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    <title>Features</title>
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    <id>tag:www.specialtygamer.com,2008-10-12:/features//4</id>
    <updated>2009-01-07T09:01:32Z</updated>
    
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<entry>
    <title>Retro Game Adventure - a trip back to the 80&apos;s coming to the DS</title>
    <link rel="alternate" type="text/html" href="http://www.specialtygamer.com/features/previews/retro-game-adventure-is-a/" />
    <id>tag:www.specialtygamer.com,2009:/features//4.451</id>

    <published>2009-01-07T08:40:22Z</published>
    <updated>2009-01-07T09:01:32Z</updated>

    <summary><![CDATA[Retro Game Adventure is a game coming soon for Nintendo DS that I've been following.&nbsp; Its already out in Japan, but said to be out February this year. &nbsp; It sounds like the kind of game that someone would think...]]></summary>
    <author>
        <name>Brian Moy</name>
        <uri>http://www.specialtygamer.com</uri>
    </author>
    
        <category term="Previews" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.specialtygamer.com/features/">
        <![CDATA[<p>Retro Game Adventure is a game coming soon for Nintendo DS that I've been following.&nbsp; Its already out in Japan, but said to be out February this year. </p> <p>&nbsp;</p> <div align="center"><object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,29,0" width="400" height="303">
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  </object></div> <p><br /> It sounds like the kind of game that someone would think up as a cool game when we were kids.&nbsp; And the story is like the NES Championships at <a target="_blank" href="http://www.nwcge.org">NWCGE</a>.&nbsp; <br /> <br /> The story goes that someone in this time gets thrown back into the 80's, the NES era, where you are a game player playing different NES era themed games against another player.&nbsp; And says there is game magazines in the game itself you can read for cheats on the games in game.&nbsp; (like we used to do with the old Nintendo Powers!)&nbsp; The games aren't real, but they do look like they could be - and each one is a full game.&nbsp; The shooter reminds me of Galaga, and the RPG reminds me of Dragon Warrior.&nbsp; So sweet!&nbsp; The reflective game history spoofing reminds me of something SEGA would do on some of those quirky DreamCast games that only Japan got with the SEGA references - like SEGAGAGA.&nbsp; Its a <b>must get</b> for me, and <b>my #2 most wanted new release game</b> currently.&nbsp; (If you wonder, I'll write a little something about my #1 most wanted new release game another time)<br /> <br /> The game is based on a TV show in Japan called Retro Game Master&nbsp; (way too cool to make it here in USA I guess...) and is by <a target="_blank" href="http://www.namcobandaigames.com/">Bandai Namco</a>.&nbsp; (they always come out with the good classic stylish games - if they did it, I'm thinking it HAS to be good)&nbsp; And the game won't be released in USA until February, so guess its not out yet actually.&nbsp; And get this, one of the in-game games has sequels!!!&nbsp; In-game!!&nbsp; Haguru Man, Haguru Man 2, and Haguru Man 3.&nbsp; <img align="bottom" style="padding: 0pt 3px;" title="shock" alt="" onresizestart="return false;" id="smiley_37582_icon_e_surprised.gif" src="http://specialtygamer.com/talk/Smileys/default/icon_e_surprised.gif" />&nbsp; Gah!!&nbsp; Too cool!!&nbsp; Says in the story, you are challenged by the evil &quot;Game Master&quot; where you play in short challenges.&nbsp; And when you win the challenges of a in-game game, it unlocks that game in free play so you can play that whole entire in-game game.&nbsp;</p> <p>&nbsp;</p> <p>&nbsp;</p> <hr /> <p><b>Links</b>:</p> <p>Official Retro Game Challenge website - <a target="_blank" href="http://www.retrogamechallenge.com/">http://www.retrogamechallenge.com/</a></p>]]>
        
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</entry>

<entry>
    <title>The Silent Hill Experience</title>
    <link rel="alternate" type="text/html" href="http://www.specialtygamer.com/features/modern-post2000/the-silent-hill-experience/" />
    <id>tag:www.specialtygamer.com,2009:/features//4.448</id>

    <published>2009-01-05T21:16:06Z</published>
    <updated>2009-01-05T21:59:00Z</updated>

    <summary><![CDATA[ &nbsp; In the midst of my jobhunting, registering for classes, and catching up with old friends, I finally found some time to spend with The Silent Hill Experience. I&rsquo;m a big fan of crafting a suitable environment for the...]]></summary>
    <author>
        <name>Dant Rambeaux</name>
        
    </author>
    
        <category term="Reviews Modern (post-2000)" scheme="http://www.sixapart.com/ns/types#category" />
    
    
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        <![CDATA[<p>
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    <img height="180" width="535" alt="silenthillbanner.jpg" src="http://www.specialtygamer.com/features/images/silenthillbanner.jpg" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" />
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<p>&nbsp;</p>
<p class="MsoNormal">In the midst of my jobhunting, registering for classes, and catching up with old friends, I finally found some time to spend with The Silent Hill Experience. I&rsquo;m a big fan of crafting a suitable environment for the game that you&rsquo;re about to play, which is why I turned out the lights, closed the blinds, put on a nice pair of headphones, and gave all of my attention to the experience before me. Needless to say, I was terrified. Not the unnerving I&rsquo;m-going-to-die terrified, but the innocent, charming kind that comes with playing horror games or watching a scary movie.</p>
<p class="MsoNormal">The Silent Hill Experience for PSP is a truly unique release. It&rsquo;s considered a UMD Video, but it isn&rsquo;t quite that (though it certainly isn&rsquo;t a game either). It consists of two digital comics, 20 tracks from the four main Silent Hill games, trailers, an interview, and more.</p>
<p>&nbsp;</p>
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<p>&nbsp;</p>
<p class="MsoNormal">While everything included in the release is interesting and worth viewing, the digital comics are the main focus. The first comic, Silent Hill: Dying Inside, is a rerelease of an older comic with wonderful segues and fitting music. The original comic, quite honestly, wasn&rsquo;t worth viewing. But this time around, with all the added effects, the experience is much more pleasant. The other comic, and one that is exclusive to this release, is The Hunger. The art style and storyline are significantly different in comparison to Dying Inside, but it still manages to pack in an engrossing story that captures the unique Silent Hill vibe.</p>
<p class="MsoNormal">Konami truly put a lot of work into this release and really sprung to create a captivating environment. The included media isn&rsquo;t the only wonderful part. The menu finds the viewer navigating through a Silent Hill locale in order to find everything. In theory it sounds as though it could be annoying or even tedious, but they managed instead to make it worthwhile and fun.</p>
<p>&nbsp;</p>
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<p class="MsoNormal">The Silent Hill Experience is not the type of thing that could be created for every franchise. It requires a powerful atmosphere and history to truly be pulled off. <span style="">&nbsp;</span>While admittedly it was released as a promotional tool for the live-action movie, it still carries enough goodies and fanfare to warrant a place in the collection of any fan of the series.<span style="">&nbsp; </span></p>
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<entry>
    <title>Home: Where the Heart is or a Narrow Miss?</title>
    <link rel="alternate" type="text/html" href="http://www.specialtygamer.com/features/modern-post2000/home-where-the-heart-is-or-a-n/" />
    <id>tag:www.specialtygamer.com,2008:/features//4.446</id>

    <published>2008-12-20T22:36:12Z</published>
    <updated>2008-12-20T22:40:55Z</updated>

    <summary><![CDATA[ The first thing you will notice about the virtual world of Home is that it looks wonderful. While it&rsquo;s lacking a variety of areas at the moment, growth is quickly on the way as more companies and developers begin...]]></summary>
    <author>
        <name>Dant Rambeaux</name>
        
    </author>
    
        <category term="Reviews Modern (post-2000)" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="homeps3virtualworld" label="Home PS3 Virtual World" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.specialtygamer.com/features/">
        <![CDATA[<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="ps3_home_1.jpg" width="520" height="400" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" src="http://www.specialtygamer.com/features/images/ps3_home_1.jpg" /></span></p>  <p class="MsoNormal">The first thing you will notice about the virtual world of Home is that it looks wonderful. While it&rsquo;s lacking a variety of areas at the moment, growth is quickly on the way as more companies and developers begin to support the service. The areas it does have at this moment, however, are all unique and worth visiting. While some places have more attractions and things to do (i.e. the plaza and the bowling alley), it&rsquo;s the interaction between people that make Home such a fun place to visit.</p>  <p class="MsoNormal">&nbsp;<o:p></o:p></p>  <p class="MsoNormal">Home really is a brilliant mirror of reality; flaws and all. There are several moments you&rsquo;ll find yourself waiting in a line of sorts, moments you&rsquo;ll debate whether or not to buy an article of clothing or accessory, and many times you&rsquo;ll find yourself forced to put up with jerks. If you&rsquo;re a female in the world of Home, you should be prepared to dodge innumerable amounts of males hounding you, grinding you, and harassing you. This is where Home begins to become nightmarishly real; but in a comedic sense that makes it better. I truly would love to plunge into a Zen-like world where we&rsquo;re all kindhearted and loving, but I knew from the start that wasn&rsquo;t what I was getting myself into. Home is full of real people, and the fact that they get to hide their actions behind avatars means they&rsquo;re even more willing to engage in unsuitable behavior.<span style="mso-spacerun: yes">&nbsp; </span>Home is a virtual world, but also an all-too-real zeitgeist of our times.</p>  <p class="MsoNormal">&nbsp;<o:p></o:p></p>  <p class="MsoNormal">Gamesharing is one of the parts of Home that shows the most potential. When you start up the service, you&rsquo;re immediately asked if you would like to begin &ldquo;gamesharing&rdquo; (assuming you have a game compatible with the service). If you agree, then you immediately fill out the details to host an online game. In my case the game was Warhawk, but unfortunately I had trouble finding others interested in playing. This is likely because Warhawk has seen a decline in players and interest though; not because of any problem with Home.</p>  <p class="MsoNormal">&nbsp;<o:p></o:p></p>  <p class="MsoNormal">Buying land, furniture, clothing, and many other items in Home costs real, hard-earned cash.<span style="mso-spacerun: yes">&nbsp; </span>The service itself is free, so there&rsquo;s no complaining there, but the micro-transaction model is one that gamers generally don&rsquo;t seem to applaud or enjoy. Most of the time I just consider priced items to be pleasant, optional additions you could choose to purchase or ignore; but Home is a service that unrelentingly advertises to you, and should thrive on that capital as opposed to the money users are forced to pay for extra items.</p>  <p class="MsoNormal">&nbsp;<o:p></o:p></p>  <p class="MsoNormal">Home is a wonderful concept that is pregnant with potential.<span style="mso-spacerun: yes">&nbsp; </span>There&rsquo;s a decent amount of hecklers and jerks that wander about looking to get a rise out of people; but ignoring them isn&rsquo;t a difficult thing to do.<span style="mso-spacerun:
yes">&nbsp; </span>While this is only the beta version of Home we are all experiencing, Sony has vowed to release the full, corrected version by the end of this year. Expect a write-up of the changes and improvements between the two releases in the near future.&nbsp;</p>  <!--EndFragment-->]]>
        
