><![CDATA[<p><img class="centered" src="http://consolation-prize.com/images/screenshots/2009/03/wheelman-header.jpg" alt="wheelman-header.jpg" /></p>
<p>I thought it would be prudent after the quite impressive <em>Chronicles of Riddick</em> demo to take <em>Wheelman</em>, the game designed to tie in with the movie of the same name starring <em>Vin Diesel,</em> for a test drive.</p>
<p>To be honest I was feeling a little bit apprehensive about this demo. After all, movie related games aren’t exactly renowned for there quality and generally give the impression of being thrown together just to ride upon the coat-tails of celluloid success . My expectations, therefore, weren’t high.</p>
<p>The demo kicks off with an impressive opening cinematic as the camera sweeps majestically over Barcelona harbour before finally speeding into the city itself where it centres upon a stationary car. Within, sits our protagonist, <em>Milo Burik</em>. He waits patiently, glancing in his mirrors, and doesn’t seem phased when a local police car slowly drives past. A few heartbeats later the camera pans to a building as we witness an unidentified woman exiting possibly what is a bank. She steadily walks towards the parked car, but seconds later an alarm sounds. It&#8217;s your job to get her to safety.</p>
<p>I must admit that at this point in the demo my impressions were entirely positive. The opening sequence had been enticing; the in-game graphics looked great, and I thought to myself that if <em>Wheelman</em> continues this level of quality and polish then maybe, just maybe, we would have a rarity on our hands: a decent movie-game tie-in.</p>
<p>Alas, it wasn’t to be, and the more I played <em>Wheelman</em> the more my enthusiasm diminished.</p>
<p>The initial chase through the city, evading the police and then a local gang, is quite entertaining as you streak through the streets trading paint with your pursuers and causing spectacular crashes which are played out in slow motion. In some respects it feels as if <em>Burnout</em> has had a small part to play in influencing <em>Wheelman</em> during this early chase sequence, but in fact the further you progress into the demo the more obvious it becomes that <em>Wheelman</em> is a concoction of borrowed styles all aspiring to make this more than just a racing game.</p>
<p><span id="more-803"></span></p>
<p><img class="centered" src="http://consolation-prize.com/images/screenshots/2009/03/wheelman-screenshot.jpg" alt="wheelman-screenshot.jpg" /></p>
<p>Of primary interest is the use of the right controller thumb-stick to perform fast and aggressive manoevering, enabling you to side-swipe or shunt another vehicle while on the move, but there&#8217;s also the inclusion of a &#8220;focus&#8221; gauge to activate special bullet-time like abilities that allow the player to shoot critical points on a vehicle or to provide a rather useless speed boost. <em>Milo</em> isn&#8217;t content with only sitting in the driving seat, and the &#8220;jacking&#8221; of other vehicles is also facilitated, even if they&#8217;re moving which cues a dramatically amusing jump from one vehicle to another.</p>
<p>Once beyond all the flash and razzmatazz the cracks do begin to show, however, especially when playing through the demo&#8217;s bundled side missions. <em>Milo</em> may be slightly cumbersome and awkward when on two feet, probably no less so than <em>Nico</em> from <em>Grand Theft Auto IV</em>, but my real issue is with the blatant overuse of the rubber band AI and the seemingly unlimited number of pursuers - police or otherwise - that are readily replenished no matter how many are sent careering off the road in a ball of flame. No matter how far ahead, or how fast you drive, they&#8217;re always guaranteed to be hot on your heels until certain checkpoints are reached.</p>
<p>The problem with <em>Wheelman</em> isn&#8217;t that it aspires to be more than just a driving game, it&#8217;s that as a whole these other elements don&#8217;t really gel.  I&#8217;m left wondering if perhaps it would have been better to stay focused purely upon driving, rather than trying to become a <em>Grand Theft Auto</em> lite wannabe.</p>
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		<title>Chronicles of Riddick [Impressions]</title>
		<link>http://consolation-prize.com/2009/03/07/chronicles-of-riddick-impressions/</link>
		<comments>http://consolation-prize.com/2009/03/07/chronicles-of-riddick-impressions/#comments</comments>
		<pubDate>Sat, 07 Mar 2009 12:01:51 +0000</pubDate>
		<dc:creator>QuizzicalDemon</dc:creator>
		
