Massively Multiplayer: Gaming In The New Millennium

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I still think I overdid the power of the TTL SNES CD considering everything that's come out about it since we've started writing.
A little...maybe the thing was to future proof more...still i'm proud the system, i think i based more in the future model that was already 32-bit. The thing we dunno now many models and ideas exist that add.on
I don't think you overdid it, I think it would make sense for (after a near miss of the deal falling apart completely) if Sony decided to prove why they were a valuable partner, and to also prove to everyone else why they needed to buy a SNES-CD.
Just because the only prototype to surface IOTL was an underwhelming "literally a SNES version of the SEGA CD" doesn't mean they might not have been more ambitious if they went forward with it.
 
I don't think you overdid it, I think it would make sense for (after a near miss of the deal falling apart completely) if Sony decided to prove why they were a valuable partner, and to also prove to everyone else why they needed to buy a SNES-CD.
Just because the only prototype to surface IOTL was an underwhelming "literally a SNES version of the SEGA CD" doesn't mean they might not have been more ambitious if they went forward with it.
Possible, i just took the 1993 32-bit prototype and moved some things, mostly as i knew nintendo wanted the thing to move 3D games like star fox...the thing is dunno about other older one...Wonder why they don't organized better and just released a CD SNES...the PC-ENGINE CD was already a big seller in japan
 
Possible, i just took the 1993 32-bit prototype and moved some things, mostly as i knew nintendo wanted the thing to move 3D games like star fox...the thing is dunno about other older one...Wonder why they don't organized better and just released a CD SNES...the PC-ENGINE CD was already a big seller in japan
Because Nintendo.
Cartridges gave them more control over who could make games for their system.
 
Summer 2012 (Part 7) - Twilight Of The Sapphire
Yoshi And The Mysterious Lake

Yoshi And The Mysterious Lake is a sidescrolling platformer adventure game exclusive to the Nintendo Sapphire. Featuring a mix of 2-D/3-D graphics (which make the game look like OTL's Yoshi's Crafted World but with the classic graphical stylings of Yoshi's New Island), the game features a total of 48 levels scattered across five worlds, with 40 main levels and 8 hidden ones. The game plays much like the classic Yoshi's Island sidescrollers, with big, expansive levels that feature a mix of platforming and exploration, and a Yoshi that's able to float, fire eggs, transform into vehicles, and swallow objects to make progress. The game's plot focuses on Yoshi and his friends attempting to rescue a beautiful mermaid after Kamek abducts her. He wants the mermaid to serve as a babysitter to Baby Bowser so that he'll be free to conduct magical experiments and conquer the world on his own. He also wants to drain the mermaid's mysterious powers to enhance his own. Yoshi and his friends must dive deep down into the mysterious lake where the mermaid lived in order to restore her magic and find Kamek. Along the way, they'll battle Kamek's minions, along with dozens of mysterious denizens of the deep. Levels take place both on land and underwater, but the game has a distinct underwater motif, with more than half of the game's levels featuring a submerged segment (with many levels taking place totally underwater). While underwater movement makes the controls slightly different than what players are used to, it's quite easy to get the hang of things, and there are a variety of enhancements to help the Yoshis out as well, including a frequent power-up in the form of mermaid fins that Yoshi can use to maneuver easily under the water. While Baby Mario isn't a constant presence in this game (and Yoshi instead has an 8-point life meter that depletes normally when he's hit), he does make a cameo appearance in a few stages, along with Baby Luigi and Baby Peach, and the three show up to either help the Yoshis or be rescued by them. The game doesn't have a huge variety of environments, since most of it takes place in and around a giant lake, so the themes of each of the five worlds are a bit more subtle, based around the creatures inhabiting them rather than the environmental features themselves. World 1 takes place on the outer part of the lake and consists mostly of beach levels, World 2 is based around fully submerged levels and battling giant fish, World 3 is a sort of cave environment featuring mollusks, World 4 is an underwater city area featuring Kamek's minions, and World 5 is the deepest part of the lake, with a focus on larger creatures and Kamek's magic. The game's plot is extremely simple, with no major twists or turns. The Yoshis explore the lake, battle Kamek and his minions, and rescue the mermaid after a fierce fight with Baby Bowser (who this time has become a kind of underwater giant squid-like creature). Yoshi And The Mysterious Lake is a fun and visually beautiful game, and it's easy to see that it was a labor of love for Katsuya Eguchi, who worked on it with his team as much as he could. However, it doesn't distinguish itself much from other recent Yoshi titles, and so reviews are only moderately decent, averaging in the low to mid 7s. The game manages to sell well, but despite being an impressive technical achievement for the Sapphire, it doesn't take the series itself forward very much.

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Gran Turismo 5

Gran Turismo 5 is a simulation/racing title for the Nintendo Sapphire, and the second game in the series for that system. It improves significantly upon its predecessor from both a graphical and content standpoint, while also making some strides in gameplay as well. Particularly, the game's career mode has seen some noticeable improvements, with the option to create a racer/team owner and embark on a career that begins on the track and ends with the player running their own international racing team. The game gives out advice based on the player's driving style, helping them to improve as they unlock cars and progress through the circuits, from the minor leagues all the way to major racing events. The game presents a progressive unlocking scheme that allows the player to unlock some good cars earlier than they might have been able to in previous titles, but also makes them seriously earn better cars down the road, presenting a sort of "best of both worlds" arc of difficulty (one major criticism about this is that the game's progression seems to slow down significantly right in the middle, leading to significant unlocking droughts and what will seem to some players like artificial skill gates). Other than these noticeable differences, not too much has changed in the core experience. It's still Gran Turismo, and the fifth installment is easily one of the best looking titles ever on the Sapphire, pushing the system almost to its limits with incredibly detailed graphics and a ton of content (1,615 cars in total). Gran Turismo 5 is actually a bit disappointing with critics, who score the game in the mid to high 8s, a lower score than Gran Turismo 4 despite being almost a strictly better game, but sales are extremely strong, both initially and even all the way until after the Sapphire's successor hits the market. It maintains the series' strong reputation, which is much like what the franchise enjoys IOTL.

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Molten 2

A Crytek-developed FPS exclusively for the Nintendo Sapphire, Molten 2 features a large, open world and excellent graphics, much like its 2010 predecessor. While Crytek has been working on Far Cry 3 ever since Molten launched, the success of the original Molten led to a sequel being commissioned, and the company put together a fairly small team to work on the game, reusing quite a few assets from the previous title and reducing the scope of the game a little bit. Molten 2 takes place in the far future, on Jupiter's moon Io, which is seeing dramatically increased volcanism due to the scientific experiments taking place there. On a large complex of enclosed stations on the planet, a resident named John Farnen is made aware of a series of experiments that would not only endanger the lives of everyone on Io, but also threaten the gravitational integrity of nearby Jupiter, which would throw the entire solar system into chaos. Farnen must do what he can to stop the experiment, while at the same time, the station is invaded by a group of ecoterrorists who seek to stop the experiment by any means necessary, including the murder of civilians. Caught up in a battle between the authorities and the terrorists, Farnen must find what few allies he has to stop the chaos and save as many lives as he can. Like the previous game, Molten 2 plays a lot like a Metroidvania title, with Farnen backtracking to previously visited areas for mandatory items or optional upgrades. There's less squad-based fighting in this game, though Farnen does have a few partners he can fight alongside during the course of the story (he doesn't choose his partners, rather, his partner depends on what's going on in the story). Farnen uses more futuristic weaponry than the protagonist of Molten, with weapons like laser pistols and advanced explosive devices quite common (though he can also fight with good old fashioned lead on occasion). Like the previous game, Farnen must regulate his heat level, and also his oxygen level (at times when the station walls are breached, removing the oxygen from the room and exposing Farnen to the fiery volcanoes). Rather than rescuing people as the original protagonist did in Molten, Farnen must find people and get information from them, sometimes by force. He has to fight both the authorities and the terrorists, and also at times ally with both of them. Ultimately, the game allows the player to achieve one of three endings: an authority ending, in which the experiment is completed (Farnen saves most of his friends, including his love interest, but Jupiter is destroyed, leading to an uncertain but almost definitely bad future for Earth), a terrorist ending, in which Farnen helps the terrorists destroy the facility (at the cost of civilian lives, but saving Jupiter and Io from destruction), or a reconciliation ending, in which Farnen and his love interest both die, but the remaining civilians and Jupiter are saved from destruction. No one ending is considered canon or necessarily the best (most fans agree that the reconciliation ending is the "happiest"), showing that no matter what happens, the player will have to make a sacrifice to achieve their goal. Molten 2 features improved graphics over the original game, making it one of the Sapphire's best looking FPS games. Reviews are somewhat lower, however, due to a perceived lack of originality in the game and a fairly short campaign. It's considered a bit of a rush job, with a few annoying glitches initially, and a lot of critics and fans agree that the game probably shouldn't have been made, as it doesn't hold up next to the first one even with improved graphics. Despite Molten 2's mixed reception, it's a sales success, even if not on the same level as the original game. Crytek takes the lessons learned from both games into their development of Far Cry 3, which they hope will be their best game to date.

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"As the Sapphire limps past 100 million units with the sales boost achieved after the release of Super Mario Laboratory, Nintendo is still hoping the system will catch up to the iTwin, which is still a few million units ahead. With the Virtua expected to release several months before the Sapphire's successor, it could give Nintendo's console the boost it needs to come out on top and avoid being the first Nintendo console ever to 'lose' a sales race against its rival, after more than a quarter century of sales dominance. Regardless of whether or not the Sapphire ends up ahead of the iTwin, it's unlikely to be considered anything but a success, achieving more profit for Nintendo than the iTwin achieved for Apple. Even if the Sapphire becomes Nintendo's first 'loser', it's still undoubtedly a winner thanks to its strong lineup of games and its sales achievements, becoming the fourth home video game console to ever sell more than 100 million total units (after the Ultra Nintendo, the Nintendo Wave, and the Apple iTwin), and it's expected to eventually top the Wave in overall unit sales, if only just barely."
-from an article on Kotaku, posted on October 10, 2012

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Nintendo Announces Upcoming Direct Presentation For Thursday

Nintendo has just announced that this Thursday will see the release of a Nintendo Direct presentation on all major video streaming platforms, including Videocean and Youtube. It will be the company's third Direct presentation, and it's expected that Nintendo will finally officially reveal the long-awaited Nintendo Sapphire successor during this Direct, as the press release stated that the presentation will focus on "brand new technology" from Nintendo, with no mention of games or other announcements. The Direct is said to be 25 minutes long, enough time for Nintendo to reveal a new hardware system and perhaps some new games, but we still have no confirmation of what exactly Nintendo will be revealing. The company notably declined to announce the Sapphire's successor at E3 back in June, though they did tease some next-generation games, and if the new console is revealed, those games may get more thorough previews during this Direct presentation.