    </content>
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<entry>
    <title>Specialty Gamer Newsletter - Holiday Issue, 2008</title>
    <link rel="alternate" type="text/html" href="http://www.specialtygamer.com/features/newsletters/specialty-gamer-newsletter---h/" />
    <id>tag:www.specialtygamer.com,2008:/features//4.445</id>

    <published>2008-12-20T01:27:53Z</published>
    <updated>2008-12-20T18:17:37Z</updated>

    <summary><![CDATA[Hello, and happy holidays from Brian at Specialty Gamer. I hope you're doing well, and for many people in the USA dealing with the freak stretch of snow lately.&nbsp; Surprising that here in Portland, OR it has snowed the entire...]]></summary>
    <author>
        <name>Brian Moy</name>
        <uri>http://www.specialtygamer.com</uri>
    </author>
    
        <category term="SpGa Newsletter" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.specialtygamer.com/features/">
        <![CDATA[<p><span style="font-family: Verdana;">Hello, and happy holidays from Brian at Specialty Gamer.<br /> </span></p> <p><span style="font-family: Verdana;">I hope you're doing well, and for many people in the USA dealing with the freak stretch of snow lately.&nbsp; Surprising that here in Portland, OR it has snowed the entire week.<br /> </span></p> <p><span style="font-family: Verdana;">View from my window:<br /> <img alt="" src="http://img.photobucket.com/albums/v330/BriansPictures/Logos/snow005Small.jpg" /> </span></p> <p>&nbsp;</p> <h2><span style="font-family: Verdana;"><span style="color: rgb(0, 0, 255);">Some neat things will be announced in early 2009!</span></span></h2> <p><span style="font-family: Verdana;"><p>As a subscriber to the list, you can expect to see a new free Specialty Gamer 2009 calendar magnet (with new original artwork on it!) sent out sometime in January.&nbsp; If you have moved since you joined, you may want to <span style="background-color: rgb(204, 255, 204);">make sure your address on file is current</span>.&nbsp; Or if you didn't add your address when you signed up, you may want to if you want the 2009 gift.&nbsp; <span style="background-color: rgb(204, 255, 204);">Be sure and tell your friends and have them sign up, and I'll send em one too!</span></p> </span><span style="font-family: Times New Roman;"> <p><span style="font-family: Verdana;">Check here to subscribe to the newsletter list, edit or add details:&nbsp;</span><span style="font-family: Verdana;"> <a href="http://www.specialtygamer.com/list/?p=subscribe" target="_blank">www.specialtygamer.com/list/</a></span></p> </span></p>  <p><span style="font-family: Verdana;">A brand new piece of Specialty Gamer merchandise will be available sometime next year for purchase.&nbsp; I'll announce it when they're ready, but trust me its something good.&nbsp; They are being made in a limited quantity though - and as a subscriber, I'll give you first shot to get one before they're sold out.</span></p> <hr /> <h2><span style="font-family: Verdana;"><span style="color: rgb(0, 0, 255);"><span style="font-family: Times New Roman;"><span style="font-family: Verdana;">The latest Big Feature:</span></span></span></span></h2> <p><span style="font-family: Verdana;">Be sure to check out the 1 on 1 interview Dant did with localization specialist, Brian Gray, responsible for working on many games for Square and other companies to bring games out of Japan to everyone else.&nbsp; Definately worth a read for any game players to hear what actually goes into bringing a game made specifically for Japanese cultures, to an English speaking crowd, and have everything make sense in the translation.</span></p> <p><span style="font-family: Verdana;"> <a href="http://www.specialtygamer.com/features/interviews/interview-with-localization-sp/">Click to read full story.</a> </span></p> <hr /> <h2><span style="font-family: Verdana;"><span style="font-family: Verdana;"><span style="color: rgb(0, 0, 255);">Next Big Feature coming soon:</span></span></span></h2> <p><span style="font-family: Verdana;">John will be giving an interview with Super Fighter Team's main man himself, Brandon Cobb AKA Deathadder.&nbsp; It will definately be interesting to hear what Brandon has to say right behind the major news in the SEGA Genesis world - Super Fighter Team's own release of Legend of Wukong, the only commercial release in 2008 for SEGA Genesis.&nbsp; (Pier Solar, a different SEGA Genesis release by Watermelon has been pushed back to a 2009 release)&nbsp; Hear what he has to say about that and other projects Super Fighter Team has and will be working on.</span></p> <p><span style="font-family: Verdana;"><a target="_blank" href="http://www.legendofwukong.com">Buy Legend of Wukong</a></span></p> <hr /> <h2><span style="font-family: Verdana;"><span style="color: rgb(0, 0, 255);">Newest Feature Articles since the last Newsletter:</span></span></h2> <h2 class="asset name"><a href="http://www.specialtygamer.com/features/editorials/the-broke-mans-moral-burden/"><span style="font-family: Verdana;">The Broke Man's Moral Burden </span></a></h2> <div class="asset-meta"><ifmtauthorimage><span style="font-family: Verdana;"><img vspace="10" hspace="10" align="left" src="http://www.specialtygamer.com/mt-static/support/assets_c/userpics/userpic-2-50x50.png" alt="" /> </span></ifmtauthorimage><span style="font-family: Verdana;">     <span class="byline">  &nbsp;     Written by Dant Rambeaux on December  7, 2008      </span>      <span class="separator">     | </span></span><span class="separator"><a href="http://www.specialtygamer.com/features/editorials/the-broke-mans-moral-burden/#comments"><span style="font-family: Verdana;">Comments (4)</span></a></span><span style="font-family: Verdana;"><span class="separator">      </span></span></div> <p><span style="font-family: Verdana;"><br /> I haven't danced around or sugarcoated the fact that I'm broke at the moment.&nbsp; It hasn't been an entirely bad experience, because I've learned some very valuable financial lessons. I've learned that there's no shame in missing out on the...&nbsp;</span><a href="http://www.specialtygamer.com/features/editorials/the-broke-mans-moral-burden/"><span style="font-family: Verdana;">Click to read full story.</span></a></p> <hr /> <h2>&nbsp;<a href="http://www.specialtygamer.com/features/modern-post2000/mercenaries-2-world-in-flames/"><span style="font-family: Verdana;">Mercenaries 2: World in Flames (Xbox 360)</span></a></h2><p><a href="http://www.specialtygamer.com/features/modern-post2000/mercenaries-2-world-in-flames/"><span style="font-family: Verdana;"> </span></a></p><div class="asset-meta"><ifmtauthorimage><span style="font-family: Verdana;"><img vspace="10" hspace="10" align="left" src="http://www.specialtygamer.com/mt-static/support/assets_c/userpics/userpic-9-50x50.png" alt="" /> </span></ifmtauthorimage><span style="font-family: Verdana;">     <span class="byline">  &nbsp;     Written by </span></span><span class="byline"><a href="http://joshparr.specialtygamer.com"><span style="font-family: Verdana;">Josh Parr</span></a></span><span style="font-family: Verdana;"><span class="byline"> on December  3, 2008      </span>      <span class="separator">     | </span></span><span class="separator"><a href="http://www.specialtygamer.com/features/modern-post2000/mercenaries-2-world-in-flames/#comments"><span style="font-family: Verdana;">Comments (0)</span></a></span></div> <p><span style="font-family: Verdana;"> <div class="asset-meta"><span class="separator">      </span></div> <br /> Mercenaries 2: World in Flames is every bit a sandbox game. You have a choice between playing as Mattias Nilsson, Chris Jacobs, or Jennifer Mui. These 3 are all characters from the original game. Whoever you choose doesn't really matter...&nbsp;</span><a href="http://www.specialtygamer.com/features/modern-post2000/mercenaries-2-world-in-flames/"><span style="font-family: Verdana;">Click to read full story.</span></a></p><hr /><p>&nbsp;</p> <p>&nbsp;</p>  <div class="entry-asset asset" id="entry-442"><div class="asset-header"><h2 class="asset-name"><a href="http://www.specialtygamer.com/features/interviews/interview-with-localization-sp/"><span style="font-family: Verdana;">Interview with Localization Specialist Brian Gray </span></a></h2> <div class="asset-meta"><ifmtauthorimage><span style="font-family: Verdana;"><img vspace="10" hspace="10" align="left" src="http://www.specialtygamer.com/mt-static/support/assets_c/userpics/userpic-2-50x50.png" alt="" /> </span></ifmtauthorimage><span style="font-family: Verdana;">     <span class="byline">  &nbsp;     Written by Dant Rambeaux on November 23, 2008      </span>     <span class="separator">     | </span></span><span class="separator"><a href="http://www.specialtygamer.com/features/interviews/interview-with-localization-sp/#comments"><span style="font-family: Verdana;">Comments (1)</span></a></span></div> <span style="font-family: Verdana;"> <div class="asset-meta"><span class="separator">       </span></div> <br /> Most gamers, specifically those who enjoy the adventure and RPG genres, have at one point or another beckoned for games to be released in their part of the world. If a game does receive the green light to be released...&nbsp;</span><a href="http://www.specialtygamer.com/features/interviews/interview-with-localization-sp/"><span style="font-family: Verdana;">Click to read full story.</span></a><hr /></div></div> <div class="entry-asset asset" id="entry-441"><div class="asset-header"><h2 class="asset-name"><a href="http://www.specialtygamer.com/features/modern-post2000/typing-of-the-dead---a-lesson/"><span style="font-family: Verdana;">Typing of the Dead - A Lesson in Awesome </span></a></h2> <div class="asset-meta"><ifmtauthorimage><span style="font-family: Verdana;"><img vspace="10" hspace="10" align="left" src="http://www.specialtygamer.com/mt-static/support/assets_c/userpics/userpic-2-50x50.png" alt="" /> </span></ifmtauthorimage><span style="font-family: Verdana;">      <span class="byline">  &nbsp;     Written by Dant Rambeaux on November 19, 2008      </span>     <span class="separator">     | </span></span><span class="separator"><a href="http://www.specialtygamer.com/features/modern-post2000/typing-of-the-dead---a-lesson/#comments"><span style="font-family: Verdana;">Comments (0)</span></a></span></div> <span style="font-family: Verdana;"> <div class="asset-meta"><span class="separator">      </span></div> <br /> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Always effective words in zombie combat &nbsp; &nbsp; Sometimes it&rsquo;s nice to take a break and unwind after playing some of the more intense, blockbuster, Hollywood-esque releases with a game that simply exists to make you smile. Some of...&nbsp;</span><a href="http://www.specialtygamer.com/features/modern-post2000/typing-of-the-dead---a-lesson/"><span style="font-family: Verdana;">Click to read full story.</span></a><hr /></div></div> <div class="entry-asset asset" id="entry-437"><div class="asset-header"><h2 class="asset-name"><a href="http://www.specialtygamer.com/features/editorials/tough-times-for-all/"><span style="font-family: Verdana;">Tough Times For All </span></a></h2> <div class="asset-meta"><ifmtauthorimage><span style="font-family: Verdana;"><img vspace="10" hspace="10" align="left" src="http://www.specialtygamer.com/mt-static/support/assets_c/userpics/userpic-2-50x50.png" alt="" /> </span></ifmtauthorimage><span style="font-family: Verdana;">     <span class="byline">  &nbsp;     Written by Dant Rambeaux on November 14, 2008      </span>     <span class="separator">      | </span></span><span class="separator"><a href="http://www.specialtygamer.com/features/editorials/tough-times-for-all/#comments"><span style="font-family: Verdana;">Comments (6)</span></a></span></div> <span style="font-family: Verdana;"> <div class="asset-meta"><span class="separator">      </span></div> <br /> It's a shame that this whole economic crisis had to occur so close to the holidays when so many big-name games are being released. There are several games that have recently come out that I want, and more that are...&nbsp;</span><a href="http://www.specialtygamer.com/features/editorials/tough-times-for-all/"><span style="font-family: Verdana;">Click to read full story.</span></a><hr /></div></div> <div class="entry-asset asset" id="entry-436"><div class="asset-header"><h2 class="asset-name"><a href="http://www.specialtygamer.com/features/modern-post2000/review--siren-blood-curse-ps3/"><span style="font-family: Verdana;">Review- Siren: Blood Curse (PS3)  </span></a></h2> <div class="asset-meta"><ifmtauthorimage><span style="font-family: Verdana;"><img vspace="10" hspace="10" align="left" src="http://www.specialtygamer.com/mt-static/support/assets_c/userpics/userpic-2-50x50.png" alt="" /> </span></ifmtauthorimage><span style="font-family: Verdana;">     <span class="byline">  &nbsp;     Written by Dant Rambeaux on November 11, 2008      </span>     <span class="separator">     | </span></span><span class="separator"><a href="http://www.specialtygamer.com/features/modern-post2000/review--siren-blood-curse-ps3/#comments"><span style="font-family: Verdana;">Comments (0)</span></a></span></div> <span style="font-family: Verdana;"> <div class="asset-meta"><span class="separator">       </span></div> <br /> &nbsp;There are lots of different ways to make a game scary. Reliance on grotesque elements and dependence on tense moments are the two most well-known.&nbsp; If these two concepts are synthesized correctly, the outcome can be a truly terrifying experience....&nbsp;</span><a href="http://www.specialtygamer.com/features/modern-post2000/review--siren-blood-curse-ps3/"><span style="font-family: Verdana;">Click to read full story.</span></a><hr /></div></div> <div class="entry-asset asset" id="entry-434"><div class="asset-header"><h2 class="asset-name"><a href="http://www.specialtygamer.com/features/previews/fallout-3-xbox-360/"><span style="font-family: Verdana;">Preview: Fallout 3 (Xbox 360) </span></a></h2> <div class="asset-meta"><ifmtauthorimage><span style="font-family: Verdana;"><img vspace="10" hspace="10" align="left" src="http://www.specialtygamer.com/mt-static/support/assets_c/userpics/userpic-9-50x50.png" alt="" /> </span></ifmtauthorimage><span style="font-family: Verdana;">     <span class="byline">  &nbsp;     Written by </span></span><span class="byline"><a href="http://joshparr.specialtygamer.com"><span style="font-family: Verdana;">Josh Parr</span></a></span><span style="font-family: Verdana;"><span class="byline"> on October 27, 2008      </span>     <span class="separator">     | </span></span><span class="separator"><a href="http://www.specialtygamer.com/features/previews/fallout-3-xbox-360/#comments"><span style="font-family: Verdana;">Comments (0)</span></a></span></div> <span style="font-family: Verdana;"> <div class="asset-meta"><span class="separator">       </span></div> <br /> Fallout 3 comes out tomorrow and is one of my highest anticipated games of the year. It takes place in a post-apocalyptic world and is based in the United States. You live with your father, voice by Liam Neeson, but...&nbsp;</span><a href="http://www.specialtygamer.com/features/previews/fallout-3-xbox-360/"><span style="font-family: Verdana;">Click to read full story.</span></a><hr /></div></div> <div class="entry-asset asset" id="entry-433"><div class="asset-header"><h2 class="asset-name"><a href="http://www.specialtygamer.com/features/modern-post2000/fable-ii-xbox-360/"><span style="font-family: Verdana;">Fable II (Xbox 360) </span></a></h2> <div class="asset-meta"><ifmtauthorimage><span style="font-family: Verdana;"><img vspace="10" hspace="10" align="left" src="http://www.specialtygamer.com/mt-static/support/assets_c/userpics/userpic-9-50x50.png" alt="" /> </span></ifmtauthorimage><span style="font-family: Verdana;">      <span class="byline">  &nbsp;     Written by </span></span><span class="byline"><a href="http://joshparr.specialtygamer.com"><span style="font-family: Verdana;">Josh Parr</span></a></span><span style="font-family: Verdana;"><span class="byline"> on October 27, 2008      </span>     <span class="separator">     | </span></span><span class="separator"><a href="http://www.specialtygamer.com/features/modern-post2000/fable-ii-xbox-360/#comments"><span style="font-family: Verdana;">Comments (2)</span></a></span></div> <span style="font-family: Verdana;"> <div class="asset-meta"><span class="separator">      </span></div> <br /> I want to start this off by saying never buy into Peter Molyneux's crap. That man does nothing but overhype his games and create scenarios of disappointment. With that said, Fable&nbsp; II is good game, if not a little too...&nbsp;</span><a href="http://www.specialtygamer.com/features/modern-post2000/fable-ii-xbox-360/"><span style="font-family: Verdana;">Click to read full story.</span></a><hr /></div></div> <div class="entry-asset asset" id="entry-425"><div class="asset-header"><h2 class="asset-name"><a href="http://www.specialtygamer.com/features/modern-post2000/review--ratchet-and-clank-futu/"><span style="font-family: Verdana;">Review- Ratchet and Clank Future: Quest For Booty </span></a></h2> <div class="asset-meta"><ifmtauthorimage><span style="font-family: Verdana;"><img vspace="10" hspace="10" align="left" src="http://www.specialtygamer.com/mt-static/support/assets_c/userpics/userpic-2-50x50.png" alt="" /> </span></ifmtauthorimage><span style="font-family: Verdana;">      <span class="byline">  &nbsp;     Written by Dant Rambeaux on October 15, 2008      </span>     <span class="separator">     | </span></span><span class="separator"><a href="http://www.specialtygamer.com/features/modern-post2000/review--ratchet-and-clank-futu/#comments"><span style="font-family: Verdana;">Comments (1)</span></a></span></div> <span style="font-family: Verdana;"> <div class="asset-meta"><span class="separator">      </span></div> <br /> &nbsp;Ratchet and Clank is slowly becoming one of the most recognized franchises in video games. While Sony is hoping Sack Boy from Little Big Planet becomes the face of the Playstation, they seem to be forgetting just how beloved...&nbsp;</span><a href="http://www.specialtygamer.com/features/modern-post2000/review--ratchet-and-clank-futu/"><span style="font-family: Verdana;">Click to read full story.</span></a></div></div><p>&nbsp;</p>]]>
        
