Showing posts with label microsoft. Show all posts
Showing posts with label microsoft. Show all posts

Tuesday, June 8, 2021

The Tuesday 10s - E3 Moments

In less than a week and after a year's absence, E3 returns with E3 2021. This is traditionally the gaming megaevent where the biggest players in gaming converge to reveal the latest cornucopia of software and sometimes even hardware that will make waves in the following year and beyond. E3 2021 is quite different this year compared to previous events--being all digital for one, and also lacking one of its biggest players, PlayStation, which won't be attending this year in any capacity. Still, E3 is essentially "Gaming Christmas" for many, and with this installment of The Tuesday 10s, I wanted to mention some of SPC's most favorite, memorable moments that have happened in E3's illustrious past--both high highs and low lows. 

"Everyone is Here!"

We're going to start with the most recent memorable moment of E3 and go back in time from here with Nintendo's E3 2018 showcase. Now, if you weren't a fan of Super Smash Bros., then this showcase was quite a bit of torture for you, as it took up a significant portion of the presentation. However, for everyone else, Masahiro Sakurai revealed something truly spectacular for the latest game in the Super Smash Bros. series. Not only was almost every stage returning from past Smash Bros. games, but every single playable character ever featured within a Smash Bros. title would return for the game. It was a hype-worthy announcement for Smash fans that really put the "Ultimate" in Super Smash Bros. Ultimate.

Mario + Rabbids: Kingdom Battle Reveal


After having leaked early, as is typical of many Ubisoft projects in all honesty, Mario + Rabbids: Kingdom Battle was prematurely mocked and made fun of. The idea of the game seemed ridiculous to many, offering nothing that many Nintendo fans and gamers like wanted. However, when the game was officially revealed at Ubisoft's E3 2017 presentation, the game got an immediate 180 in opinion. Not only did game development guru Shigeru Miyamoto appear on stage with Ubisoft's CEO Yves Guillemot in an impressive display, but Mr. Miyamoto would talk about the game as well to further hype potential players. This worked considerably, and it made for an incredibly heartwarming moment when the game's creative director Davide Soliani couldn't contain himself and started to cry at the overwhelming positive response to the game he helped make and a gaming hero in Miyamoto speaking about the game as well. In such an oftentimes cynical and downright trashy at times industry, it was a breath of fresh air to see a lovely moment like this at E3.

The PlayStation Trinity 

Sony's E3 2015 was the stuff of legends--nay, the stuff of dreams. Three long awaited games were finally announced in one stellar showing of a conference. Final Fantasy VII Remake was one of these, offering an official announcement after a tech demo tease several years and E3s prior. Then, there was The Last Guardian, though smaller in stature by comparison, exited its perceived vaporware territory and saw an updated trailer and more. Finally, the next installment of Yu Suzuki's Shenmue series, Shenmue III, received an announcement and subsequent trailer as well. While the quality of this trio of games varied at the end of the day, it was without question an awesome sight to see during Sony's E3 2015 showing.

PlayStation's Used Games Tutorial

After Xbox pretty much crapped the bed with its reveal of the Xbox One at E3 2013, the waters were red with the sight of blood, and PlayStation was ready to pounce. The fear of used games no longer being an actual thing after Xbox's event sent chills down the spines of many gamers, so the question of whether Sony's PlayStation would follow suit with its PS4 hung in the air. However, that question was definitively answered with echoes that reverberate throughout the gaming world during PlayStation's E3 2013 event. One simple, short, and sweet video would reveal the answer that used games were here to stay on Sony's console, and that answer ended in an exclamation point that delighted gamers all around the world. 