-from an article on Gamespot, posted on October 15, 2012
 
Nintendo Announces Upcoming Direct Presentation For Thursday

Nintendo has just announced that this Thursday will see the release of a Nintendo Direct presentation on all major video streaming platforms, including Videocean and Youtube. It will be the company's third Direct presentation, and it's expected that Nintendo will finally officially reveal the long-awaited Nintendo Sapphire successor during this Direct, as the press release stated that the presentation will focus on "brand new technology" from Nintendo, with no mention of games or other announcements. The Direct is said to be 25 minutes long, enough time for Nintendo to reveal a new hardware system and perhaps some new games, but we still have no confirmation of what exactly Nintendo will be revealing. The company notably declined to announce the Sapphire's successor at E3 back in June, though they did tease some next-generation games, and if the new console is revealed, those games may get more thorough previews during this Direct presentation.
I wonder what Kutaragi-San has cooked up this time :D
 
Summer 2012 (Part 8) - Metal Gear Solid III
Metal Gear Solid III: Angels Fall

Metal Gear Solid III: Angels Fall is the fifth game in the Metal Gear Solid series, and follows up directly from the events of 2008's Metal Gear Peace. It's a stealth/action game that follows the story of an aging Solid Snake as he attempts to destroy the Patriots once and for all, while tracing down clues left by a man claiming to be the legendary soldier Big Boss, who was once thought dead after being defeated by Solid Snake on numerous occasions. At the same time, the game also follows the story of Vapor Snake, AKA Lyra Marin, as she hunts down the people responsible for her mother Paz Ortega's death while trying to put her own personal demons to rest. Bringing both of these stories together is the terrorist warlord known as Skull Face (the villain of OTL's Metal Gear Solid V: The Phantom Pain), who seeks vengeance against Big Boss, believing him to be representative of the cultural imperialism of the West (his vendetta against Big Boss ITTL is similar to his vendetta against Cipher IOTL). The game continues forward from Metal Gear Peace and Outer Heaven in terms of gameplay, maintaining some of the systems originated by those games, while also introducing many of its own. It continues the "split system" from Metal Gear Peace, with Solid Snake's gameplay segments consisting of more open-world stealth (similar to OTL's Phantom Pain) while Vapor Snake's segments are much more linear, with more hand to hand combat (more reminiscent of classic Metal Gear titles, but with less stealth). Solid Snake, who is now nearing the end of his lifespan because of the effects of the aging virus he was given at birth, is encouraged to avoid combat whenever possible, and when he must fight, to do so non-lethally. Like in OTL's Phantom Pain, Snake must call for support from a variety of allies. There's no Quiet in this game (she'll show up in a future title), but combat companions similar to OTL's D-Horse and D-Dog make appearances, along with another sniper character (ironically, TTL's sniper character is a loud and boisterous man named Wrecker, who's just funny enough not to be obnoxious and who ends up becoming a fan favorite, he's voiced by Johnny Yong Bosch). There's not quite as much freedom in this game as there is in OTL's Phantom Pain, but it's still much more open ended than previous Metal Gear Solid titles, with Hideo Kojima using the open world segments as a sort of "test run" for an even more open ended game later on. Meanwhile, Vapor Snake is also able to utilize stealth and non-lethality, but her combat style, which uses both fighting and firearms, is much more like a beat 'em up than a tactical shooter. She's much more physical and hands on, but despite this, has many of the same combat moves as Solid Snake does (it's implied he's been training her). Vapor Snake goes on her missions alone, with no companions to call for help, but despite her enhanced physical capabilities, this does give her a lot less tactical options than Solid Snake, forcing players to commit when they go too far with her, giving her less escape routes if she needs one other than just punching through the enemy and fighting her way out. The game's Split System has some Phantom Pain-style player choice elements involved with it. Though it's not possible for players to choose the order they undertake certain missions, it IS possible for players to influence what hazards and scenarios Solid Snake and Vapor Snake encounter. For example, with the Beauty and the Beast unit, it's possible for either Solid Snake or Vapor Snake to take all four members of the group on (or for Solid Snake and Vapor Snake to split the fights). It's possible for Solid Snake to visit certain areas in one playthrough, and for Vapor Snake to visit them in another playthrough. While much of the game can still only be completed by a certain character, the Split System allows players to decide which of the two protagonists meets certain challenges, adding flexibility and replay value to the game. As mentioned before, the Beauty and the Beast Unit appears in this game, after appearing in Metal Gear Solid IV IOTL. They consist of the same members ITTL, with mostly the same abilities, and depending on who encounters them, the boss fights can go very differently, with Solid Snake forced to use more trickery and subterfuge to fight them, while Vapor Snake can battle them head on (though this isn't always the easiest approach). Also, in order to spare the lives of the Beauty and Beast unit, they must be battled with a certain character, with Solid Snake needing to battle Laughing Octopus and Crying Wolf in order to spare them (though he also has the option to kill them) and Vapor Snake needing to battle Raging Raven and Screaming Mantis to have that option (though, like Solid Snake, she can also kill them). The game features significantly improved graphics from both Metal Gear Peace and Metal Gear: Outer Heaven, pushing the Sapphire and especially the iTwin to their limits (with some iTwins reporting overheating from running the game, the sequence that causes this is patched out within days of release). The Nexus version has better resolution and also a faster frame rate, and is one of the better looking launch titles for that system (though it would come to pale in comparison to future games on the system). This game sees most of the familiar voice actors return, including David Hayter as Solid Snake and Mari Devon as Vapor Snake. Ironically, Big Boss in this game is played by Donald Sutherland, the father of Kiefer Sutherland who voiced Venom Snake in The Phantom Pain IOTL. As Big Boss is quite old in this game (looking even older than Old Snake), this is considered an appropriate re-casting, and because Hayter still plays Solid Snake, most fans don't have a problem with it (especially since Sutherland's performance is considered by most to be quite excellent).

The theme of Metal Gear Solid III is revenge and how it the desire for it manifests in each individual, growing and spreading like an infection amongst even the most righteous. It's the thirst for revenge that draws Lyra back into conflict, after she's unable to return to a normal life, while the desire for revenge has also driven individuals such as Skull Face and Big Boss to commit the deeds that they have committed over the course of the series. Perhaps the only person who isn't consumed by revenge, at least as the game begins, is Solid Snake, who seeks only to stop the Patriots before he succumbs to the effects of his virus. He seeks out EVA, and his dialogue with her forms the game's opening cutscene, while also catching the player up on everything that's happened since the events of Metal Gear Peace. EVA reveals the location of the Patriots' AI systems, a decommissioned space station using a new form of stealth to remain completely invisible. Through these AI systems, which manipulate the world's markets and information technology, the world's most important political leaders can be controlled without the use of force or brainwashing, simply by giving them the right information to make the decisions that the Patriots AI wants them to make. She has the location of the space station, but not its access codes, which are held by another individual known as The Broker. Solid Snake goes to find the Broker, who is working as the president of a financial firm under unusually heavy security. At the same time that this is occurring, Skull Face and his forces are poised to release a virus in the city where the financial firm is located. As Solid Snake attempts to penetrate the firm's security, he runs into Laughing Octopus, who deflects every one of his attempts to subdue her and eventually disables him. As she gets ready to finish him off, she is distracted by a small EMP set off by Meryl and Otakon, who traced Solid Snake's location. Thanks to their interference, Solid Snake is able to find the Broker, who reveals that he is under the employ of Big Boss and that he is unable to reveal the access codes for fear of who might be listening. After Solid Snake assures him that the code will not be used for anything but the destruction of the Patriots, the Broker is about to reveal it, only to be killed suddenly by a virus released by Skull Face, of a similar nature to the vocal cord virus from OTL's Phantom Pain that kills those who try to speak in their native tongue. Fortunately for Solid Snake, he speaks dozens of languages, and Otakon is able to use his extensive knowledge of Japanese to survive (while Meryl is spared because she evacuated the release zone). However, many people die, and the world is once again consumed with paranoia. As Solid Snake ruminates on why Big Boss had the access codes to the Patriots AI and why he didn't use them to destroy the Patriots, we then switch perspectives to Vapor Snake, who brutally raids a base being held by mercenaries, just to gain one more clue as to what happened to her mother. Though she knows that Cipher, AKA Zero, is dead, she seeks to kill anyone who played a hand in her mother's death, and also wants to destroy the Patriots, hoping that by accomplishing both of those things, she'll be able to sleep peacefully again (it's implied that she's had very little sleep in the past few years and even with her physical enhancements, it's starting to take a major toll on her physical and mental well-being). After being attacked and nearly killed by Raging Raven, she manages to slip away and reluctantly contacts Solid Snake for help. He tells her he doesn't want her to get involved, and refuses to help her, telling her that her fight ended and that she's only hurting herself by continuing to fight. She angrily rebukes him, determined to get revenge and becoming increasingly unhinged.