    </content>
</entry>

<entry>
    <title>The Broke Man&apos;s Moral Burden</title>
    <link rel="alternate" type="text/html" href="http://www.specialtygamer.com/features/editorials/the-broke-mans-moral-burden/" />
    <id>tag:www.specialtygamer.com,2008:/features//4.444</id>

    <published>2008-12-08T04:40:25Z</published>
    <updated>2008-12-08T05:24:36Z</updated>

    <summary><![CDATA[I haven't danced around or sugarcoated the fact that I'm broke at the moment.&nbsp; It hasn't been an entirely bad experience, because I've learned some very valuable financial lessons. I've learned that there's no shame in missing out on the...]]></summary>
    <author>
        <name>Dant Rambeaux</name>
        
    </author>
    
        <category term="Discussion / Editorial" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.specialtygamer.com/features/">
        <![CDATA[<p>I haven't danced around or sugarcoated the fact that I'm broke at the moment.&nbsp; It hasn't been an entirely bad experience, because I've learned some very valuable financial lessons. I've learned that there's no shame in missing out on the latest games, and also that oatmeal is very tasty and affordable. I could dissect both of these claims and discern which one is more worthy of discussion, but fortunately that decision is already made for me due to the type of site I am writing for.&nbsp; The oatmeal rant will have to wait until Specialty Oatmealer launches.</p><p>The worst part of lacking money is that I've found myself being tempted more and more to begin pirating.&nbsp; When I shared this dilemma with others, they merely sympathized and most of them owned up to already being pirates. I've been prone to downloading a few things in a not-so-legal way, but I've never been prone to doing that with games. It's crossed my mind a few times, I'll admit, but for some reason I've always held myself back from doing it. There's just something about downloading games that I find to be taboo. I consider myself a moral person, but my stance on downloading is a bit of a gray area.&nbsp; It's an issue I have trouble coming up with a resolution to, and it gets more muddled by my selectiveness of just what I'll download. </p><p>Downloading is a habit I'm trying to kick, but it's grown more difficult now that I find myself unable to buy the games I want. With that being said, have any of you been tempted by piracy? You don't have to come out and admit it if you'd rather not, but what exactly is your stance on the matter? I</p>]]>
        
    </content>
</entry>

<entry>
    <title>Mercenaries 2: World in Flames (Xbox 360)</title>
    <link rel="alternate" type="text/html" href="http://www.specialtygamer.com/features/modern-post2000/mercenaries-2-world-in-flames/" />
    <id>tag:www.specialtygamer.com,2008:/features//4.443</id>

    <published>2008-12-03T18:47:53Z</published>
    <updated>2008-12-03T19:07:44Z</updated>

    <summary>Mercenaries 2: World in Flames is every bit a sandbox game. You have a choice between playing as Mattias Nilsson, Chris Jacobs, or Jennifer Mui. These 3 are all characters from the original game. Whoever you choose doesn&apos;t really matter...</summary>
    <author>
        <name>Josh Parr</name>
        <uri>http://joshparr.specialtygamer.com</uri>
    </author>
    