		<category><![CDATA[Demos]]></category>

		<category><![CDATA[Impressions]]></category>

		<category><![CDATA[Sony PS3]]></category>

		<category><![CDATA[Xbox 360]]></category>

		<category><![CDATA[FPS]]></category>

		<category><![CDATA[Stealth]]></category>

		<guid isPermaLink="false">http://consolation-prize.com/?p=800</guid>
		<description><![CDATA[
Game demos seem to come in two flavours - those that ease you in gently and those that throw straight into the action without any explanation. In some respects the latter approach is perhaps the best way to experience a demo; the raw nature of being plunged into the deep end quickly highlights any flaws [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://consolation-prize.com/images/screenshots/2009/03/riddick-header.jpg" alt="riddick-header.jpg" class="centered" /></p>
<p>Game demos seem to come in two flavours - those that ease you in gently and those that throw straight into the action without any explanation. In some respects the latter approach is perhaps the best way to experience a demo; the raw nature of being plunged into the deep end quickly highlights any flaws and it allows the formulation of an opinion based upon the time it takes to go from bewilderment to enlightenment. The faster this can be achieved, the more intuitive the game is to play.</p>
<p><em>Riddick: Assault on Dark Athena</em> successfully takes the latter approach, and anyone who is remotely familiar with first person shooters shouldn’t have too much trouble learning the nuances of controlling the anti-hero <em>Riddick</em> and dropping straight into the game.</p>
<p>This demo doesn’t really give too much of the plot away. All that can be surmised is that <em>Riddick</em> has escaped, is working in cooperation with another mercenary, and is about to free all the captured prisoners aboard the <em>Dark Athena</em>. This story fragment is really of little consequence until we get to see the bigger picture in the released game, but it does at least give us a brief (very) insight into the characterision - especially that of <em>Riddick</em>, whom thanks to active participation of <em>Vin Diesel</em> looks and sounds like he should.</p>
<p><span id="more-800"></span></p>
<p><img src="http://consolation-prize.com/images/screenshots/2009/03/riddick-screenshot.jpg" alt="riddick-screenshot.jpg" class="centered" /></p>
<p>In terms of the actual gameplay on offer, the <em>Chronicles of Riddick</em> demo is fairly short, but it does do a good job of showcasing what could be an interesting game.Yes, there is the expected run-and-gun element, but the opportunity to use stealth in order to swiftly and efficiently attack from the shadows using a collection of savage looking melee weapons is also present and is certainly representative of the <em>Riddick</em> we know from the movies. However, one sequence in particular grabbed my attention during the demo and that was the use of remote control humanoid drones. At one point during the demo <em>Riddick</em> takes control of these flesh and bone automatons to clear the surrounding area of enemies. It&#8217;s a simple concept, but it was strangely liberating to turn these weapons of war back upon their masters.</p>
<p>Visually, I can’t really find much to complain about, although I hope that the repetitive and familiar looking corridors and rooms so symptomatic of spaceship game design is avoided or at least kept to a minimum, which at present is my only gripe with <em>Chronicles of Riddick</em>.</p>
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		<title>A New Chapter [GTA IV: The Lost and Damned]</title>
		<link>http://consolation-prize.com/2009/03/03/a-new-chapter-gta-iv-the-lost-and-damned/</link>
		<comments>http://consolation-prize.com/2009/03/03/a-new-chapter-gta-iv-the-lost-and-damned/#comments</comments>
		<pubDate>Tue, 03 Mar 2009 19:28:18 +0000</pubDate>
		<dc:creator>QuizzicalDemon</dc:creator>
		