This leads into the second chapter of the game, in which Solid Snake and Vapor Snake both seek out the information they desire. Solid Snake confirms that Big Boss is alive and that he is seeking to create his soldier's paradise again, a grand Final Heaven, while Vapor Snake learns about Skull Face's role in her mother's death but not the exact role that he played. This is where the Split System comes into play, as six different locations open up for the two to gather clues from. Through the player's actions in the first location, in which they play as Solid Snake but encounter Vapor Snake, the next few locations can be approached in a variety of ways. These locations are a series of military bases located near cities around the world, where Skull Face plans to launch his next series of attacks, but also where information can be gleaned about Big Boss. These locations are all places where Big Boss has operated before, during the Cold War and during the various proxy wars, both covert and otherwise, that were fought between the United States and the Soviet Union. These places also tie in to military operations from previous games in the series, with allusions given to games as early as the original Metal Gear. During this crucial first mission, which takes place near Prague, Solid Snake explores a forested area surrounding an old biochemical plant. The plant has been taken over by Skull Face's troops, and Snake must make his way in and gather a sample of a strange new virus which Skull Face intends to test out on the people of Prague. During this sequence, Solid Snake not only meets up with Vapor Snake, but also finds a clue as to Big Boss' whereabouts that directs him to an area that was once Zanzibarland but is now part of modern-day Kazahkstan. He must also, with Vapor Snake's help, battle a strange new Metal Gear, a hybrid of machine and biotechnology that is able to manipulate plant life and integrate it into its structure. After defeating this new Metal Gear and saving Prague from the effects of the virus, Solid Snake resolves to travel to the former Zanzibarland. Depending on what occurred during this mission, Vapor Snake may or may not follow. If she does, she'll end up battling against Laughing Octopus, while if she remains in Europe, Solid Snake will battle her. Either way, Laughing Octopus gives more information about Skull Face upon her defeat, telling Solid Snake that this battle is about whether or not the soldiers who have ravaged the world with war will pay for their sins, and that she is currently paying for hers. Vapor Snake eventually arrives at the former Zanzibarland later on (whether or not she battles Laughing Octopus), and stumbles upon a recording that Big Boss made in which he talks to his "children": Solid Snake, Liquid Snake, and her. Though Vapor Snake loves her mother dearly (even though they have never met), she is torn about her father, not knowing if he is just another terrorist warmonger or whether he was just fighting for peace even as he relished in war. The next segment of the game takes place near London, and ultimately results in a battle between either Solid Snake/Vapor Snake and Raging Raven. During this time, the two of them navigate the city, with Solid Snake engaging in a sort of James Bond-esque spy mission as Vapor Snake infiltrates a heavily guarded compound in which one of Big Boss' old allies is now keeping another Metal Gear machine. This machine is capable of taking to the skies, and so this segment concludes with one of the two Snakes battling Raging Raven and the other one battling the aerial Metal Gear. Either way, the fight leaves significant destruction in London, causing more panic around the world, events that the Patriots AI seems to have planned for, but also events that make it easier for Skull Face to spread his virus. This segment ends with a confrontation between Solid Snake and Skull Face that leads to Solid Snake being captured and put in a container ship headed for parts unknown, while Vapor Snake gives pursuit.

The next segment is a sequence in which Screaming Mantis tortures Solid Snake while Crying Wolf looks on. Vapor Snake enters the ship and confronts Crying Wolf, asking her why her unit is working for Skull Face, to which she gets the answer that they're not, that their target is Solid Snake and that once he's dead, their mission will be complete. If Solid Snake is able to resist the torture and break free, he'll be the one to battle Crying Wolf, otherwise, Vapor Snake is the one to battle her. All hell breaks loose on the ship after Screaming Mantis and Skull Face turn on one another, while a squad of mercenaries shows up as well. Solid Snake and Vapor Snake team up to escape the ship, while Skull Face leaves and Screaming Mantis ends up killing most of the mercenaries before escaping herself. The chaos frees another Metal Gear, which Solid Snake and Vapor Snake must team up to fight. After that, the two go their own separate ways, while Solid Snake meets with Big Boss on top of a cargo box on the deck of the burning ship. In a very lengthy cutscene full of flashbacks and exposition, a lot of plot threads are explained, including Big Boss' purpose for not destroying the Patriots AI. He seeks to use the Patriots AI to turn the whole world into his Outer Heaven, raising soldiers to a sort of "protected class" who would eventually come to run the planet. Solid Snake confronts him on this, telling him that The Boss would never approve and that it would take the freedom away from people, but Big Boss replies that people would still have freedom, but that when it came to war, there was no such thing as freedom, only the blood and glory of the battlefield. Solid Snake tries to kill Big Boss, only to be disarmed, but Big Boss neglects to kill Solid Snake, instead telling him that he'll come to understand in time, before leaving him on the burning ship. He's rescued by Meryl and Wrecker, who help him back to shore. Solid Snake resolves to stop Big Boss, but that Skull Face is the more pressing matter, and he and Vapor Snake ultimately visit several more military bases to foil both Skull Face and Big Boss' plans. During this time, Screaming Mantis is confronted and defeated by either Solid Snake or Vapor Snake, and this leads to another sequence in which a lot of exposition is dropped (it also leads to a confrontation with Psycho Mantis similar to the one from OTL's Metal Gear Solid 4, with Solid Snake fighting him). A connection between Vapor Snake and the Beauty and Beast Unit is revealed, though the connection is left purposefully vague, so players aren't quite able to connect the dots initially. The sequence also sets up for a final confrontation between Solid Snake and Skull Face, who plans to infect the entire world with his virus, starting with Tokyo. Solid Snake pursues Skull Face and his squad to a base just outside the outskirts of the city, while Vapor Snake learns the the truth about what happened to Paz (essentially the same thing that happened in OTL's Ground Zeroes, captured by Skull Face's unit and tortured for a time, only to be rescued by Big Boss, but left with a bomb implanted inside her body and forced to sacrifice herself to save him). Learning this truth fills Vapor Snake with an all-consuming rage, and she storms into the facility, killing dozens of Skull Face's soldiers along the way. Solid Snake, meanwhile, confronts Skull Face, but after a brief scene of dialogue that seems to be setting up a major boss fight, Vapor Snake comes into the room and without a word, brutally beats Skull Face to death. This is all cutscene, the player doesn't control her, this isn't a boss fight, it's just a no-holds-barred beatdown in which Skull Face doesn't even have time to beg before Vapor Snake caves his skull in with a final punch. In an emotional cutscene afterwords, Vapor Snake falls to her knees and starts sobbing. She's not satisfied with her revenge, she's just hollow, and killing Skull Face has brought her no comfort, and it certainly hasn't ended her pain. Solid Snake tries to comfort her, but she's inconsolable. The one consolation from all of this is that Skull Face's organization has been defeated and his plans have been ended, but Big Boss and his orbital Final Heaven still remain, and Solid Snake has to stop them, with or without his sister.

The next segment of the game, which consists of the final 25% of the main storyline, plays out as a series of short but plot-heavy missions tying together the final threads of Big Boss' role in the series, as Solid Snake must hunt down a group of mercenaries who guard the way to Final Heaven. Meanwhile, Vapor Snake's missions involve finishing off the remaining people tied to Skull Face, while increasingly going insane from the fact that she was never truly able to resolve her grief and anger. Her connections to the Beauty and the Beast unit are brought into focus here as she gradually begins taking on parts of their personalities and trauma, and as Solid Snake gets closer and closer to confronting Big Boss, Vapor Snake gets closer to becoming Hollow Snake, the ultimate soldier, created from the shattered remnants of her own psyche and the trauma of the Beauty and the Beast unit. Her breaking moment is when she learns that Big Boss isn't her actual biological father (the "flashbacks" from the previous games are revealed as implanted memories given to Big Boss by Revolver Ocelot, as he knew that if Vapor Snake found out what she truly was, it would break her). Instead, she was actually conceived by one of Skull Face's soldiers while Paz was being held prisoner. Six months later, she then removed from Paz so that the bomb could be implanted in her place. Skull Face intended to kill her , but Ocelot arranged to have her taken and given to the family who would raise her as a normal girl, though before he gave her away, he subjected her to a procedure that would give her similar DNA to Solid Snake and Liquid Snake (and he also made sure she would survive in the first place, considering that she was three months premature). Upon learning the truth, Vapor Snake has a complete psychological break and becomes Hollow Snake. She intends to kill Big Boss and Solid Snake while destroying Final Heaven in such a way that it would trigger a Kessler Syndrome event, trapping humanity on Earth for centuries to come (she claims that humanity "doesn't deserve to infect the rest of the universe with its wickedness"). To these ends, she takes a Metal Gear unit that was once a secret weapon of Big Boss (a very similar unit to the "Sahelanthropus" from OTL's Phantom Pain) and plans to ride it into space and crash it into Final Heaven. Meanwhile, Snake sneaks onto Final Heaven after gaining the final access code, but not before visiting EVA who helps him use the code to gain access to the unit (and then dies in a very poignant scene due to her own viral infection). Solid Snake then sneaks onto Final Heaven, where Big Boss has assembled the surviving members of his old team, along with a horde of mercenary troops all suffering from PTSD in recent wars. After progressing halfway through, a sequence will play out in which Hollow Snake attempts to crash Sahelanthropus into the station, and Solid Snake must use a laser cannon to disable it. It still crashes into the station, but causes only minimal damage, and Snake must first damage Sahelanthropus enough to force Hollow Snake out, and then battle her. Of course, Solid Snake is no match for Hollow Snake, and so after doing a small amount of damage to her (which itself is extremely difficult), she easily subdues him. This begins another boss fight/cutscene sequence in which Solid Snake helps Hollow Snake to battle her demons, which take the form of the Cobra Unit from Metal Gear Solid II, and in which the player controls Vapor Snake, while Solid Snake plays the role of support. This plays like a boss rush sequence of The Pain, The Fury, The Wave, and The Sorrow (and yes, during the Sorrow fight you have to deal with every single enemy Vapor Snake killed during the game, which, considering her play style, can be in the THOUSANDS). Defeating the Sorrow leads to one final sequence in which Vapor Snake must battle the memory of her mother, which takes the form of Peace Walker. After Vapor Snake lands the final blow, she finally frees herself of her trauma and pain, though it will always linger to some degree (an allusion to the "phantom pain" which surfaced in OTL's Metal Gear Solid V). The fight has caused her to be severely injured, but she's able to stand and walk, and tells Solid Snake that she's ready to walk away but that she can help him if he needs her to. He says that he'll go on alone, and she embraces him before leaving. Solid Snake then makes his way to Big Boss, and the two have one final, emotional confrontation. The final boss battle is a hand to hand brawl, no guns, but full of emotion anyway, and also quite difficult, with the player forced to utilize most of the combat techniques they've learned up to this point. Solid Snake defeats Big Boss, but refuses to kill him, realizing that Big Boss is about to die anyway as a result of the virus that will also ultimately kill Solid Snake in a few months as well. After one final conversation between the two old soldiers, Big Boss dies. Solid Snake doesn't know whether or not he wants to destroy the Patriots' AI system, as he realizes that its only purpose at this point is to create wars that will ensure soldiers still have a place in the world, and not, as Big Boss originally stated, to make soldiers superior. As he ponders whether or not to destroy the machine housing the AI, Vapor Snake contacts him and tells him that she's going to trigger the station's self-destruct sequence. She tells him that doing so will give humanity a chance at peace, and that, in the end, she's "her mother's daughter". Solid Snake tells her that destroying the Patriots won't guarantee peace, as humans can still choose for themselves to make war, but Vapor Snake says that it will give peace a chance. Snake just smiles, then picks up Big Boss' body, escaping Final Heaven just as it explodes, taking all remaining traces of the Patriots with it. Later, Solid Snake is standing by Big Boss' grave, which is next to The Boss' at Arlington National Cemetery. He makes a short and poignant speech. Meanwhile, we see that Vapor Snake is no more: she's gone back to being Lyra Marin, and has become an advocate for peace, just as her mother once was (but unlike her mother, Lyra truly is advocating for peace with no other intentions). She's finally at peace herself, for real this time, with no more anger in her heart, only a small sadness that she's learned to live with. We see Solid Snake visiting many of his old friends (the ones that are still alive), and it's implied that he'll live out his last few months with Meryl. Finally, he visits Lyra, who still considers him a brother and calls the two of them "the children of war and peace". She says that even though Big Boss isn't actually her biological father, in a way she still sees him as a father, as she had to learn to become a soldier just like him. She and Solid Snake discuss their lives from this point and that she'll be happy never raising a weapon again, while Solid Snake is also glad to get to live the last few months of his life in peace. The final scene of the ending shows Solid Snake picking up one of the pieces of Final Heaven that fell to Earth. On it is printed a message from Big Boss to the soldiers of the world, giving his philosophy one last time, and that while soldiers were born to fight, every soldier deserves to live in peace. While Solid Snake is about to reach the end of his life, the destruction of the Patriots means an uncertain future for the world.