        <category term="Reviews Modern (post-2000)" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.specialtygamer.com/features/">
        <![CDATA[<p>Mercenaries 2: World in Flames is every bit a sandbox game. You have a choice between playing as Mattias Nilsson, Chris Jacobs, or Jennifer Mui. These 3 are all characters from the original game. Whoever you choose doesn't really matter because the story will be the same. You are really just choosing which character model that you want to use, with each one having a different bonus ability.</p><span style="display: inline;" class="mt-enclosure mt-enclosure-image"><a href="http://www.specialtygamer.com/features/images/m2o.jpg"><img height="251" width="448" style="margin: 0pt auto 20px; text-align: center; display: block;" class="mt-image-center" src="http://www.specialtygamer.com/features/assets_c/2008/12/m2o-thumb-448x251.jpg" alt="m2o.jpg" /></a></span><p><br />The story starts off as you getting hired by a man named Solano to go rescue his buddy General Carmona who is being held prisoner because of his failed coup attempt. Once rescued Carmona attempts to kill you, but you get away after getting shot in the ass. This sets up the whole beginning of the story where you work with different factions in Venezuela to get information for your revenge. What is great about the story though, without hitting on spoilers, is right when you think that the game is over a whole new section of gameplay and story is opened up to you.<br /><br />The controls in Mercenaries 2 are very similar to the original game.&nbsp; Whether you are fighting it out with assault rifles and RPGs or attacking a position with a tank or helicopter, everything is very fluid. Switching weapons and vehicles has never really been any easier. I do have a problem with having to hit the X button to pick up ammo for a gun I already have but that is just a minor annoyance.<br /><br />Where the game really shines is the graphics and overall game environment that Pandemic Studios has created. You really feel like you are in Venezuela and can destroy just about everything you come across.&nbsp; Weapons fire is beautifully displayed and seeing bunker busters and other air support dropped is simply breathtaking.&nbsp; The one item that just really sets itself apart from the others is the nuclear bomb that is used in the game. The shear size of the environment and the attention to detail is just amazing.</p><span style="display: inline;" class="mt-enclosure mt-enclosure-image"><a onclick="window.open('http://www.specialtygamer.com/features/assets_c/2008/12/m2s3.php','popup','width=637,height=359,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false" href="http://www.specialtygamer.com/features/assets_c/2008/12/m2s3.php"><img height="242" width="430" style="margin: 0pt auto 20px; text-align: center; display: block;" class="mt-image-center" alt="m2s3.jpg" src="http://www.specialtygamer.com/features/assets_c/2008/12/m2s3-thumb-430x242.jpg" /></a></span><p><br />From a gameplay standpoint not too much has really changed. It differs from the original that had structured bounties in the Deck of 52, where this one has separate bounties either through HVTs or Destruction targets for each of the factions you work with. You have to carefully plan out what you are doing though because work for one faction will more than likely piss off another. It's best to spread the mayhem around so they all stay on equal terms. If for some reason you have angered a faction to where you can't work for them anymore, you can just go to your command post and bribe the faction. It is expensive to do but can make things easier when it comes to gaining back some missions.</p><span style="display: inline;" class="mt-enclosure mt-enclosure-image"><a href="http://www.specialtygamer.com/features/images/rpg.jpg"><img height="198" width="500" style="margin: 0pt auto 20px; text-align: center; display: block;" class="mt-image-center" src="http://www.specialtygamer.com/features/assets_c/2008/12/rpg-thumb-500x198.jpg" alt="rpg.jpg" /></a></span><p><br />Co-op across Xbox Live is a great feature in this game and allows someone to join a game no matter what the other person is doing in game. All missions can be done either as a single-player or multi-player setup. There is a set amount from each other that you can get before you can't move but is rarely an issue in game. The lack of local multiplayer is a bit disappointing but not an issue with being able to do it across Xbox Live.<br /><br />One real downfall I seen in the gameplay though is the small amount of things you can hear from your fellow Mercenaries in the game or from other NPCs. Once you have played the game for about an hour or two, you will have heard everything they have to say that isn't related to the story. It gets irritating to be prompted every 15-20 minutes &quot;If you aren't sure where to go next, come to the PMC for some help.&quot; I just want to drive around and blow things up, leave me alone already.</p><span style="display: inline;" class="mt-enclosure mt-enclosure-image"><a onclick="window.open('http://www.specialtygamer.com/features/assets_c/2008/12/m2s1.php','popup','width=640,height=360,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false" href="http://www.specialtygamer.com/features/assets_c/2008/12/m2s1.php"><img height="253" width="450" style="margin: 0pt auto 20px; text-align: center; display: block;" class="mt-image-center" alt="m2s1.jpg" src="http://www.specialtygamer.com/features/assets_c/2008/12/m2s1-thumb-450x253.jpg" /></a></span><p>One of the developers for this game stated in an interview that their goal was to have the largest explosion in a video game.&nbsp; They achieved their goal in the game and really produced a first rate title along the way. I give this an 8 out 10, with some points knocked off for the extremely repetitive nature of some of the characters' dialogue and while it may have a story, it just doesn't drive the progress of the game along like you would expect.</p>]]>
        
    </content>
</entry>

<entry>
    <title>Interview with Localization Specialist Brian Gray</title>
    <link rel="alternate" type="text/html" href="http://www.specialtygamer.com/features/interviews/interview-with-localization-sp/" />
    <id>tag:www.specialtygamer.com,2008:/features//4.442</id>

    <published>2008-11-23T21:44:29Z</published>
    <updated>2008-12-01T20:56:23Z</updated>

    <summary>Most gamers, specifically those who enjoy the adventure and RPG genres, have at one point or another beckoned for games to be released in their part of the world. If a game does receive the green light to be released...</summary>
    <author>
        <name>Dant Rambeaux</name>
        