		<category><![CDATA[Impressions]]></category>

		<category><![CDATA[Xbox 360]]></category>

		<category><![CDATA[Action]]></category>

		<category><![CDATA[Adventure]]></category>

		<guid isPermaLink="false">http://consolation-prize.com/?p=791</guid>
		<description><![CDATA[
The first downloadable expansion for Grand Theft Auto: IV, The Lost and Damned, is finally here, gifting us with the perfect excuse to return to the playground of Liberty City once more. It already looks like it’s going to be the new benchmark for DLC that all others will be judged by given its reported [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://consolation-prize.com/images/screenshots/2009/03/gta-tlad-header.jpg" alt="gta-tlad-header.jpg" class="centered" /></p>
<p>The first downloadable expansion for <em>Grand Theft Auto: IV</em>, <em>The Lost and Damned</em>, is finally here, gifting us with the perfect excuse to return to the playground of <em>Liberty City</em> once more. It already looks like it’s going to be the new benchmark for DLC that all others will be judged by given its reported success <ref>[1]</ref> and critical acclaim <ref>[2]</ref>, and although I’ve only managed to spend a few hours with the game, so far it’s the entertaining and polished product one would expect from <em>Rockstar North</em>.</p>
<p>The first thing that caught me by surprise with TLAD was the opening sequence, or more specifically the fact that the adventures of <em>Johnny Klebitz</em> and <em>The Lost</em> motorcycle club begins with an impressive opening cinematic that would make most retail games envious. It sends out a message - this isn’t going to be the run-of-the-mill DLC we’ve generally come to expect. This is, in essence, a separate game, a new experience, albeit set within the confines of familiar surroundings.</p>
<p>I appreciate the continuity that is evident in TLAD, it serves to put the events and experiences of our protagonist <em>Johnny</em> into context with those of our eastern European friend <em>Nico</em>. It provides us with a time-line that we understand and can relate with. <em>Nico</em> has a couple of notable cameo appearances during the early stages of TLAD. We first witness him pushing through the crowded streets, presumably shortly after arriving in <em>Liberty City</em>, and then secondly we meet him in the company of <em>Playboy X</em> and <em>Elizabeta</em>. It&#8217;s during this second encounter when the web of entwining stories that <em>Rockstar North</em> are able to proficiently weave becomes apparent.   </p>
<p><span id="more-791"></span></p>
<p><img src="http://consolation-prize.com/images/screenshots/2009/03/gta-tlad-screenshot.jpg" alt="gta-tlad-screenshot.jpg" class="centered" /></p>
<p>The missions in TLAD, so far anyway, follow the same core structure set out by its predecessors. Primarily involving shootouts with an opposing motorcycle club: <em>The Angels of Death</em>, but there has been an attempt to keep things fresh with the introduction of the gang dynamic. <em>Johnny</em> doesn’t need to tackle things alone; he can rely on his fellow chapter members to help out, who interestingly will actually gain experience whenever they survive and will become tougher and more valuable members of the crew as part of the process.</p>
<p><em>Liberty City</em> is a big place to explore. Perhaps this is the reason that apart from the the more commonly recognisable places of interest, some of the locations and features don’t feel too familiar. However, it’s more than likely that it’s the conscious and intelligent decision made by <em>Rockstar North</em> to base the hub of activity within the little explored <em>Alderny</em> that more than helps play its role in keeping the game feeling as &#8220;new&#8221; as possible. There’s still a real sense of bewilderment at the sheer scope and detail of Liberty City, even though I’ve traversed the mean streets for hours on end with <em>Nico</em>.</p>
<p>It’s a favourable beginning to what in the end could turn into a very profitable experiment for <em>Rockstar Games</em>. <em>The Lost and Damned</em> may be considered expensive, but I hope it&#8217;s justified by the quality and content. So far, it&#8217;s off to a good start.</p>
<p><ref>[1]</ref><br />
<a  href="http://www.eurogamer.net/articles/lost-and-damned-breaks-live-records" onclick="javascript:pageTracker._trackPageview('/external/www.eurogamer.net/articles/lost-and-damned-breaks-live-records');" >Lost and Damned breaks Live records via Eurogamer.net</a><br />
<ref>[2]</ref><br />
<a  href="http://www.metacritic.com/games/platforms/xbox360/grandtheftauto4thelostandthedamned?q=the%20lost%20and%20damned" onclick="javascript:pageTracker._trackPageview('/external/www.metacritic.com/games/platforms/xbox360/grandtheftauto4thelostandthedamned');" >Grand Theft Auto IV: The Lost and Damned via MetaCritic.com</a></p>
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		<title>The Power of Two</title>
		<link>http://consolation-prize.com/2009/02/27/the-power-of-two/</link>
		<comments>http://consolation-prize.com/2009/02/27/the-power-of-two/#comments</comments>
		<pubDate>Fri, 27 Feb 2009 21:33:27 +0000</pubDate>
		<dc:creator>QuizzicalDemon</dc:creator>
		