Metal Gear Solid III: Angels Fall is released on September 5, 2012, for the Nintendo Sapphire and Apple iTwin. The game receives excellent reviews, though they're not quite as glowingly positive as the reviews for Metal Gear Peace, criticizing the game's slightly uneven pacing and a bit of awkwardness during Solid Snake's open world sequences. However, it's still considered one of the best games of the year, and becomes one of the fastest selling iTwin games of all time thanks to it being the first mainline Metal Gear Solid game released for the system (in the previous months, Konami had released an HD compilation of the previous games in the series on the iTwin and Gemini, building hype for this title). It would sell even faster on the Sapphire, becoming one of that system's top selling games of the year. It would be the last Metal Gear game that Hideo Kojima would release for Konami, at least in its current incarnation. Kojima actually has plans for the series beyond this game, but it's a time of turmoil and transition for Konami, and Kojima and the company have been increasingly unhappy with each other in recent years. Ultimately, whether or not Kojima would get to truly finish his flagship series would boil down to circumstances beyond either Kojima or Konami's control, and one that would become the biggest story in gaming in 2013...
 
BONUS: Thomas The Tank Engine Animated Series Season 3, Part 2
"Engines without whistles aren't proper engines at all!"
"We all know, Mike. Thing is, its your whistle better than ours?"
"It's certainly more deafening."
"Hmph! Remember who pulled the royal service back in England when the Duke came?"
"I remember he had to be hospitalized after getting an ear hemorrhage."

- Mike (Tim Whitnall) being teased by Bert (Keith Wickham) and Rex (Tom Stourton)

I thought for now, my TTTE posts would mostly become shorter, and detail the stories in terms of the original books.

Season 3 of TTTE 2010 was even more exciting adaptations of RWS classics. Including some of them more iconic RWS-only characters like The Small Railway, but only after familiar territory.

The Diseasel: Bill (Rasmus Hardiker) and Ben (Jamie Bell) work at the Sodor China Clay company, an industrial line just south of Brendam Docks. The two twins often shunt around in both the docks and the claypits for Edward and the Scottish Twins to take out to either Sodor or the British mainland. One day however, the twins discover some trucks they previously had shunted for Donald are missing. They notice a spot of oil, which is explained by Bill's driver to be from a diesel. However, the twins mishear him after remembering a sign saying "coughs and sneezes spread diseases". As such, they two blame each other over the "diseasel" until their divers agree that foul play was likely involved. The twins remove their name and number plates, and go to find the diesel elsewhere in the harbor. They find the trucks coupled behind a big green diesel named Franklin, whose diver is going for a coffee break. When confronted, Franklin (Colin MacFarlane) insists that he has the right trucks, so Bill and Ben attempt to drive him insane by running around in a circuit around the siding he is in. This only stops when Edward arrives and confronts the twins, explaining the Franklin simply picked up the wrong trucks. The twins pologize and agree to get the right trucks picked up, while Edward and Franklin, now being referred to by his nickname BoCo laugh. The word about what happened spreads as BoCo is sent to sleep at Tidmouth. There, he gets in Duck's good graces after revealing that he knows Edward (the same conversation implies Duck had also met Bill and Ben). Unfortunately, James ruins the scene by insulting both BoCo and Duck, referring to the latter as a "Buzz-Box Diesel". The next day however, this attitude bites James in the tender when a bee hive is broken, and some bees cling to his boiler for warmth. James' attempt to scare off one ends with him being stung on the nose, much to the amusement of the other. However, BoCo pities the red engine, and cheers him up that night.

Edward's Exploits: After BoCo takes Henry's place as the default engine on the Flying Kipper, Gordon complains to Edward that BoCo is "taking their (his, Henry, and James') jobs" because he's a branchline diesel pulling mainline trains. Edward jokingly suggests that Gordon respond by taking BoCo's goods down the Brendam Branch, but this is ignored when Gordon complains that "Branchlines are vulgar". That night however, a series of mix-ups leads to Gordon starting with the midnight express too early. The end result is Gordon being trapped in Brendam Docks while Edward is stranded at Vicarstown. It is midnight before all the passengers of their respective passenger trains are finally home, but Gordon is forced to stay when Bill and Ben come up, and jokingly suggest ways to get rid of the :hunk of old iron". Gordon, thinking they are serious, panics until BoCo arrives. Gordon is convinced that BoCo saves his life by threatening to take away the trucks he bought if Bill and Ben don't stop. However, this illusion is shattered when Edward scolds the twins, but also makes subtle insults to Gordon for taking the threats seriously.

Gordon is still furious about this the night Edward is meant to leave with a train of enthusiasts. He, Henry, and James make cruel comments about Edward's struggle to haul the train out until the are silenced by Duck and BoCo, who insist Edward is superior to them despite his age. Meanwhile, the enthusiasts enjoy their visit to the Brendam area, but things go bad when rain falls on the return trip. Edward keeps struggling until one of his coupling rods brake and puncture his running board. The crew attempt to phone for help, but Edward insists that he can still get the train home in time. True to his word, they are only half an hour late after the rods are removed and Edward gives it his all. At Wellsworth, Henry apologizes to the blue engine, and is taken to the works. When Edward returns a week later, he finds that BoCo is now one of the family, and that everyone, including the anti-diesel Donald and Douglas, like him.

Ballast: A few days after Edward's return to work, Duck is sent with a train of rails up an old line to Arlesburgh. Up there he hears a truck being asked by Donald about a new source of ballast that the latter and her siblings have been taking up from the hills in the Arle Valley. A few days later, he notices Rita pulling several flatbeds with several shapes covered in tarps. Duck thinks nothing much else of that either until a few days later, ballast comes from the hills in droves, and the Twins claim they pick it up from "verrae wee engines". Henry and James, thinking it's some sort of magic, are unable to go up and see what the Twins are talking about, so Duck volunteers to take Donald's place during the first run of ballast tomorrow morning. At Arlesburgh, Duck sees a set of small tracks by his own line, and a hopper. Duck waits on a siding while the hoppers are loaded until a small green engine comes up from behind, and introduces himself as Rex, explaining the he knows Duck because he's the only engine from the Western Region on Sodor. After a while, Duck takes a liking to Rex (Tom Stourton), and agrees to meet him another day. That other day comes, and Rex introduces him to Mike (Tim Whiitnall) and Bert (Keith Wickham). The episode from here on is a straight forward adaptation until Duck leaves, at which point he is allowed to see the rest of the branch and the town of Arlesburgh. There however, he nearly falls into the ocean and is saved at the last minute by Donald. Upon being pulled back, Duck claims he must have seen something, but doesn't specify what it was.

From here, the adaptations of the other stories in Small Railway Engines (Tit for Tat, Mike's Whistle, and Useful Railway) are straight forward fusions of OTL's Season 20 adaptations and the SiF audios from the 2000s. However, scenarios where Thomas appears in the latter's elements have replaced with either the Scottish Twins (Useful Railway) or Percy (Mike's Whistle). In addition, further exposition is provided for each of the story's beginnings. For instance, Wilbert (Rob Rackstraw) and Teddy Boston (Tom Stourton) are stated to have seen the events of Edward's Exploit while driving in the rain. Whereas Duck's faulty whistle in Mike's Whistle is explained via his crew hosting a cookout with several other crews at Tidmouth sheds where they used Duck as a stove to cook stuff from a cancelled luncheon.

More importantly however, several slight scenes provide tidbits of TTTE 2010's first mini-series. As we go across the Small Railway, bit and pieces of equipment and parts from the previous line are seen.
 
Summer 2012 (Part 9) - Super Mario Laboratory
Super Mario Laboratory

Super Mario Laboratory is a 3-D platformer exclusive to the Nintendo Sapphire. Unlike Super Mario Flip, which allowed players to go back and forth between 2-D and 3-D styles of gameplay, Super Mario Laboratory is fully 3-D, similar to games like Super Mario Dimensions and Super Mario Ranger. In Super Mario Laboratory, Mario becomes a scientist, wearing a lab coat and conducting experiments to defeat enemies and progress through the world. The game contains 13 worlds in all, including a hub world called the Mushroom Laboratory and 12 other worlds, each with their own theme, which are opened up as the player progresses through the game. Rather than collecting stars in this game, Mario collects Medals, which are earned by accomplishing various tasks in each of the worlds. The Laboratory has 60 medals to earn, while each of the other twelve worlds have 20 medals each, making for a total of 300 medals in all that can be earned by Mario. Medals not only open up worlds, but also open up experimental materials that allow Mario to complete experiments and make himself more powerful. There are four different types of things that can be created by experiments: Power-ups, equipment, creative effects, and destructive effects. Power-ups allow Mario to transform into different forms or gain special powers, and there are ten of these in all, including classic power-ups like the Fire Flower, Ice Flower, and Raccoon Tail, and also brand new power-ups including Electric Mario and Dog Mario. Equipment can include a jetpack, a water hose, a laser gun, and a seismic machine that Mario can use to create earthquakes. Experimentation can also create ladders and ponds, or it can destroy enemies or chunks of the landscape. The player must gather up or purchase experimental materials and tools using coins earned in the various worlds, giving the game a sort of RPG element of collecting things to make Mario stronger. All in all, there are more than 100 different items, power-ups, and effects that can be created via experimentation, which can be done either in the field or in the lab (where an experiment can be conducted usually depends on the type of experiment or the items used). Experimentation can be a bit awkward at first, but soon the player will learn how to create things on the fly. Of course, not everything has to be done via experimentation, as the player is able to use the classic Mario move repertoire to accomplish many of their goals, including running, swimming, jumping, and punching, and the game can be played a lot like a classic 3-D platformer, though experimentation is required to progress through some parts of the game. The game presents experimentation as fun and exciting, and it's easy to get caught up in testing out new combinations of effects. Usually, there's more than one way to create something, so it's possible to just mess around in the field and create something entirely new.