    </author>
    
        <category term="Interviews" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.specialtygamer.com/features/">
        <![CDATA[Most gamers, specifically those who enjoy the adventure and RPG genres, have at one point or another beckoned for games to be released in their part of the world. If a game does receive the green light to be released abroad, there's a lot of work to be done. This is where localization specialists come into the picture. While some think that all it takes to translate a title is a strong understanding of both languages, there are actually a lot more factors that need to be attended to before the game is ready to be released outside of its home. I recently had the chance to talk to Brian Gray, a localization specialist who got his start with Square but now works independently, about just what it is a localization specialist does. </span></span></p>
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<p style="margin-bottom: 0.0001pt; line-height: normal;" class="MsoNormal"><span style="font-size: small;"><b style="">Hey there Brian! I compiled some questions and tried my best to be respectful of your non-disclosure agreements. I suppose the most obvious question to start with would be: how exactly did you end up in this line of work?</b></span><b style=""><span style="font-size: 12pt;"><o:p></o:p></span></b></p>
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<p style="margin-bottom: 0.0001pt; line-height: normal;" class="MsoNormal"><span style="font-size: small;">Hey Dant! I got my start as a localization specialist at Square Enix--which at the time was still known as just plain old Square. I was still finishing up school when I applied, and ended up flying to Tokyo for the interview the summer after I graduated. Something clicked, and I got the job. I was still 21 and in a lot of ways &quot;the baby&quot; among the staff when I got there.</span></p>
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<p class="MsoNormal"><span style="font-size: small;"><b style=""><span style="line-height: 115%;">What was it like to be so young and new to the business?</span></b></span></p>
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<p class="MsoNormal"><span style="font-size: small;"><span style="line-height: 115%;">To be honest, the first half-year or so was tough. A lot of that wasn't so much that I was &quot;new to the business&quot; (although there was that!) It had more to do with the fact that I had just moved to a new city in a new country to start a new job, the first real job I'd ever had outside of internships and part-time jobs in college. Japanese businesses--even creatively driven companies like Square--are very rigidly structured. Not only did I have to handle the translation workload and learn about the issues that come up during localization, but I also had a lot of hard lessons early on about playing by Japanese rules. You can't approach problems in a Japanese office using American business tactics, no matter how fair and reasonable your logic might seem to you. Fortunately, at the time the localization team was still pretty small--about a third of its current size--and full of fantastic people who helped me out while I learned how the company did things and brushed up my Keigo (polite language).</span></span></p>
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<p style="margin-bottom: 0.0001pt; line-height: normal;" class="MsoNormal"><span style="font-size: small;"><b style="">I can only imagine how intensive that would be to not only be learning a new job, but to be learning it with a whole new set of rules! Has there been a specific game that you enjoyed working on the most?</b></span><b style=""><span style="font-size: 12pt;"><o:p></o:p></span></b></p>
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<p style="margin: 0in 13.5pt 0.0001pt 0in; line-height: normal;" class="MsoNormal"><span style="font-size: small;">There are a couple, actually. One would have to be Baten Kaitos Origins, a Gamecube title I worked on with a localization company called 8-4 from start to finish. That game, in particular, probably had the best Japanese script I've ever worked on--the characters really popped off the page, and the writing in general was just really polished.<br />
&nbsp;<br />
I get the impression a lot of gamers think localization is what makes or breaks the English writing in their Japanese games. And it certainly can--but it's not the only factor. The script has to pass through the translators, an editor, and oftentimes the publisher's scrutiny. And these days scripts also get rewritten for ADR during voice recording. The director has input. The actor has input. All of these can have a huge impact on whether the English writing bristles or just winds up grating.<br />
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The biggest factor, though, is the quality of what you start with&mdash;the Japanese script. BKO was a fully realized world with great characters (especially Milly and Guillo) who always reacted believably. The writer also had a great sense of humor. It's so rewarding to be able to spend the localization process starting with great Japanese material and making it better, instead of taking average Japanese material and trying to just make it not suck.</span><span style="font-size: 12pt;"><o:p></o:p></span></p>
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<p class="MsoNormal"><span style="line-height: 115%;">The other project I really enjoyed was The World Ends with You. I first got my hands on the game when they demoed it at the Tokyo Game Show in 2006. I remember that they were handing out instruction cards to people in the line (which was about an hour long), trying almost to brace people for the experience--if you've played it, you know it takes a lot of conventional game logic, especially that of JRPGs, and just chucks it right out the window. I loved it. It's also a very special project because it takes place in Japan, in a part of Tokyo near where I used to live. Getting the chance to bring that world and those characters over was tons of fun. We were really careful not to try and &quot;fix&quot; Japan or localize anything that didn't need fixing. I think gamers really appreciated that.</span></p>
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<p style="margin-bottom: 0.0001pt; line-height: normal;" class="MsoNormal"><span style="font-size: small;"><b style="">The World Ends with You is one of my favorite DS games, actually. From what I understand it was Square Enix's first attempt at creating a game in modern times, and I thought it was really interesting, albeit unsurprising, that they took such an over-the-top approach. I haven't played Baten Kaitos Origins yet, but I do have a friend who is a big fan of it, so I'm going to make sure to pick it up soon. What you just said sort of hinted at the answer, but I was wondering if you were a fan of gaming in general and if so what some of your favorite games are?</b></span><b style=""><span style="font-size: 12pt;"><o:p></o:p></span></b></p>
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<p style="margin-bottom: 0.0001pt; line-height: normal;" class="MsoNormal"><span style="font-size: small;">I am a huge gamer! As far as my favorite games go, Fumito Ueda can do no wrong. Ico and Shadow of the Colossus both really satisfy everything I look for in a game: an immersive world, engaging game play, and most importantly, restraint. Both games end when they should, and they never get in your way with menus or unnecessary talking. They tell such great stories with minimal writing--although I guess as a guy who translates for a living, I shouldn't say that. I grew up with the NES, and enjoy RPGs and action games quite a bit. Back in the day I was also a huge Sierra fan, and designers like Al Lowe and Jane Jensen have been a big influence. Lately, I've been picking away at some of the holiday offerings. I recently finished up Mega Man 9, Castlevania: Order of Ecclesia, and Mirror's Edge. Right now I'm waiting for my copy of Tomb Raider Underworld to show up. </span><span style="font-size: 12pt;"><o:p></o:p></span></p>
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<p style="margin-bottom: 0.0001pt; line-height: normal;" class="MsoNormal"><b style="">Team Ico is wonderful. I've only played Shadow of the Colossus, but I've been in pursuit of a copy of Ico for a while now. Unfortunately it's a bit rare here in the states. It's clear you're passionate about video games, but have you worked on any projects outside of video games? If so, is it a pretty different experience?</b></p>
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<p style="margin-bottom: 0.0001pt; line-height: normal;" class="MsoNormal">I have, and it is. I've done a little work in animation and film, and some academic translation. To be honest, though, I focus mostly on the game industry. There are a lot of fantastic translators out there already working on film (Linda Hoaglund) and literature (Jay Rubin), but not enough who work in games. One day I would love to subtitle films and translate novels, but for now, anyway, the unique challenges of the game industry keep me very interested on a day-to-day basis. Some of these challenges are obvious. Game text doesn't necessarily have the same order or logic to it every time somebody plays through it, so you can't just approach it like a novel and translate from start to finish. You have to make sure what you translate works regardless of how the dialogue branches or the player proceeds through the game.&nbsp; A bigger challenge has to do with the fact that the game industry just hasn't quite grown up yet. Localization schedules are still too tight and budgets generally too low (or mismanaged). I would also say the majority of Japanese developers still don't understand the difference between an outstanding localization and just a serviceable one. More time goes into helping those developers understand how to reach out to overseas gamers than the actual translation of words.</p>
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<p style="margin-bottom: 0.0001pt; line-height: normal;" class="MsoNormal"><b style="">That's a shame, because I feel, and there are many famous examples of this, that some games can really be ruined or at the very least taken less seriously due to poor translation. It seems more and more this kind of thing has faded, but I've noticed that it still rears its head on occasion. The first example that comes to mind is Phoenix Wright. I love those games, but I remember spotting typos in the text here and there and kind of snapping back into reality. When you're working on a project, what do you do to ensure that everything is up to your standards? What kind of editing process do you have?</b></p>
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<p style="margin-bottom: 0.0001pt; line-height: normal;" class="MsoNormal"><span style="font-size: small;">I'm actually surprised you mention Phoenix Wright, especially the first one, when talking about poor translation, because I think that's an outstanding translation. The typos you're talking about are distracting, it's true, but my guess is that they have more to do with rushed schedules and maybe the lack of an editor than any sort of failings on the part of the translator. Ideally, everybody has enough time to do their job right and get everything perfect, but the most important thing is getting the Japanese language experience across to an English-speaking audience in the most natural and entertaining way possible, and on that count, I think PW is a huge success. As far as my own editing process goes, it depends on what the client asks for. Sometimes I just translate, and hand off my translation to an agency or publisher or developer who takes it from there. Other times, I get called in just to work as a &quot;script doctor&quot; and polish up somebody else's translation, fix the typos, or punch up the dialogue. My favorite projects are the ones I get to stick with from start to finish, helping out with translating, editing, casting, voice recording, bug checking, the whole product. The two projects I mentioned earlier were both like that.</span><span style="font-size: 12pt;"><o:p></o:p></span></p>
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<p style="margin-bottom: 0.0001pt; line-height: normal;" class="MsoNormal"><b style="">Phoenix Wright does definitely have some excellent dialogue, which of course is very important for a game of that nature, but I suppose the issue of typos was really over-magnified in some corners of the internet. This is actually helping me to realize just how much work goes into localizing a game, and hopefully it does the same for others.&nbsp; When you talk about getting the&nbsp; Japanese language experience across to an English-speaking audience, do you mean potentially taking out references and things of that nature that other countries may not be able to relate to or understand?</b></p>
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<p style="margin-bottom: 0.0001pt; line-height: normal;" class="MsoNormal">Right, there is that. I try to be respectful of what the Japanese creators want to say, though, and not make changes that would meddle with that. You have to consider where the game is set, for example. A game like The World Ends with You takes place in Japan, and Japan is where it belongs. The goal there was to make English-speaking gamers feel like Japanese teenagers, so we did our best to couch the dialogue in terms they would understand without being overprotective and shielding them from the culture of the game. Other titles (especially those that take place in fantasy worlds) aren't tied specifically to Japan, so there's more freedom--and obligation--to step back from the Japanese ideas, look at the larger picture, and figure out what an English-speaking audience needs to have the same experience in their language. Every language has patterns it falls into that don't work in other languages. Japanese uses a lot of onomatopoeia and repetition (do you know where the exit is? the exit? yes, the exit) which don't render well in English. On the other hand, English speakers love sarcasm and idiomatic expressions which don't translate into Japanese. If you just blindly translate word-for-word--or worse, find yourself having to explain your translation inside the translation--then you're doing your target audience a huge disservice.</p>
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<p style="margin-bottom: 0.0001pt; line-height: normal;" class="MsoNormal"><b style="">So when it comes to translating a game, it seems that there's a lot of careful decision-making to be done. If someone out there (and I know plenty interested in it) asked you for advice on how to obtain a job similar to yours, what advice would you give them? </b></p>
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<p style="margin-bottom: 0.0001pt; line-height: normal;" class="MsoNormal">Do you mean a job at a game company, or freelancing like I do now? As far as translation goes, I would say practice, practice, practice--really expose yourself to as much media as you can in both languages. You have to know both languages inside and out and be a good writer, and a critical one. A lot of translators fall short because they translate something literally, and it makes sense to them because they've read the original Japanese, but they're not able to separate themselves from it and see if it makes sense to somebody who hasn't. Japanese and English are so different as languages that it almost never works out translating word-for-word, or even sentence-for-sentence. Japanese don't even always say what they really mean. You have to be confident enough to peel back those layers of meaning, step back and look at what the Japanese is really saying (which might wind up being a completely different sentence), and then build the English that communicates the same thing. If you can do that, and do it well, then you can get a job translating games.</p>
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<p style="margin-bottom: 0.0001pt; line-height: normal;" class="MsoNormal"><b style="">I suppose I meant getting started as well as becoming recognized, but you covered both of those bases! This talk of being bilingual actually reminds me of a study I read that gamers can multitask almost as effectively as those who are bilingual, so do you find yourself ultra-capable of multitasking? Kind of a silly question, but I couldn't help but ask.</b></p>
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<p style="margin-bottom: 0.0001pt; line-height: normal;" class="MsoNormal">Ha ha, it's funny you should ask--while I was waiting for your question, I just took a phone call from a Japanese client and fired off a few emails. Multi-tasking is important, although too much of it can affect the quality of your work if you're spread too thin. I personally found that to be a bigger deal working inside a company, because you have meetings and other non-creative responsibilities to deal with all the time. Now that I'm out on my own, I have a lot more control over how my time is spent. Depending on how involved I am in the projects, I usually take on one to three titles at once, since those seem to be the magic numbers for keeping the days filled while still being able to give everything my full attention.</p>
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<p style="margin-bottom: 0.0001pt; line-height: normal;" class="MsoNormal"><b style="">See I knew you could multitask! It's good that you've learned to be in control of it though, because in theory you could really be a multitasking machine. Now that you're a freelancer, how do you track down projects? I imagine you have more freedom in terms of choosing what you want to work on, but do you express interest in the project or do companies contact you?</b></p>
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<p style="margin-bottom: 0.0001pt; line-height: normal;" class="MsoNormal">A little of both. I've been very lucky so far--100% of my business is through word of mouth. Clients usually approach me, although I will go after a project and try to make sure it gets localized if it's something that particularly interests me.</p>
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<p><b style="">In order to do that, do you have to convince some of the higher-ups that there's a market for such a thing outside of Japan? Now that people know you potentially have some leverage in games becoming localized, there's a chance you'll be receiving some very forceful emails asking you to try and localize various games! Let's hope it doesn't come to that.</b></p>
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<p style="margin-bottom: 0.0001pt; line-height: normal;" class="MsoNormal">Ha ha, oh no... I don't really have any power over when or if a company decides to localize a game. That's a marketing decision for the publisher to make--if the title even has an overseas publisher. All I meant by my last answer is that if there are offbeat games that only have a 50/50 chance of making it over, I want to be there to at least assure the right people that I'm ready to help. Sometimes it pans out, sometimes it doesn't.</p>
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<p><b style="">That makes more sense. So maybe you won't be receiving sundry emails from gamers of all flavors.&nbsp; I think that covers just about everything. I think a lot of people will go away reading this with a much stronger understanding of just what it is a localization specialist does. Thank you for your time! I can't thank you enough.</b></p>
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<p style="margin-bottom: 0.0001pt; line-height: normal;" class="MsoNormal"><span style="font-size: small;">Thank you, Dant! It's always fun to talk about. Gamers are smarter than ever these days; they care about how their Japanese games get treated when released in English, and rightly so. I hope this sheds a little light on the many factors that go into the process.</span><span style="font-size: 12pt;"><o:p></o:p></span></p>]]>
        
    </content>
</entry>

<entry>
    <title>Typing of the Dead - A Lesson in Awesome</title>
    <link rel="alternate" type="text/html" href="http://www.specialtygamer.com/features/modern-post2000/typing-of-the-dead---a-lesson/" />
    <id>tag:www.specialtygamer.com,2008:/features//4.441</id>

    <published>2008-11-19T20:15:42Z</published>
    <updated>2008-11-20T01:53:47Z</updated>

    <summary><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Always effective words in zombie combat &nbsp; &nbsp; Sometimes it&rsquo;s nice to take a break and unwind after playing some of the more intense, blockbuster, Hollywood-esque releases with a game that simply exists to make you smile. Some of...]]></summary>
    <author>
        <name>Dant Rambeaux</name>
        