		<category><![CDATA[Diary]]></category>

		<category><![CDATA[Nintendo DS]]></category>

		<guid isPermaLink="false">http://consolation-prize.com/?p=780</guid>
		<description><![CDATA[I’ve recently being playing through Castlevania: Portrait of Ruin on the Nintendo DS and although the successful “metroidvania” formula doesn’t seem to have changed much there are at least some elements that make the game feel slightly different from all the others I have had the pleasure of playing.
Probably the most noteworthy aspect in Castlevania: [...]]]></description>
			<content:encoded><![CDATA[<p><img class="left" src="http://consolation-prize.com/images/screenshots/2009/02/portrait-of-ruin.jpg" alt="portrait-of-ruin.jpg" />I’ve recently being playing through <em>Castlevania: Portrait of Ruin</em> on the <em>Nintendo DS</em> and although the successful “metroidvania” formula doesn’t seem to have changed much there are at least some elements that make the game feel slightly different from all the others I have had the pleasure of playing.</p>
<p>Probably the most noteworthy aspect in <em>Castlevania: Portrait of Ruin</em> is the introduction of two new playable characters, namely <em>Jonathan Morris</em>, and <em>Charlotte Aulin</em>, whom have to work together to overcome the Castle’s obstacles.</p>
<p>Both characters can be switched between at will, yet individually they’re sufficiently different to one another to help keep things interesting. Whilst Jonathan plays the role of the self assured warrior with a grudge, Charlotte is the powerful, but vulnerable magician. In itself this dynamic character switching wouldn’t be enough to ensure long term success, but <em>Castlevania: Portrait of Ruin</em> seems to have been thoughtfully designed to make the best use of this cooperation with regards to exploration, puzzles, and of course boss battles.</p>
<p>Throughout the adventure - what I’ve played of it so far at least - it’s frequently necessary to call upon the AI player to help out. Although it isn’t entirely necessary to have them following you around all the time, what I have discovered, however, is that I prefer to have my companion chasing my coat tails rather than dismiss them to the sidelines while I am exploring.</p>
<p>This started me thinking. Although I generally profess to be a solo video game player, I do genuinely enjoy games where there is some form of “companionship” – especially if it’s integral to the game and there is a binding relationship between the characters. But with the exception of traditional style role playing games, which by and large have always featured companions, could you name some truly memorable partnerships? Who could forget the churlish imp <em>Midna</em> <ref>[1]</ref>, The completely believable <em>Alyx Vance </em><ref>[2]</ref>, the helpless <em>Yorda</em> <ref>[3]</ref>, and perhaps more recently <em>Elika</em> <ref>[4]</ref>, but beyond that I&#8217;m really struggling. Any suggestions?</p>
<p><ref>[1]</ref> <em>The Legend of Zelda: Twilight Princess.</em><br />
<ref>[2]</ref> <em>Half Life 2: Episode One and Two.</em><br />
<ref>[3]</ref> <em>Ico</em><br />
<ref>[4]</ref> <em>Prince of Persia</em></p>
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