As mentioned before, the game has a total of 13 worlds, which are accessed by the player as they progress through the game. While it's possible to beat the game without accessing every single world, most players will want to do so in order to have the easiest time collecting the medals they need to progress through the game, and also to simply see as much of the world as they can. As in previous Mario games, these worlds are big, open, and colorful, with all of them having their own unique motifs and creatures, and plenty of things to do. Each world contains a few unique experiments, though some of Mario's experiments are evergreen and can be brought between these worlds as needed.

The thirteen worlds are:

Mushroom Laboratory: The game's main hub world, and the smallest of the 13 worlds, though it opens up a bit more as the lab expands and more of the main building opens up. It largely consists of a big building in the center of a grassy plain, and while there aren't a lot of enemies here, there's plenty to do, as evidenced by the 60 medals that can be earned here (with much of them earned for completing certain experiments or taking odd jobs from mushroom people or Koopas)

Maple Forest: An autumn-themed world full of trees and falling leaves, this is the first world you'll visit, as it only takes one Medal to access. Large Wigglers roam this world, as do Monty Moles and Piranha Plants, and Mario will have a fun time here performing experiments on the flora and fauna.

Steampipe City: A city/steampunk themed world inhabited by Toads and Koopas alike, this world is all about a steampunk motif and manipulating gears and steam to progress. Mario gets his electric power up for the first time here.

Gloopy Gulch: A slime/poison themed world in which Mario must tread carefully to avoid being killed by toxic muck, this world features mutated creatures and giant Piranha Plants.

Shrinkgiant Mountain: A world based on size manipulation, in which Mario can be really really big or really really small, this level shares a lot of similarities with Tiny Huge Island, and forces Mario and the player to view things from a different perspective.

Magnet Factory: A world based on magnets and magnetism. The most "puzzle heavy" of the thirteen worlds (save for certain parts of the lab), this world has some similarities with the steampunk world, featuring giant machines that Mario must climb and fight.

Sapphire Ocean: An ocean themed world ringed by islands and a big beach, in which Mario must dive to the depths of the sea to conduct experiments and battle baddies.

Koopa's Anatomy: Mario shrinks down to the size of a cell to explore the internals of a gigantic Koopa, in a world themed on the body. He'll explore the bloodstream and the organs while Bowser's minions attempt to defeat him every step of the way.

Mt. Pyroshroom: A volcano-themed world that also contains a number of non-fiery cave levels, Mt. Pyroshroom sees Mario dodging lava and spelunking through lots of caves to conduct his experiments.

Cirrus Heights: Mario explores the sky, in a world opened up by completing a special objective on Mt. Pyroshroom. In doing so, he discovers a secret society of sky Toads living high in the clouds, but he must protect them from Bowser.

Coldtania: A vast, icy continent similar to Antarctica, this ice world is much less whimsical and much more desolate, and is inhabited solely by penguins, ice creatures, and a science station staffed by nerdy Toads.

Starry Sphere: A space-themed world similar to the OTL Galaxy games in some aspects, in which Mario explores space and operates in a zero-G environment.

The Madlands: This lightning-filled world of darkness is where Bowser has made his home, building a giant castle in which to conduct evil experiments. Mario will need to do some work if he's to even reach Bowser's castle.

Super Mario Laboratory features bright, colorful, beautiful, detailed graphics, comparable to those in OTL's Super Mario Odyssey, though not quite as high resolution. It's easily one of the best looking Sapphire games, with beautiful world and character designs and very energetic animation. The game's score is done by Koji Kondo, whose music mixes some funky modern beats with sweeping orchestral tunes that sound like something out of an OTL Galaxy game. There's also a small amount of voice acting, a first for the series (though previous games have included short spoken lines and sound effects). Not every character speaks a lot: Mario and Bowser, for example, continue to mostly communicate in short lines and sounds, but minor characters have been given some things to say. The voice acting is mostly humorous and silly, contributing to the game's atmosphere rather than dominating it. The game itself has a much simpler plot than the RPG-like Super Mario Flip, and like previous games, has Mario rescuing Peach from Bowser. Mario, who has taken up science as a kind of hobby (and also to impress Princess Peach), wears a lab coat as he goes through the various worlds. Bowser has taken up science to help him conquer the world and steal Princess Peach, and is more of a mad scientist figure, conducting scary experiments and doing a lot of evil laughter as lightning crashes in the background. As Mario goes through the worlds, he'll find Toads (and occasionally other creatures, including Boos, Koopas, and Goombas), who need his help, and he can take up jobs for them to win Medals. Most of the game's side plots come from these ancillary characters, who have personalities and lives of their own. For example, Boos are actually scattered throughout some of the worlds (since there's no haunted world in this game), and seem to be displaced nomads who want to find a way to scarier places, and helping them is a good source of Medals for Mario as he progresses through the game. Luigi isn't playable in Super Mario Laboratory, but he also shows up, as Mario's lab assistant who helps him find new places in the Laboratory. He also plays the role of Boo wrangler, despite being somewhat scared of them, and there's a cute subplot in which a female Boo named Spookina has a crush on Luigi and is always chasing him when she meets him. The game is full of these little character quests and diversions designed to make the player explore more of the world. They only need 120 Medals total to beat the game, but there are 180 more to collect, and collecting them allows the player to discover things they never thought of before. Eventually, Mario must venture into Bowser's laboratory to take him on and rescue Peach. The lab is full of all kinds of weird science and sub-worlds that Mario will need to utilize everything he's learned before in order to get past them and reach Bowser. The climactic showdown with Bowser sees Mario defeating his rival in a simple clash, before Bowser uses science to turn himself into a Frankenstein-esque monster for one more epic battle that takes the two up and down and around the castle. Mario finally defeats Bowser and rescues Peach, and the ending has Mario getting the Mushroom Kingdom's equivalent of a Nobel Prize, though afterwards, Peach dons a lab coat of her own and seems to take over Mario's laboratory to do her own science experiments.

Super Mario Laboratory is old-school 3-D Mario in its purest form. It's fun, it's exciting, and there's tons of things to do. The game is released worldwide on September 25, 2012, and is considered a truly enormous success, both critically and commercially. The game receives more critical praise than any other Mario title of the last fifteen years, getting a similar reception to what Super Mario Galaxy did IOTL. It's considered a beautiful game that takes full advantage of the Sapphire and brings back classic Mario platforming fun, with a twist that allows players to replay their favorite worlds over and over again, experimenting to see what they can come up with. The game becomes a massive sales hit as well, selling around four million copies worldwide on its first day of release. It's considered by some to be the best 3-D Mario game ever made, and becomes the Sapphire's biggest holiday hit of the year, with strong sales continuing well into November and December. It becomes an immediate frontrunner for 2012's Game of the Year, and in the eyes of many, it gives the Sapphire the edge it needs to beat the iTwin as the two consoles head into their last few months of relevance.
 
As a lover of science and science education (my son's middle name is Sagan) this is just amazing. I could see a lot of schools using this game as a tool to get kids into science. As much as I loved Super Mario Dimensions ITTL this is probably my TTL self's favorite Mario game now.
 
The franchise hasn't been doing so hot since Miyamoto died, eh?
I wouldn't say it performed poorly, even Shades got a positive reaction and that's the black sheep of the franchise. Ranger, Flip, World 4 and Dimensions 2 all mover hardware and got acclaim similar to Odyssey IOTL.
 
The franchise hasn't been doing so hot since Miyamoto died, eh?
I wouldn't say it performed poorly, even Shades got a positive reaction and that's the black sheep of the franchise. Ranger, Flip, World 4 and Dimensions 2 all mover hardware and got acclaim similar to Odyssey IOTL.
I Think that is the contrast...OTL Galaxy and Oddysey changed how we saw mario, here the changes and evolution have been more gradual, so that Galaxy'WOW' and Oddysey 'WOW' happen different
 
Sorry for how less detailed my TTTE 2010 posts have been lately.

The good news is that I have some ideas for the miniseries I previewed which I still am brainstorming.

SPOILER: It's about Duke.
 
Summer 2012 (Part 10) - The Rest Of The Games
(Here are the rest of the notable games from July 2012 to September 2012!)

-

Nintendo Connect-

Into The Dungeon

A top-down dungeon crawling game with both adventure/Zelda and Diablo-esque loot elements, Into The Dungeon is meant to be a sort of bite-sized RPG title, not a big epic game but something to play in short bursts. It allows the player to create their own hero and customize their class and their stats before venturing through a series of increasingly difficult dungeons in which the player does a little bit of puzzle solving but mostly engages in hack and slash combat, with the dungeons usually being short enough to complete in 10-15 minutes. With a wide variety of monsters to beat and loot to equip, it's rarely the same playthrough twice, and it's overall quite fun. Sales and reviews are both solid, and this becomes one of the more surprisingly good Connect originals of the year.

Apple Gemini-

Ghost Trick: Phantom Detective

The first installment of this touchscreen mystery series took a bit longer to come out than it did IOTL, and plays a bit differently due to the Gemini's lack of a second screen, but with the vastly improved capabilities of the Gemini, this title plays like a 3-D point and click rather than a touch screen puzzle game, making it somewhat more atmospheric and dramatic. It still focuses on a ghost detective named Sissel with the ability to possess corpses in order to travel back in time and save their lives. Though the game takes place in full 3-D, the areas that Sissel is able to navigate are fairly small and compact, allowing the focus to remain on the player's immediate surroundings and keeping the puzzles from becoming too frustrating. Though this game isn't a huge seller, it gets strong reviews and becomes a Gemini cult classic, with some comparisons to games like the Crime Stories series.

Party Karts 2

The long-awaited sequel to the hit iPod Play and iPhone kart racing game (the iPhone actually got a sort of spinoff title in 2010, but not a full game like this one), Party Karts 2 continues the multiplayer fun of its predecessor, with Mario Kart-style go kart racing full of weapons and traps and excitement. This game not only features 24 brand new levels, but all 30 previous levels (16 from the original game and 14 from the spinoffs), and would also get 10 DLC levels to make 64 racing levels in all that can be enjoyed in both grand prix, online versus, and time trial mode. The game features bright and colorful graphics that, while not the best on the Gemini, still look quite good for a handheld game, and even though it's still focused on younger players, it can be enjoyed by anyone. Reviews hover around the high 7s/low 8s, so it's not quite Mario Kart in terms of quality, but it doesn't need to be and quickly becomes a best seller on the Gemini, pushing quite a few systems to younger players.