    </author>
    
        <category term="Reviews Modern (post-2000)" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.specialtygamer.com/features/">
        <![CDATA[<span style="display: inline;" class="mt-enclosure mt-enclosure-image"><p style="text-align: center;"><img width="300" height="225" style="margin: 0pt auto 20px; text-align: center; display: block;" class="mt-image-center" src="http://www.specialtygamer.com/features/images/Typingdeadgameplay.jpg" alt="Typingdeadgameplay.jpg" /><i>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Always effective words in zombie combat</i></p></span> <p>&nbsp;</p> <p class="MsoNormal">&nbsp;</p> <p class="MsoNormal">Sometimes it&rsquo;s nice to take a break and unwind after playing some of the more intense, blockbuster, Hollywood-esque releases with a game that simply exists to make you smile. Some of the more lax platformers, such as Kirby, are an excellent example of such games.<span style="">&nbsp; </span>But for me, the crown goes to <b style="">Typing of the Dead</b> for the Sega Dreamcast.</p> <p class="MsoNormal">Sure, zombies coming at you unrelentlessly sounds nerve-wracking in theory; but the sheer joy that comes with typing words and phrases that for the most part are rather odd and comedic assuages a good amount of the tension that should really be there in a game of this nature. There&rsquo;s truly no reason to take this game serious, so there&rsquo;s fun to be had regardless of whether you win or lose. Even a gamer of the most intense and serious flavor would be hard-pressed to not crack a smile while playing <b style="">Typing of the Dead</b>.</p> <p class="MsoNormal">Though ambitious in concept, <b style="">Typing of the Dead</b> does a good job of remaining very tongue-in-cheek throughout. Admittedly, the game is essentially House of the Dead 2 with shooting swapped for typing.<span style="">&nbsp; </span>The plot remains the same, but the mindset the game is approached with is altered entirely. You&rsquo;d be hard-pressed to find someone who would approach the concept of typing to eradicate zombies as &ldquo;serious business.&rdquo;</p> <p>&nbsp;</p> <span style="display: inline;" class="mt-enclosure mt-enclosure-image"><p style="text-align: center;"><img width="373" height="266" style="margin: 0pt auto 20px; text-align: center; display: block;" class="mt-image-center" src="http://www.specialtygamer.com/features/images/ConsoleTyping--article_image.jpg" alt="ConsoleTyping--article_image.jpg" /> <i>Yes, that's a Dreamcast he has on his back</i></p></span> <p>&nbsp;</p> <p class="MsoNormal">Even the greatest work of art is not without its flaws, and <b style="">Typing of the Dead</b> is no exception. While I could dance around the issue and find a way to sugarcoat it, I&rsquo;m just going to come out and say that the voice-acting is terrible. Like, comedically terrible.<span style="">&nbsp; </span>It&rsquo;s not something I could have hidden, because it becomes immediately noticeable when the first boss speaks.<span style="">&nbsp; </span>The similarity to Donald Duck&rsquo;s voice is all too surprising, and diminishes the tension in what could have been a battle of truly epic proportions.</p> <p class="MsoNormal">While most people like to boot up <b style="">Wii Sports</b> or <b style="">Mario Party</b> to entertain guests, I always find myself setting up <b style="">Typing of the Dead</b> for all of my friends; just so they can bask in the sheer novelty factor of the game.<span style="">&nbsp; </span>At first they usually protest and tell me that the concept is terrible, but after my entreaties they&rsquo;re willing, albeit reluctantly, to give it a shot. Without fail, each and every one of them came away humbled by the experience, and I still receive &ldquo;Thank You&rdquo; cards to this very day.</p> <p class="MsoNormal">Games of this nature seem to usually sell for bloated prices on Ebay, but for some reason this gem is oft-overlooked, and for that reason is attainable for the meager sum of roughly $15 dollars. You&rsquo;ll need to track down a Dreamcast keyboard as well, but those can be purchased for around $10 if you really hunt (which you should).</p> <p>&nbsp;</p> <span style="display: inline;" class="mt-enclosure mt-enclosure-image"><p style="text-align: center;"><img width="300" height="225" style="margin: 0pt auto 20px; text-align: center; display: block;" class="mt-image-center" src="http://www.specialtygamer.com/features/images/300px-Typingofthedead_screen.jpg" alt="300px-Typingofthedead_screen.jpg" /> <i>The most sympathetic zombie you will ever meet</i></p></span> <p>&nbsp;</p>]]>
        
    </content>
</entry>

<entry>
    <title>Tough Times For All</title>
    <link rel="alternate" type="text/html" href="http://www.specialtygamer.com/features/editorials/tough-times-for-all/" />
    <id>tag:www.specialtygamer.com,2008:/features//4.437</id>

    <published>2008-11-14T23:25:47Z</published>
    <updated>2008-11-17T06:15:56Z</updated>

    <summary>It&apos;s a shame that this whole economic crisis had to occur so close to the holidays when so many big-name games are being released. There are several games that have recently come out that I want, and more that are...</summary>
    <author>
        <name>Dant Rambeaux</name>
        
    </author>
    
        <category term="Discussion / Editorial" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.specialtygamer.com/features/">
        <![CDATA[<p>It's a shame that this whole economic crisis had to occur so close to the holidays when so many big-name games are being released. There are several games that have recently come out that I want, and more that are being released soon that I'd like to get my hands on. Instead I'm forced to deal with the fact that I will have to wait until I can find employment again. I know there's got to be some others out there who are going through the same problem or are at least feeling the monetary constraints of the times. <br /><br />This whole debacle has me worried for a few reasons; including the potential it has to keep great games from selling enough to merit a sequel. With so many new IPs that have come out recently (LittleBigPlanet, Mirror's Edge, etc.) it would be a shame to see any of them fall flat in terms of sales and disappear forever. <br /><br />With that said, are you still planning on buying the usual amount of games you do, or are you holding back?</p><p><b>Discuss on the Talk Boards here</b> - <a href="http://www.specialtygamer.com/talk/index.php/topic,100.0.html" target="_blank">http://www.specialtygamer.com/talk/index.php/topic,100.0.html</a></p>]]>
        
    </content>
</entry>

<entry>
    <title>Review- Siren: Blood Curse (PS3)</title>
    <link rel="alternate" type="text/html" href="http://www.specialtygamer.com/features/modern-post2000/review--siren-blood-curse-ps3/" />
    <id>tag:www.specialtygamer.com,2008:/features//4.436</id>

    <published>2008-11-11T23:41:28Z</published>
    <updated>2008-11-12T00:18:18Z</updated>

    <summary><![CDATA[&nbsp;There are lots of different ways to make a game scary. Reliance on grotesque elements and dependence on tense moments are the two most well-known.&nbsp; If these two concepts are synthesized correctly, the outcome can be a truly terrifying experience....]]></summary>
    <author>
        <name>Dant Rambeaux</name>
        
    </author>
    
        <category term="Reviews Modern (post-2000)" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.specialtygamer.com/features/">
        <![CDATA[<span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img height="292" width="520" alt="siren.jpg" src="http://www.specialtygamer.com/features/images/siren.jpg" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" /></span><p>&nbsp;</p><p>There are lots of different ways to make a game scary. Reliance on grotesque elements and dependence on tense moments are the two most well-known.&nbsp; If these two concepts are synthesized correctly, the outcome can be a truly terrifying experience. Siren: Blood Curse, the first true survival-horror game for the PS3, combines both of these perfectly to create one of the more terrifying games in years. <br /><br />An American TV crew visits the mysterious &ldquo;vanished village&rdquo; in Japan, only to uncover a strange and sacrificial cult of terrifying creatures called Shibitos (whom can think, talk, use weapons, and run). The crew gets scattered, and it&rsquo;s up to you, the player, to help each one of them escape the village as well as delve into the history of it and find out exactly what is happening and why. <br /><br />Siren: Blood Curse is technically a remake. The original game, simply called Siren, had quite a few flaws in terms of pacing and difficulty. For this reason,&nbsp; Siren was not exactly renowned upon release. Fortunately, Blood Curse addresses and fixes both of these problems and adds some new elements to help improve the game even more. The most notable new feature is the ability called &ldquo;sight-jacking,&rdquo; where the main character can see through the eyes of creatures in the surrounding area. This power makes it easier to see where nearby Shibito are looking and if you&rsquo;re able to sneak by them undetected.<br /><br />The episodic format is certainly experimental, and while it is certainly a matter of preference, there really aren&rsquo;t many downfalls to speak of. It may seem random for a game like this to be released in this type of format, but the cut-scenes in the beginning and ending of the brief episodes make it feel very similar to a TV show; which ties in with why the protagonists are in the village to begin with.<br /><br />&nbsp;You&rsquo;re given the option of buying the game in three packs of four episodes for $15.00 a piece, or to buy the entire game for $39.99. While the game isn&rsquo;t exceptionally long, it is definitely meaty enough to justify the asking price. Another qualm was that many people like to own actual copies of their games. Fortunately for them, the game is being released on Blu-Ray in the near future, so gamers who absolutely have to have a tangible copy of their games can be satisfied as well.<br /><br />Blood Curse has some of the best pacing I&rsquo;ve ever seen in a horror game. With tension so high, it&rsquo;s impossible to feel as though the game is dragging on. Instead, the player will find his or herself constantly on the edge of their respective seat, getting completely immersed in the game and trying to lead their character to safety. As it is with just about every good horror game, there are moments of hiding and waiting, but in Siren these moments are so damn tense and frightful, they tend to fly right by. Hiding in a cupboard? Most likely there&rsquo;s a Shibito searching for you, taunting you, and telling you to come out. Feeling impatient at such a moment is absurd, assuming a game gets you truly engrossed in what&rsquo;s happening; which Siren: Blood Curse does in flying colors.<br /><br />Some feel that the game trips on itself due to the player being forced to revisit the same environments. While there is a tinge of redundancy to it, Siren offers up a few new things or makes the situation more difficult in order to make it feel at least slightly different and fresh. The scenario and concept of the game alone kind of imply that you&rsquo;re going to be forced to revisit the same areas a few times with different characters.<br /><br />The graphics, while not perfect, certainly do their job. Because most of the game takes place in the nighttime, truly taking in all of the scenery can prove to be a difficult and often deadly (when spotted) job. While clich&eacute; at times, each region has at least one element that makes it frightening. The fields are foggy and filled with gardening Shibito, the houses are old and eerie and filled with Shibito fulfilling the roles of stereotypical family members, and the hospitals are filled with Shibito nurses and doctors. That&rsquo;s not to say that the entire element of fear is delivered through Shibito alone. The entire village is unkempt and decomposing; making for a frightening area to be stuck in. <br /><br />Siren: Blood Curse is a welcome and much-needed addition to the PS3 library and to this generation of gaming as a whole. It would be a shame to see the survival-horror genre fade away, so it&rsquo;s nice to see a game here and there still carrying the torch. If you enjoy a good scare, or just a good, absorbing experience, then Siren: Blood Curse is calling for you. Pun absolutely intended.</p><p>&nbsp;</p><hr /><p>Links:</p><p><a target="_blank" href="http://www.us.playstation.com/PS3/Games/Siren_Blood_Curse">Official Website </a></p><p>&nbsp;</p><p>&nbsp;</p>]]>
        
    </content>
</entry>

<entry>
    <title>Preview: Fallout 3 (Xbox 360)</title>
    <link rel="alternate" type="text/html" href="http://www.specialtygamer.com/features/previews/fallout-3-xbox-360/" />
    <id>tag:www.specialtygamer.com,2008:/features//4.434</id>

    <published>2008-10-28T01:49:06Z</published>
    <updated>2008-11-03T13:21:58Z</updated>

    <summary>Fallout 3 comes out tomorrow and is one of my highest anticipated games of the year. It takes place in a post-apocalyptic world and is based in the United States. You live with your father, voice by Liam Neeson, but...</summary>
    <author>
        <name>Josh Parr</name>
        <uri>http://joshparr.specialtygamer.com</uri>
    </author>
    