Ace Attorney: Wrighting Wrongs

The first Ace Attorney title for the Gemini (but not the last), this game sees Phoenix Wright once again litigating a series of cases. In this game, he must argue the cases of several people wrongfully convicted of murders, while also hunting down the real killers. Jema Crow (from Ace Attorney: Bar None) appears in the game, as she's been recently released from prison and decides to turn over a new leaf by helping Wright out, and most of Phoenix Wright's other friends make appearances in the game as well. Even though it's a Gemini title, there's no 3-D here, the game retains the familiar anime-esque style and basic animations of its predecessors, though now everything's in brilliant high definition. Wrighting Wrongs is considered a good first Phoenix Wright game for the Gemini, and it achieves decent sales in the West while becoming a best seller in Japan.

Danielle's Deception

A horror game with visual novel elements, Danielle's Deception is intended to be a cinematic title and another console-quality game on the Gemini. In it, the player controls a young woman named Danielle, who is running a con on her friends and family in order to advance her career, but is stricken by amnesia and now can no longer tell what's a lie and what's the truth. As she tries to find the truth and make things right, her own restless conscience torments her, manifesting as terrible events that begin to affect everyone she cares about. In order to save the lives of her loved ones, she has to set things right before it's too late. The game scores excellent reviews, in the low 9s, becoming easily one of the year's biggest sleeper hits and one of the best reviewed games on the Gemini, but sales are only mediocre.

Star Wars: The Forgotten Order

The first ever JRPG-style Star Wars game, this title takes place in the distant past, and focuses on a splinter group of Jedi that have broken off from the main order. These Jedi are similar to Gray Jedi, but with some notable differences, putting them in a sort of ambiguous alignment in comparison to the main group of Jedi. This order, led by young former Jedi Knight Atro Paidar, resolves to defeat a powerful Sith Lord named Darth Duress who is manipulating the main Jedi Order into ignoring his increasing grip on the galaxy. What Atro doesn't realize is that his best friend Kazel is Darth Duress' apprentice, and is conflicted between the light and dark sides of the Force. While the game is heavy on story, it's also heavy on exploration, featuring a number of side quests and plenty of things to do. The game's battle system is a sort of action/turn-based hybrid, allowing players to move freely and strike at will, but only for a set amount of time each turn. The Forgotten Order is an intense and exciting game meant to take advantage of the hype around Star Wars at the time and build off the success of The New Order. It's a strong seller for the Gemini, but not nearly as successful as The New Order is.

Star Siren SSS

Star Siren SSS is the first game in Capcom's popular magical girl beat 'em up series for the Gemini, and it mostly sticks to the formula established by previous games in the series. Ditching the heavy story and characterization of You And Me, the game focuses instead on lots of combat and high scoring action, and is very light on plot compared to other titles in the series, with the main antagonist being a witch named Kanahara, who is able to spawn an “endless army” of minions. This endless army forms the focus for the game's primary feature, which is to allow the player to rack up tons of flashy, impressive, high scoring combos in order to achieve a high score and a high grade. The goal is to score a triple S on a given level, which symbolizes a nearly perfect performance. The player can choose any of the five main girls, who all have brand new combat transformations that they can use when their special meter charges up all the way. For fans of the series' intricate plot and characterization, this game is a bit of a disappointment, but for fans of side scrolling beat 'em ups, this is the Star Siren for them, and the game achieves mixed but mostly positive scores among reviewers as a result of this dichotomy. It's certainly a fun game meant for short handheld play sessions, but fans who embraced Star Siren: You And Me are a bit disappointed. They won't be disappointed by the series' first Virtua installment, but that's at least a couple years away.

Multiplatform-

Bloom

A beautiful 3-D platformer/indie title, Bloom revolves around growing flowers as waypoints and to progress to the next world. Its protagonist is a girl gardener named Flora who is able to grow a wide variety of flowers based on what seeds the player picks up and what kind of magic they use to make the seeds grow. Flora must battle against a succession of giant monsters who wish to eat the flowers and other plant life, and who have been summoned by a hateful man who hates flowers and wishes to see them all destroyed. One of the year's best indie games, it competes with Terror Trip for that title, but unlike Terror Trip, it's considered a commercial failure and doesn't get a sequel, making it a bit of a tragic story, especially since the game ends on a cliffhanger of Flora seemingly dying to bring the last flower back to life (years down the road, the game's creator makes it clear that he intended to bring her back in the next game).

Hidden 2

THQ's sequel to the hit action/shooter from 2010 sees Agent Hart (once again played by Keanu Reeves) return to take down a rogue agent named Norris who once worked for Cloker (the villain of the original game) and now wants to carry out his orders even though Cloker renounced his deeds before he died. At the same time, the government now wants to bring in Hart, forcing him to conduct his work in secret to take down Norris before the world suffers a terrible disaster. Once again, Hart's friend Sara is helping him out, along with a few new allies that Hart will meet along the way. As this was a somewhat rushed sequel, not too much has changed from the original. The game still plays like a hybrid between a shooter and an RPG, with Hart able to utilize a variety of dialogue options outside of battle to recruit friend and foe alike to his side. There are some new abilities that he can use, and the game's graphics and presentation have improved since the previous game (with the Nexus port taking priority over the Sapphire release, so the Sapphire release is a bit glitchy at first), but overall, not too much has changed with the game. Hart eventually is able to evade the government authorities, and battles Norris, who has taken to carrying out his own agenda and who is a much more dangerous foe than Cloker ever was. In the end, Hart surrenders to the authorities after stopping Norris, and the game leaves on another cliffhanger, with Hart about to be taken to a government facility while Sara must carry out his work in secret. Hidden 2 gets somewhat mediocre reviews, and sales are notably worse than the previous game, but despite the stumble, the series remains a success, and it's thought that THQ will be able to make Hidden 3 a lot better since it's being developed with the next-gen consoles fully in mind.

Turok: The Last War

Turok: The Last War is an action/FPS title for the Sapphire and iTwin, and planned as the final Turok title for a while, as Acclaim puts the series on the backburner to focus on their other games. This game sees Karnikov return, bringing a gigantic cosmic horror creature with him, which is accompanied by loads of other cosmic horror creatures that Tal'Set, his sister Danielle, and a new hero from the past named Arkane the Conqueror must fight together. This game is balls to the wall action, very little exploration compared with previous Turok games, as Turok and his allies zip from place to place and from dimension to dimension, battling fierce creatures all along the way. The focus on combat actually helps this game maintain some measure of quality, as the combat is generally seen as being extremely fun, with the player given powerful weapons right from the beginning and getting stronger ones throughout. Of note is a gun that creates black holes and another gun that literally rips space apart (called, appropriately enough, the “Space Ripper”, which when fired creates a laser that rips into other dimensions, or simply tears enemies to pieces). Everything is amped up like crazy in this game, and multiplayer deathmatches are absolutely ludicrous, throwing all notions of balance and competitive play out the window and simply striving for fun, like a Smash Bros. match with all the items turned way up. The game ends with Turok and friends saving the world from Karnikov, at the cost of Turok and Arkane's lives, leaving Danielle to pick up the Turok mantle to defend the world in the future (though there's not much of a world left to defend, as large parts of Earth have been ravaged by the war). Turok: The Last War ends up being a commercial success, with sales surpassing its predecessor (though not quite surpassing those of The Unending War), and ensures that Acclaim will eventually revive the series, even if it's not right away.

Nostromo

This horror/FPS title is the latest in the modern Alien series of games (which also includes at least one Predator game). It tells an alternate universe story of the ship Nostromo, with a different crew of protagonists, as the ship is overrun by Xenomorphs. In contrast with the open spaces of previous titles, this game features cramped quarters and lots of ammo starvation, forcing the player to run and hide from the creatures that are hunting them. The Xenomorphs are joined by a new species known as the Firebreed, dragon-like creatures able to breath fire that can melt almost any substance, and who hunt and kill Xenomorphs for sustenance, which eventually forces the protagonist and the lone surviving Xenomorph to carve out a tentative alliance as the Firebreed begin to swarm the ship. The game concludes after the Firebreed are defeated, with the human and the Xenomorph brutally battling it out in a ship set to self-destruct, and ends with the protagonist as the sole survivor, ready to take their report back to Weyland-Yutani, unaware that the Xenomorph managed to lay a chestburster inside of them before it died. Nostromo is one of the more terrifying games in its series, though it's also considered to be a bit short, which is surprising considering it's also considered to be a somewhat slow paced game. It's a mild critical success, but sees low sales on the Sapphire compared to previous games in the series, and doesn't do too well on the Nexus either. It's a sort of “concept” game in the series, and afterwards, Activision hands off the development rights for the Alien games to a new studio, in the hopes of producing a next-gen blockbuster.

-

Top Selling New Console Games In North America (in terms of sales over the first four weeks of release):

July 2012:

1. Yoshi And The Mysterious Lake (Nintendo Sapphire)
2. Party Karts 2 (Apple Gemini)
3. Lunar 4: The Sword Of Lore (Nintendo Sapphire)
4. Lunar 4: The Sword Of Lore: (Apple iTwin)
5. Final Fantasy Brave (Nintendo Connect)

August 2012:

1. Gran Turismo 5 (Nintendo Sapphire)
2. Madden NFL 13 (Nintendo Sapphire)
3. Madden NFL 13 (Apple iTwin)
4. Molten 2 (Nintendo Sapphire)
5. Turok: The Last War (Nintendo Sapphire)

September 2012:

1. Super Mario Laboratory (Nintendo Sapphire)
2. Metal Gear Solid III: Angels Fall (Nintendo Sapphire)
3. Metal Gear Solid III: Angels Fall (Apple iTwin)
4. Ninkata (Apple iTwin)
5. Snap! (Nintendo Connect)
 
Fall 2012 (Part 1) - Assassin's Creed III
Assassin's Creed III:

Background:

Patrice Desilets, you know the guy who with Jade Raymond started this whole thing, well he never really left Ubisoft during his creative break. So when he came back, he was refreshed. He wanted to do Assassin's Creed III his way. During the production of Assassin's Creed II, Desilets was talking with some of the others on the production team and mentioned that he wanted to set a game in 17th Century Holland. The suits at Ubisoft thought that a game set during the American Revolution might be a better fit for the series.

Desilets managed to convince the brass to let him go with his Holland idea by saying, "You can do the American Revolution later. There's plenty of things in the 17th Century to draw on." And he was right, especially when he said he wanted to focus on the timeframe of 1666-1688.This game also brought in some big name talent, both in terms of Hollywood celebrities and voice actors. One aspect that was hyped was commanding your own ship for naval combat.

Cast/Characters:

Troy Baker as Maartin de Groot.