        <category term="Previews" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.specialtygamer.com/features/">
        <![CDATA[<p>Fallout 3 comes out tomorrow and is one of my highest anticipated games of the year. It takes place in a post-apocalyptic world and is based in the United States. You live with your father, voice by Liam Neeson, but one day he leaves the Vault for unknown reasons. Your character goes out in search of him.<br /><br />This game was developed by Bethesda Softworks and will be based off a similar engine as Elder Scrolls IV: Oblivion. Like Oblivion it will have it be able to be in first or third person modes.&nbsp; It is being released on Windows, Xbox 360 and Playstation. I will be picking up the Collector's Edition version tomorrow for Xbox 360. Once I have played through it I will put up a review of the game.&nbsp; Here are some pictures of the Collector's Edition version of the game, credit going to purg3 of the NeoGAF forums.</p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img height="336" width="448" alt="qz3r88.jpg" src="http://www.specialtygamer.com/features/images/qz3r88.jpg" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" /><img height="336" width="448" alt="e8jrq0.jpg" src="http://www.specialtygamer.com/features/images/e8jrq0.jpg" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" /></span><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img height="336" width="448" alt="u63yr.jpg" src="http://www.specialtygamer.com/features/images/u63yr.jpg" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" /></span>]]>
        
    </content>
</entry>

<entry>
    <title>Fable II (Xbox 360)</title>
    <link rel="alternate" type="text/html" href="http://www.specialtygamer.com/features/modern-post2000/fable-ii-xbox-360/" />
    <id>tag:www.specialtygamer.com,2008:/features//4.433</id>

    <published>2008-10-27T19:37:14Z</published>
    <updated>2008-10-28T14:14:38Z</updated>

    <summary><![CDATA[I want to start this off by saying never buy into Peter Molyneux's crap. That man does nothing but overhype his games and create scenarios of disappointment. With that said, Fable&nbsp; II is good game, if not a little too...]]></summary>
    <author>
        <name>Josh Parr</name>
        <uri>http://joshparr.specialtygamer.com</uri>
    </author>
    
        <category term="Reviews Modern (post-2000)" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.specialtygamer.com/features/">
        <![CDATA[<p>I want to start this off by saying never buy into Peter Molyneux's crap. That man does nothing but overhype his games and create scenarios of disappointment. With that said, Fable&nbsp; II is good game, if not a little too short.</p><p><br />You start off the game as a little boy (or girl if you so choose) with his sister and are homeless. You see this magical box being peddled by a merchant and you on a series of mini-quests to get the gold for the box. Once you receive that box, your life changes forever and begins you down the path of becoming a hero.&nbsp; The rest of the story, without going into spoilers is very good and does hold your attention. You are looking forward to the next part of the puzzle and want to know what will happen next.</p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img height="245" width="448" alt="fable_2_fence.jpg" src="http://www.specialtygamer.com/features/images/fable_2_fence.jpg" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" /></span><p><br />As with the original Fable your choices of how to finish parts of the main quest and side quests determines your looks and your demeanor.&nbsp; The more evil things you do the worse you look and most villagers want nothing to do with you.&nbsp; The opposite is true and really makes feel at ease with the entire system.&nbsp; The menu system and upgrading of your character is pretty much the exact same as the original. Not a lot of changes have been made in that regard.&nbsp; Your dog, your companion, will help you with pointing out treasure and things you can dig up. That is great in theory but frustrating in practice. Waiting for you dog to pose correctly to point out spot to dig things up is unbearable sometimes because he can sit there for 5 minutes before he fully sets and you can't start digging until he is. One thing I found to be disheartening is that no matter your alignment the ending doesn't really change. So your actions don't truly change the world around you as much as you would hope.</p><span style="display: inline;" class="mt-enclosure mt-enclosure-image"><a onclick="window.open('http://www.specialtygamer.com/features/assets_c/2008/10/fable2d2.php','popup','width=572,height=384,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false" href="http://www.specialtygamer.com/features/assets_c/2008/10/fable2d2.php"><img height="167" width="250" style="margin: 0pt auto 20px; text-align: center; display: block;" class="mt-image-center" alt="fable2d.jpg" src="http://www.specialtygamer.com/features/assets_c/2008/10/fable2d-thumb-250x167.jpg" /></a></span><p><br />The amount of time it takes to flow through the entire main quest with minimal to no side-quests being done is around the 9 hour mark personally. I really found that disheartening because I was hoping for a much more involved and longer story. After playing a game like Oblivion, the length of Fable II just seems to be ridiculous. I estimate even with doing all the side-quests I will only have about 20 hours in the game. Disappointing to say the least.</p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img height="252" width="448" alt="fable-ii-20080821102205932_640w.jpg" src="http://www.specialtygamer.com/features/images/fable-ii-20080821102205932_640w.jpg" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" /></span><p><br />The much touted multiplayer, the thing that would truly change how you play Fable just feels broken.&nbsp; If you were to do local multiplayer or even across Live, the person that enters your game is just a sidekick. Their character from their game will not be brought in from theirs so you can't see how they look.&nbsp; You can share gold and experience between the two which is nice.&nbsp; The most aggravating part of the multiplayer is the fixed camera. There is no real way to control the camera except for doing a re-center of the camera with the Left Bumper.&nbsp; The camera becomes an issue in areas like houses or caves because you can't see what you are doing or what you are looking for.</p><p>Where this game truly begins to shine is when you are in small or large fights.&nbsp; The ease in which you can switch up your attacks is a refreshing change to most RPGs.&nbsp; In almost every fight that I get caught up in I end up using a melee attack, a ranged weapon and will abilities to take down the crowd.&nbsp; Nothing is better than popping a few shots into a guy as he is running at you then switching to a Master Mace for a few hits and finishing him off with a scorch area attack. Moving your character around to take on a group of enemies that has surrounded you is done with great ease. The option to use the will abilities as an area attack or focused on one character can change the battle scene as well.</p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img height="336" width="409" alt="fable2combat.jpg" src="http://www.specialtygamer.com/features/images/fable2combat.jpg" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" /></span><p><br />In closing, if you enjoyed the first Fable then you will definitely have fun with Fable II. It brings everything that Fable had that you enjoyed and improves upon them.&nbsp; It isn't revolutionary, but a definite solid play through.&nbsp; I give it an 8 out of 10, with the main reasons for a deduction being the length and the frustrating co-op.</p>]]>
        
    </content>
</entry>

<entry>
    <title>Review- Ratchet and Clank Future: Quest For Booty</title>
    <link rel="alternate" type="text/html" href="http://www.specialtygamer.com/features/modern-post2000/review--ratchet-and-clank-futu/" />
    <id>tag:www.specialtygamer.com,2008:/features//4.425</id>

    <published>2008-10-16T05:06:10Z</published>
    <updated>2008-10-16T05:25:58Z</updated>

    <summary><![CDATA[ &nbsp;Ratchet and Clank is slowly becoming one of the most recognized franchises in video games. While Sony is hoping Sack Boy from Little Big Planet becomes the face of the Playstation, they seem to be forgetting just how beloved...]]></summary>
    <author>
        <name>Dant Rambeaux</name>
        
    </author>
    
        <category term="Reviews Modern (post-2000)" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.specialtygamer.com/features/">
        <![CDATA[<span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img height="199" width="355" alt="RatchedAndClank.jpg" src="http://www.specialtygamer.com/features/images/RatchedAndClank.jpg" class="mt-image-center" style="margin: 0pt auto 20px; text-align: center; display: block;" /></span> <p>&nbsp;</p><p>Ratchet and Clank is slowly becoming one of the most recognized franchises in video games. While Sony is hoping Sack Boy from Little Big Planet becomes the face of the Playstation, they seem to be forgetting just how beloved and praised the Ratchet and Clank series is by fans and reviewers alike. Ratchet and Clank Future: Tools of Destruction, the first installment in the series for this generation,&nbsp; was met with an incredible amount of positive reviews and is still considered one of the best games available for the Playstation 3.<br /><br />Ratchet and Clank Future: Quest for Booty clocks in at about three to four hours, and sells for the budget price of $15.00. Ratchet and Clank games have always been nothing short of addicting, but Quest for Booty is a whole different level. The pacing is near-perfect and addictive, but the game suffers a bit from the length. <br /><br />Because the game is so short, some aspects of the game-play fail to hash out very well-- specifically the unlocking of weapons. You generally gain new weapons two at a time at very sporadic moments in the game.&nbsp; Because of this, the sense of accomplishment is slightly diminished. Fortunately the guns are still a blast to wield.&nbsp;&nbsp; <br /><br />Quest for Booty is a downloadable title exclusive to the PS3 and hopefully it sets a trend. This is a way for a company to keep a franchise relevant without having to rush one full-length title after the other.<br /><br />Because Quest for Booty uses the same engine as&nbsp; Ratchet and Clank Future, there&rsquo;s a lot of similarities in terms of appearance; with Quest for Booty looking slightly better. The game-play, as would be expected, remains roughly the same except for the increase in puzzles. While sometimes puzzles in adventure games can ruin the pace and even arouse impatience, the puzzles in Quest for Booty are incorporated well into the game and are at a good level of difficulty<br /><br />Ratchet and Clank games succeed because they stay true to the formula that makes them good, and the same can be said for Quest of Booty. This is definitely one of the most consistent, reliable franchises there is in gaming, and it&rsquo;s clear that the developers have a powerful devotion to the series. If the games maintain this level of quality, then Ratchet and Clank is destined to remain relevant in gaming culture for quite a while longer.</p><p>&nbsp;</p><hr /><p>&nbsp;</p><p>Links:</p><p><a target="_blank" href="http://www.us.playstation.com/PS3/Games/Ratchet_and_Clank_Future_Quest_for_Booty">Website</a></p><p>&nbsp;</p><p>&nbsp;</p><p>&nbsp;</p><span class="mt-enclosure mt-enclosure-image" style="display: inline;">&nbsp;</span>]]>
        
    </content>
</entry>

<entry>
    <title>Specialty Gamer Newsletter - October, 2008</title>
    <link rel="alternate" type="text/html" href="http://www.specialtygamer.com/features/newsletters/specialty-gamer-newsletter---o-1/" />
    <id>tag:www.specialtygamer.com,2008:/features//4.423</id>

    <published>2008-10-12T00:15:22Z</published>
    <updated>2008-10-12T01:37:33Z</updated>

    <summary><![CDATA[Hello, and I hope everyone is doing well!&nbsp; No Newsletters here for a while, but there is activity on Specialty Gamer.&nbsp; If you haven't checked out the Talk Boards lately, give it a look.&nbsp; I have added some new categories,...]]></summary>
    <author>
        <name>Brian Moy</name>
        <uri>http://www.specialtygamer.com</uri>
    </author>
    