Scarlett Johansson as Elise Stillman

Nolan North as Desmond Miles

Danny Wallace as Shawn Hastings

Jessica Alba as Anita Crane

Kristen Bell as Lucy Williams

John de Lancie as William Miles

Philip Proctor as Warren Vidic

Tim Curry as King James II

Willem Defoe as King William III

Claudia Black as Queen Anne

JB Blanc as Daniel Defoe and Cornelis de Witt

BRIAN BLESSED as James, Duke of Monmouth

James Arnold Taylor as Edward Thomas

Alex Ivanocivi as Andries de Graeff

Arthur Holden as Johan de Witt

John DiMaggio as Cornelis Tromp

Billy West as Joseph Hardwicke

Tom Kenny as John Locke

Cree Summer as Elizabeth Friedriksson

Jennifer Seguin as Animus

Margaret Easley as Minerva

Nadia Verrucci as Juno

Plot:

After a plot synopsis, we catch up with Desmond and the others on the road to Amsterdam. Desmond has managed to get into contact with Lucy. However, it seems that Abstergo has already got to her first. Lucy, before she gets taken away, tells Desmond that she still loves him. Vidic comes on the line to taunt Desmond. Elise and the others promise that they will do all they can to find Lucy.

Meanwhile, they meet William at the central temple near Amsterdam. It is a tense reunion between father and son as they head into the cave. After opening up the cave with the Apple of Eden, our group goes into the Temple. Soon after entering Desmond collapses after seeing a man in 17th Century dress talk to him. The others quickly put Desmond in the Animus and it is established that they need a key to activate the thing that will save the world from the impending apocalypse. Apparently Minerva, communicating through the temple, told him this.

Anita tells Desmond that while he was in Constantinople, they got some new upgrades for the Animus and were looking to try them out. The game proper begins on August 25, 1666, when Maartin de Groot meets with Edward Thomas at a tavern near Pudding Lane. The two exchange pleasantries and Thomas says that having a Dutchman in London, especially a Jewish Dutchman, is very conspicuous with a war going on, especially since Maartin is a captain in the Dutch Navy. Maartin understands but the work of the Brotherhood is more important. Besides, he says, he has a ship for a quick escape.

Thomas says that King Charles II is unlikely to meet with them. As they make their way to Hampton Court, they run into Joseph Hardwicke, a Templar, who tells them to leave London, or else. At Hampton Court, surprisingly James, Duke of Monmouth, having just seen the one year old Anne, sees them instead of Charles. Monmouth is in Charles II's army, though he says that he sides with the Assassins. They both want to see this war come to an end though they want England to prevail. Monmouth then takes them to see John Locke at his house just outside London. Monmouth reminds Locke what their there for. Locke takes them to the back.

Locke shows them a small shooting range and gives Maartin and Thomas their own flintlock pistols. They each take turns firing a few rounds before returning to their boarding house at Pudding Lane. On September 2, 1666, Maartin and Thomas discuss what their next move will be when Hardwicke enters, with James, Duke of York, (the future James II). They try to sneak out the back but are spotted. In their haste to escape, a torch is knocked over setting the building ablaze. The fire is shown to move quickly as they fight their way to the harbor. Eventually, they make it to the harbor where Maartin's ship, a Ship of the Line called De Arend, is waiting. Here there is an introduction to naval combat.

Making it back to the de Groote estate outside Amsterdam, Maartin finds that Willem of Orange wants to see him. Maartin apologizes for how things have gotten. He just learned about his father's death before he left for London. Willem says it's all right, take some time off. Maartin insists that he can do whatever the Stadtholder wants. Willem smiles. It's obvious that the two have a father/son relationship. Willem says that he is trying to get the Swedes on board for the war but is failing. However, there is one who might help. They are to meet off the Dutch coast in two months time. In the meantime, Maartin tries to fix up the estate.

This works kind of like the OTL Davenport Homestead missions in OTL Assassin's Creed III, with Dutch, French, English and German workers settling on it. You can find them at random throughout the game world. In the basement is an old suit of armor that Maartin has never seen before. It's locked behind a cage and on the door he finds a note from his father. In it he says that this is the armor of the Devil and that he hid the keys in several places in nearby countries. Each key will lead him to the next. There are nine mini-dungeons in all one for each circle of Hell. The first one is in a cave near the house representing Limbo. Each one has a key and a clue as to where the next one is.

Maartin goes to meet his contact in late 1666, Elizabeth Friedriksson who knows about a meeting of high ranking Templars happening soon. It will be in Kent in the new year. That's when they are attacked and the first real bit of naval combat takes place. Getting to the meeting place, Maartin finds that the Templars have also infiltrated the Dutch government as well. Among them are: James, Duke of York; Andries de Graeff; Joseph Hardwicke and brothers Cornelis and Johan de Witt.

During this, the three are discovered and they are forced to flee. They meet up with Admiral Cornelis Tromp and tell him what's going on. He warns Maartin and Thomas that taking down these men will require planning. In the meantime, he wants them all to head back to Amsterdam. After visiting Willem, Maartin sees Hardwicke and gives chase, knocking over several stands in the process. When he finally catches up with Hardwicke, Maartin asks why he's doing this. Hardwicke says to give the de Witts time to try and get a peace treaty.

Maartin leaves Hardwicke behind to go to the palace, though when he gets there Willem says that he needs time to think about it. In the meantime, Maartin participates in several raids. The biggest of which is the Medway Raid. Here Hardwicke and de Graeff try to kill Maartin and Thomas though Monmouth manages to save them. Soon after the war ends.

Five years pass. It's 1672 and Maartin and Thomas are no closer to beating these Templars. Monmouth comes in and says that he has an idea, though he needs some time to get ready. Then Tromp comes in saying that the French have invaded and that they are needed near Utrecht. While there, Maartin and Thomas find evidence that the de Witts at least were involved and they take this to Willem, who gives the go ahead to kill them.

Maartin and Thomas try to find them, only find that a mob has surrounded their house. After getting inside and fighting them, Maartin kills them and hangs them outside. In a bit of a macabre twist, the database actually mentions the fact that both brothers had their livers roasted and eaten by the mob, though we don't actually see it happen. Another five years pass when, in 1677, Princess Anne, who is in Amsterdam for her sister Mary's marriage to Willem, tells Monmouth, Maartin and Thomas that, as much as she loves her father, she hates his plans for England and the world.

After narrowly preventing an attack on the wedding, they plan to take down Andries de Graeff first. Meeting with Elizabeth and Tromp, they plan to take de Graeff out during one of the last battles with the French. Unfortunately, by the time they can act, the war is over and de Graeff has fled. Though they now know where he is. They finally catch up with him in late 1678.

Seven years later, in 1685, new reaches Amsterdam that Charles II dies. Maartin and Thomas realize that, with James II on the throne, their two countries will be at war again. There is also news that Monmouth is going to lead a rebellion against James II. The two link up with Monmouth's forces in the south of England and meet Daniel Defoe. He's not exactly the best agent in the field. In fact, he accidently leads them into an ambush, led by Hardwicke.

Fortunately, Locke and Elizabeth rescue them in time and Maartin gives chase loses him. Monmouth is captured. The gang tries to rescue him but the Templars prevent this. The next morning, Monmouth is executed. Three years later, in 1688, Anne sends word, through Locke, that England wants Willem to take over. Willem agrees and the invasion of England begins.

Maartin, Elizabeth and Thomas first help the fleet to soften up the defenses. Then they land and head for London. While search for James, they run into Hardwicke there is a fight and all three Assassins manage to stab him at the same time. Soon after they learn that James has fled London for good, though Maartin is not so sure and that James will be back.

In the modern day segments, Desmond and the others figure out that the Templars have the key where they have Lucy. However, every time they try to locate her and the key the Templars always distract them until they can get away, while still trying to find the temple themselves. Finally, they track Lucy and the key to where Desmond was held in the first game.

They get both, killing Vidic and several Templars in the process. When they open the temple though Juno and Minerva are inside, still fighting since Brotherhood. Seeing them again, Minerva explains that Juno wants to take over the world again and that the solar flare is her way of forcing Desmond to make a choice: let her (Juno) go and she'll stop the flare or let everything die and help rebuild humanity and be considered a Christ-like Messiah figure and have the cycle repeat again.

Desmond then says that, thanks to the key, the solar flare actually passed over the Earth while they were returning from Italy and that whatever Those Who Came Before did must have worked this time. Juno, in her rage at discovering this, kills Desmond. Minerva, upon seeing this, kills Juno and tells the others that she's sorry. As the credits roll, they all doubt where they can go now. All they know is that they have to bury Desmond so the Templars can't get their hands on him. Lucy says that she will train to be an assassin to honour Desmond.

DLC: The Luck of the Irish:

Starting a few months after the main game left off Maartin and Thomas are sent to Ireland to fend off James there. This lasts from the first invasion of Ireland to the Battle of the Boyne, though there are a few more battles afterwards.

Multiplayer:

Not much to say here. Multiplayer hasn't really changed much since the last game. Still it was somewhat fun.

Gameplay:

The only real upgrades to gameplay were one section: Naval combat. Though a lot faster than in real life the naval missions in this game quickly became fan favorites, as were the associated side missions.

Achievements/Trophies:

Prince of Nassau-Oranje: Get all the other Trophies -/Platinum

Rude awakening: Re-enter the Animus 20g/Bronze

There was a fire fight!: Complete Sequence 1 20g/Bronze

Not just for sport: Complete Sequence 2 20g/Bronze

A keen eye: Complete Sequence 3 20g/Bronze

Born not Made: Complete Sequence 4 20g/Bronze

And a nice Chianti: Complete Sequence 5 20g/Bronze

Not for Nothing: Complete Sequence 6 20g/Silver

Cru so-so: Complete Sequence 7 20g/Silver

Monmouth is Dead!: Complete Sequence 8 20g/Bronze

Glorious!: Complete Sequence 9 50g/Gold

I am de Groot: Get 100% completion of all mission constraints 50g/Silver

You Blockhead!: Complete Present-First Rescue Attempt 20g/Bronze

Good Grief!: Complete Present-Second Rescue Attempt 20g/Bronze

The Doctor is Out: Complete Present-Third Rescue Attempt 20g/Silver

No Good Deed: Open the Door of the Temple and learn Desmond's fate 20g/Silver

Limbo: Get the First Key for the Armor 20g/Bronze

Lust: Get the Second Key for the Armor 20g/Bronze

Gluttony: Get the Third Key for the Armor 20g/Bronze

Greed: Get the Fourth Key for the Armor 20g/Bronze

Wrath: Get the Fifth Key for the Armor 20g/Bronze

Heresy: Get the Sixth Key for the Armor 20g/Bronze

Violence: Get the Seventh Key for the Armor 20g/Bronze

Fraud: Get the Eighth Key for the Armor 20g/Bronze

Treachery: Get the Ninth Key for the Armor 20g/Bronze

All Washed Up: Complete all Naval Missions 40g/Silver

Defender of our Interests: Complete all 12 Privateer Missions 20g/Bronze

In Good Standing: Liberate all of the districts in Amsterdam and London 50g/Silver

Settle Down: Get one person onto the estate 20g/Bronze

A Complete Set: Get all Artisans onto the estate 20g/Bronze

Tumbledown: Upgrade De Arend 10g/Bronze

Bull's-eye!: Headshot a guard with a thrown bayonet 20g/Bronze

Magna cum Laude: Train a rookie to assassin rank 20g/Bronze

Monopoly Man: Send a convoy to one of the colonies 40g/Silver

Multitasking: Get 50% of progress on the Progress Tracker Grid 20g/Bronze

Completionist: Complete ALL Progress Tracker Grid 50g/Silver

Get Over Here!: Kill an enemy with a Rope Dart 20g/Bronze

Guilder-rama: Sell a finished item in Amsterdam and London 10g/Bronze

Blast!: Kill de Graeff with a bomb 50g/Silver

Under the Weather: Kill Hardwicke with Poison 50g/Silver

Multiplayer:

Abstergo Entertainment: Get to level 20 in the Multiplayer Mode 10g/Bronze

Hunter/Killer: Reach Sequence 10 on a map in Wolf pack Mode 20g/Bronze

Winning Team: Be on the winning team at the end of a multiplayer match 20g/Bronze

Personalized: Personalize your character and profile in multiplayer 10g/Bronze

The Truth Will Out: Unlock a hacked version of one of the Abstergo videos in the story quest 20g/Bronze

DLC:

Not Easy Being Green: Land in Ireland 10g/Bronze

Not as Such: Find out James' Plans 15g/Bronze

The Orangeman: Defeat James II again 25g/Bronze

Shamrocks Shaken: Get 100% completion in Ireland 50g/Silver

Review:

Assassin's Creed III was released worldwide on October 30, 2012 on Apple iTwin and Nintendo Sapphire. It would later be released for the Google Nexus with a graphical boost and little else. It was a game that refined the systems that were already in place, while adding some new ones. Reviews were slightly higher than for its immediate predecessor, low 8s-mid 9s with an occasional perfect score. Though there were some caveats. There were pacing issues and some missions were terrible and there wasn't as much to do as there could have been.

Sadly though, this would be the last time Patrice Desilets would work on an Assassin's Creed game as he left Ubisoft shortly after this game was completed. Reports are sketchy, though, from what I hear, Desilets hated some of the creative choices he was forced to make for this game. Nolan North would also leave after this game. Sort of. He would make a return in the next game in the form of audio journals. According to North himself, Desmond would, after this game, start time travelling to kill Templars in the past. But for whatever reason, that didn't work out. In the end, Desmond ended as he began: as an audience surrogate.

Ubisoft decided to keep going with the franchise. Next we go to the sunny Caribbean, with an old friend.

-Review of Assassin's Creed III by R.C. Anderson, Nothing is True: A History of Assassin's Creed on Consoles, Gamesovermatter.com, December 11, 2017.
 
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Nintendo Direct - October 18, 2012/Reality Unveiled
"Hello. Thank you for watching the Nintendo Direct presentation for Thursday, October 18, 2012. Today, I have something very special to reveal to all of you. Since 2008, the Nintendo Sapphire has been our flagship home gaming console. It has seen many outstanding games, and will continue to see many games released this year and next year as well. However, we have also been working alongside our longtime partners Sony on a brand new game console that we are finally ready to reveal. It will be ready next year, and we already have several games ready to show off as well. Please have a look at our upcoming game console."
-Satoru Iwata's introduction to the October 18, 2012 Nintendo Direct, introducing the Nintendo Reality

-

Today's Nintendo Direct was all about the brand new game console from Nintendo. We've been awaiting this announcement for quite some time, and with the Apple Virtua and Google Nexus coming very soon, Nintendo's announcement of their upcoming game system was inevitable. After a short speech from Satoru Iwata, we got to see a brief trailer video for Nintendo's new console. It's primarily a white-colored console with black trimming, including a circular black pattern on the top. It's a bit bigger than the Virtua in size, looking like a big rectangular box, and takes discs in the front. It'll play games including brand new F-Zero, Star Fox, and Lash Out titles which were all shown, along with third party games like Call Of Duty, Assassin's Creed, Madden, Grand Theft Auto III, and Thrillseekers. The system at first glance just looked to be a really powerful Nintendo box, like the Sapphire, but then the system's true distinguishing feature was revealed: a pair of VR goggles that look to be included with the console. With the goggles, it's possible to play the new F-Zero and Star Fox games in first person like you're actually there, and we also saw the Call Of Duty game, along with a new Wipeout game and a new Velvet Dark game revealed as well during this part. The system's included VR seems to have a head tracking feature, allowing players to "look" around these fictional worlds, and it'll also have a pair of iTwin-like motion controls, though the system's default controller appears to be a classic-style controller much like the Sapphire's, with the motion controllers appearing to be optional. The system's name was then revealed: the Nintendo Reality, referring to the system's virtual reality features, and also that it features graphics so lifelike, you'll feel like the game has become real. The system's graphics do appear to be a step above the Virtua's and the Nexus', showing the continued power of Sony and Nintendo's connection. Once the trailer ended, Iwata appeared and gave a few more details on the Reality. He emphasized that while the Reality's VR goggles and controllers were a major part of the new experience that players could have with the system, that no game would require them and that the Reality will be sold both with and without the VR goggles, to allow players to choose which Reality experience they wanted to have, and also that they could buy the goggles separately if they chose to upgrade later. He then went to a brief segment with a man he introduced as an "old friend", which turned out to be Gunpei Yokoi, who retired from Nintendo more than a decade ago, but who returned to help them work on the Reality. He said that he first conceived the idea of virtual reality back with the SNES-CD, and imagined a pair of VR goggles then, but that the technology wasn't ready and that a lesser version of it was worked into the Super Scope 2 accessory. Now, technology has advanced to the point where virtual reality and gaming are truly possible together, and that he was proud to help work on the Reality VR system for Nintendo. He also has one final game that he is working on, but he will introduce that at a later time. After the Yokoi segment, Iwata spoke a bit more, before introducing some brief preview videos for games that would be featured on the new system. One that will appear at launch is a game called F-Zero: Firestorm, which was briefly shown at E3. Now, it's confirmed that the game will be a Reality launch title, and is not a racing game, but an open world title in which Captain Falcon must roam through several different cities, battling evil and doing jobs for civilians and friends. He has a full repertoire of beat 'em up style moves, and can do incredible parkour moves to get from place to place. Racing isn't totally absent from the game, in fact, there are numerous race tracks, with races in full 3-D style with classic F-Zero speed. The combat system looks like a lot of fun, and the graphics are absolutely gorgeous, even better than what we've seen in Grand Theft Auto III teasers. Also, early indications are that this is an absolutely huge world, consisting of not just several cities, but several PLANETS, with classic F-Zero locations and some intriguing new ones. It's possible to explore in both first person and third person, with first person perspective giving the player the option to use the VR goggles.

F-Zero Firestorm was definitely the centerpiece game of the presentation, and we didn't get a lot of info on the presentation's other games, but we did see a nice selection of both first and third party titles, including an interesting action RPG called Pandora's Tower. This game, delayed for a while after originally being conceived as a Sapphire title, sees its protagonist ascending a mysterious tower utilizing a chain as a weapon as he seeks to free his beloved from a curse. Then, we got to see a proper 3-D racing game in Wipeout Reality. No beat 'em up action here, just solid futuristic racing from our friends at Psygnosis. The trailer also announced that Cyberwar 4 would be released on the Reality at some point. Following this, we saw a quick teaser trailer for a new David Cage game called Lucky Once, in which the player takes control of a government agent out to stop an imminent terrorist attack. This title looks to turn the typical first person shooter formula on its head, with a much more story-centric form of gameplay and a lot less shooting. We then saw a teaser for the new Lash Out game, which showed off plenty of spectacular whip maneuvers and puzzle dungeons, alongside what looks to be a new storyline with a new protagonist. Then, we got an announcement about a brand new Super Mario RPG title, featuring a new character named Prince Cream who was being targeted for his psychic powers. Called Super Mario RPG: Visions Of The Psychic Prince, the game will come in 2013 but isn't expected to be a launch title. We then saw more footage of the new Velvet Dark game, which will see Joanna getting back to her roots as a gun-toting spy. There doesn't seem to be as much technological navel-gazing in this one, this is all FPS and it looks absolutely gorgeous, as one might expect from a Rare game. Speaking of gorgeous, Ubisoft's amazing open world title Watch Dogs, which we've seen teased at E3 2012, is being revealed as a Nintendo Reality exclusive, and looks utterly gorgeous. Like F-Zero: Firestorm, it can be played in the first person or the third person, and will allow players to utilize technology to hack the world and find out sensitive information about friend and foe alike. Alongside the video footage, we saw interview footage with the game's director Jonathan Morin, who said that only the Nintendo Reality was a powerful enough machine to allow the developers' full vision for the game to be realized, and that the game presents an uncompromising look at our digital future. Finally, we got to see some footage from the beautiful new Pilotwings game, Pilotwings: Freeflight, which allows players to break free from the rigid testing structure of previous Pilotwings games in order to explore beautiful environments and full cities, and interact with a group of brand new characters. Called a "flying adventure game", Freeflight will include a full story mode that will allow players to learn as they progress, while also including new challenges for players who have seen and done everything. After the Freeflight preview, Satoru Iwata returned to say that he has never been more excited to reveal a game console than he has been to reveal the Reality, which he believes will bring fun to players young and old, and that the games seen today only scratch the surface of the Reality's potential. He says that there are many more games in development, and that he has a brief video of one of those games to show before the Direct ends. We then saw a quick preview for a brand new Legend Of Zelda game, which just showed a few scenes of various Hyrule landscapes, along with a stunning animation of Link taking up the Master Sword. It's clear that the game, which is just being called The Legend Of Zelda for now, is extremely early in development, but the video gave us an idea of just how amazing it will look on Nintendo's new machine. After the Zelda preview, Iwata returned to thank viewers for watching, and asked us to "please understand" that he was not quite ready to reveal the system's launch date or price, but that the information about those would be revealed in a future presentation.

-from Super Nintendo CD Chalmers' Nintendo blog update on October 18, 2012
 
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