        <category term="SpGa Newsletter" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.specialtygamer.com/features/">
        <![CDATA[<p><font face="Verdana">Hello, and I hope everyone is doing well!&nbsp;</font></p> <p><font face="Verdana">No Newsletters here for a while, but there is activity on Specialty Gamer.&nbsp; If you haven't checked out the Talk Boards lately, give it a look.&nbsp; I have added some new categories, and there has been more regular activity on there lately.&nbsp; Add to the discussions, or start up your own discussions.</font></p> <p><font face="Verdana">I went to Penny Arcade Expo up in Seattle at the end of August.&nbsp; Check my article for the details on my visit.&nbsp; <a target="_blank" href="http://www.specialtygamer.com/features/events/penny-arcade-expo---august-29/">http://www.specialtygamer.com/features/events/penny-arcade-expo---august-29/</a></font></p> <hr /> <h2><font face="Verdana"><span style="color: rgb(0, 0, 255);">2 new SEGA Genesis releases for 2008!!</span></font></h2> <p><font face="Verdana">In big news for the SEGA Genesis, two new games are going to be released for the 2008 holiday season - Pier Solar (RPG built from scratch) and Legend of Wukong (RPG released for the first time in English).</font></p> <p><font face="Verdana">See my preview article on Legend of Wukong for details on that game.&nbsp; Legend of Wukong has been programmed and being released by Super Fighter Team, the people that put out Beggar Prince.&nbsp; Be sure to check back for my interview with Brandon Cobb, the president of Super Fighter Team which is coming soon.</font></p> <p><font face="Verdana">Also upcoming will be my preview article for Pier Solar, after I get thru the demo.&nbsp; So be sure to check back for that!</font></p> <hr /> <h2><font face="Verdana"><span style="color: rgb(0, 0, 255);">Newest Feature Articles:</span></font></h2> <h2><font face="Verdana"><a href="http://www.specialtygamer.com/features/modern-post2000/impressions-spore-pc/">Impressions: Spore (PC) </a></font></h2> <p><font face="Verdana"><img vspace="10" hspace="10" align="left" alt="" src="http://www.specialtygamer.com/mt-static/support/assets_c/userpics/userpic-2-50x50.png" />   &nbsp;     Written by Dant Rambeaux on October  7, 2008        | <a href="http://www.specialtygamer.com/features/modern-post2000/impressions-spore-pc/#comments">Comments (0)</a>       <br /> &nbsp; In a sense, Spore became a victim of it&rsquo;s own hype. As with any buzzed-about product, there are going to be high expectations that are oft-invented by gossip and wishful thinking. While many thought that Spore would be...&nbsp;<a href="http://www.specialtygamer.com/features/modern-post2000/impressions-spore-pc/">Click to read full story.</a></font></p> <hr /> <h2><font face="Verdana"><a href="http://www.specialtygamer.com/features/previews/legend-of-wukong---genesis-gam/">Legend of Wukong - Genesis game to be released 2008! </a></font></h2> <p><font face="Verdana"><img vspace="10" hspace="10" align="left" alt="" src="http://www.specialtygamer.com/mt-static/support/assets_c/userpics/userpic-1-50x50.png" />   &nbsp;     Written by <a href="http://www.specialtygamer.com">Brian Moy</a> on October  3, 2008       | <a href="http://www.specialtygamer.com/features/previews/legend-of-wukong---genesis-gam/#comments">Comments (4)</a>        <br /> 2008 looks to be a very cool year for the SEGA Genesis.&nbsp; A new title for SEGA Genesis, Legend of Wukong, will be released by Super Fighter Team before the end of the year.&nbsp; Super Fighter Team is run...&nbsp;<a href="http://www.specialtygamer.com/features/previews/legend-of-wukong---genesis-gam/">Click to read full story.</a></font></p> <hr /> <h2><font face="Verdana"><a href="http://www.specialtygamer.com/features/modern-post2000/star-wars-the-force-unleashed/">Star Wars: The Force Unleashed (360)  </a></font></h2> <p><font face="Verdana"><img vspace="10" hspace="10" align="left" alt="" src="http://www.specialtygamer.com/mt-static/support/assets_c/userpics/userpic-9-50x50.png" />   &nbsp;     Written by <a href="http://joshparr.specialtygamer.com">Josh Parr</a> on September 22, 2008       | <a href="http://www.specialtygamer.com/features/modern-post2000/star-wars-the-force-unleashed/#comments">Comments (1)</a>   <br /> Star Wars: The Force Unleashed was tagged as being the best Star Wars game to date, with a great story, beautiful graphics and the ability to control the force in ways you never have before.&nbsp; Well I guess 1.5 out...&nbsp;<a href="http://www.specialtygamer.com/features/modern-post2000/star-wars-the-force-unleashed/">Click to read full story.</a></font></p> <hr /> <h2><font face="Verdana"><a href="http://www.specialtygamer.com/features/editorials/xbox-oddworlds-destined-for-st/">Xbox Oddworlds destined for Steam (If things go right). </a></font></h2> <p><font face="Verdana"><img vspace="10" hspace="10" align="left" alt="" src="http://www.specialtygamer.com/mt-static/support/assets_c/userpics/userpic-8-50x50.png" />   &nbsp;     Written by <a href="http://porkwarrior@hotmail.com">Creston Gueldner</a> on September 15, 2008       | <a href="http://www.specialtygamer.com/features/editorials/xbox-oddworlds-destined-for-st/#comments">Comments (0)</a>        <br /> &quot;Lorne has spoken to Tom Bramwell of Eurogamer and confirmed that the Xbox-exclusive Oddworld titles Oddworld: Munch&rsquo;s Oddysee and Oddworld Stranger&rsquo;s Wrath will be available as PC games from the Steam Network &lsquo;in the not too distant future.&rsquo; In his...&nbsp;<a href="http://www.specialtygamer.com/features/editorials/xbox-oddworlds-destined-for-st/">Click to read full story.</a></font></p> <hr /> <h2><font face="Verdana"><a href="http://www.specialtygamer.com/features/editorials/in-response-to-the-gamestop-ha/">In Response to the GameStop Hate </a></font></h2> <p><font face="Verdana"><img vspace="10" hspace="10" align="left" alt="" src="http://www.specialtygamer.com/mt-static/support/assets_c/userpics/userpic-9-50x50.png" />   &nbsp;     Written by <a href="http://joshparr.specialtygamer.com">Josh Parr</a> on September 10, 2008       | <a href="http://www.specialtygamer.com/features/editorials/in-response-to-the-gamestop-ha/#comments">Comments (3)</a>        <br /> There has been a large amount of GameStop going around the web lately. More than normal thanks to the videos created by an ex employee going by Zero Originality. 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<entry>
    <title>Impressions: Spore (PC)</title>
    <link rel="alternate" type="text/html" href="http://www.specialtygamer.com/features/modern-post2000/impressions-spore-pc/" />
    <id>tag:www.specialtygamer.com,2008:/features//4.420</id>

    <published>2008-10-08T00:50:57Z</published>
    <updated>2008-10-09T22:52:07Z</updated>

    <summary><![CDATA[ &nbsp; In a sense, Spore became a victim of it&rsquo;s own hype. As with any buzzed-about product, there are going to be high expectations that are oft-invented by gossip and wishful thinking. While many thought that Spore would be...]]></summary>
    <author>
        <name>Dant Rambeaux</name>
        
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<p>&nbsp;</p>
<p>In a sense, Spore became a victim of it&rsquo;s own hype. As with any buzzed-about product, there are going to be high expectations that are oft-invented by gossip and wishful thinking. While many thought that Spore would be an MMO of sorts that allowed the player to make a creature and pretty much do anything, that was never creator Will Wright&rsquo;s intention with the game.&nbsp; Instead, he and Maxis have created a somewhat-linear game that slowly evolves (pun intended) into a sandbox-esque experience bursting with options and possibilities.<br />
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Game creators and companies make all sorts of promises. One of the most popular promises they like to make is that their game is going to appeal to the hardcore gamer as well as the casual one. As many have come to realize, this is a promise that is very rarely fulfilled. Spore, unsurprisingly (given the creator), meets this criterion in a way that only Will Wright, creator of The Sims and SimCity, could do. Wright is well-known in the gaming world for taking a complex concept and reducing it to a simplistic enjoyable-for-all form that somehow keeps a high level of integrity.<br />
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Spore has been referred to as a &quot;massively single-player online game&quot; because the only thing shared between players is data.&nbsp; While you can go and destroy another planet, the people with creatures on that planet aren&rsquo;t going to necessarily know because it&rsquo;s more-or-less an alternate reality.</p>
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<p><br />
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While decisions do affect your path, the game-play is fairly linear up until you reach the Space portion of the game, where you&rsquo;re given the ability to roam the planets and do as you wish, as well as return to previous sections of the game.<br />
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The creature creator portion is undeniably fun. Designing your specimen and perfecting it&rsquo;s stats is an incredibly rewarding feeling that makes you feel close with the race you&lsquo;ve created. The massive variety of parts at your disposal, as well as the ability to size the body and all of the ligaments to whatever size you like, allows you to create almost anything that you&rsquo;d like to.&nbsp; <br />
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Aside from customizing a creature, the player is also given the ability of designing buildings, uniforms, vehicles, and anthems for your race. In theory this sounds liberating and fun, but there&rsquo;s a level of tediousness that goes with so much creation. Depending on just how much patience you have, there&rsquo;s a chance you&rsquo;re going to want to opt out of designing so many things so as to further your game faster. Fortunately, Spore gives you the option of choosing your own previous creations or the creations of others instead of having to continually design different things.<br />
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Because there&rsquo;s a cap on how complex of a creature you can create, you&rsquo;re unable to create an unfair and overpowered killing machine. The decisions you make as to what kind of creature yours is going to become-- whether it be a herbivore, omnivore, or carnivore-- play a part in the future of your species and what they will become. It&rsquo;s true that the game is open-ended, but there are still three main paths and you&rsquo;re forced to choose one of them. You can be a peaceful race who allies with other tribes, you can be an economic race who works with others to generate &ldquo;sporebucks&rdquo;, or you can be a military race who attempts to conquer everything possible.&nbsp; While this may feel limiting to some, these choices are only there to ensure that you interact with other races and get the most out of the experience that you can.</p>
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<p><br />
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While the five sections of the game are a tad uneven, they&rsquo;re all plenty worth the time and effort if only to reach the Space section of the game. The civilization and tribal stages felt particularly tedious and pointless. In the civilization portion, there&rsquo;s a chance you&rsquo;ll lose simply due to the poor luck of being placed next to military cities or just being incapable of generating enough income due to poor placing of resources on the map.<br />
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Once the player completes a stage they are given the choice of going back and redoing it or any of the other previous stages with either the same creature, or a different creature on another planet. This option became necessary for me because I became stuck in a part of the civilization stage that was impossible for me to get past due to hostile neighbors.<br />
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Spore is a game that triumphs in many ways and trips in a few ways as well. While the overall product definitely delivers, smaller aspects of the game play halt it from being the glorious perfection that many were unreasonably hoping for.&nbsp; The ability to truly create your own game play is incredible, but the level of creation that comes with it can grow a tad bothersome after a while, which may kill the relevance and staying power of the game.&nbsp; Even with that minor factor of vexation, Spore is a fun game that should be experienced by any true gamer.</p>
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Gameplay <br />
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<p>Links:</p>
<p><a target="_blank" href="http://www.spore.com/ftl">Official Site</a></p>]]>
        
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