Nintendo 3DS Reveal

We'll see another debut of a Nintendo handheld later in our journey through E3s past, but first let's take a look at what is currently the last dedicated handheld Nintendo has made: the Nintendo 3DS. The system debuted at E3 2010, offering the promise of glasses-free 3D--nowadays a throwaway gimmick of sorts, but then was a cool innovation (and to be fair, it did make many games on the system much more appealing and immersive), as well as new games in classic Nintendo series such as the return of Pit in a starring role with Kid Icarus: Uprising, the Nintendo 3DS seemed poised to make waves right out of the gate. Sure, soon after we'd get the price announcement of $250 and a lackluster launch lineup that would result in the 3DS stumbling early on, requiring a quick price drop and some ambassador games to early adopters. Still, it's all too easy to forget about that since the handheld now ended up with one of the best libraries of any portable. Your mileage will vary, of course, on that, though!

Konami's Bizarre but Awesome 2010 Conference

Awkwardness is just natural when you're doing a live show, but Konami took it to almost uncomfortable levels at times with its 2010 conference at E3. There was Tak Fujii's utterings of "one million troops", his unenthusiastic "wow", and "extreeeeeeeme"-ness. There were luchadores slapping one another, a stare that could kill involving two developers of Silent Hill: Downpour, and stage demos that were painful to watch at best. All in all, you have one of the most unforgettable and humorous (for all the wrong reasons) press conferences in E3 history. Needless to say, Konami took a different tact and approach with its future E3 showcases.

Sony's E3 2006 Misfire 

A "misfire" is a kind way of putting Sony's E3 2006, one that would spawn countless (read: endless) memes and jokes from its presentation. This was at a time when Sony and PlayStation were at its cockiest, resulting in some much needed hubris. Sony ultimately got just that with a showcase haunted by the cries of "RIIIIIIIIDGE RACER", "giant enemy crabs", and a price reveal for the PlayStation 3 that practically handed Nintendo and Microsoft the generation. While Konami's 2010 press conference was more comical and bizarre than anything, Sony's was almost painful to witness. You'd have hot takes soon after on how Sony killed their brand, but fortunately, the PS3 rebounded through some aggressive moves, and nowadays the PlayStation brand is as strong as it ever was--maybe even more so. 

The Legend of Zelda: Twilight Princess Reveal

Say what you will about The Legend of Zelda: Twilight Princess today--I personally adore the game, but others aren't too hot on it--but the announcement and reveal of the game was no doubt incredible. After The Wind Waker's more colorful and cartoony style, the promise of a more "mature" Zelda game sent many Nintendo fans into an absolute frenzy with a trailer for Twilight Princess that echoed with a stirring symphony and choir vocals. Then, by the end of the trailer, Shigeru Miyamoto took the stage, waving the Master Sword and Hylian Shield in his usual charming and cool way. This marked the end of a rather impressive showing for Nintendo, after having conceded marketshare to both Sony and the then-new player in the market, Microsoft. It showed that Nintendo was down but ultimately nowhere near out.

Nintendo DS Reveal

From the same E3 2004 press conference that introduced the world to both The Legend of Zelda: Twilight Princess and Reggie Fils-Amie, the world also saw the debut of one of gaming's most successful platforms of all time and the most successful handheld of all time: the Nintendo DS. Featuring two screens, a bottom touch screen, local and more excitingly Wi-Fi communication for free online play, the astonishment that was a new premiere Metroid game that was revealed along with the system, and much more, the Nintendo DS was like Reggie at the show--ready to kick ass, take names, and was all about playing games. And as the sales and impressive run of the system shows, the rest--as they say--is history.

"$299."


We end our trip through memorable E3 moments with the very first E3 and the moment that made PlayStation an immediate important player in the gaming industry. It was E3 1995, and SEGA was riding high on not its announcement of its Saturn gaming console. Not just that, but the company had announced that the system was having a surprise launch immediately after its show. Priced at $399, SEGA was feeling great about itself. Well, that was until this new, young, fresh face in the gaming scene, Sony saw its first opportunity to witness blood in the water and the company surely struck hard. At the time, SCEA's president was Steve Race, and he promptly took to the stage during E3 to talk about this then-unknown quantity called the PlayStation. All he had to utter was one thing, "$299", and then he promptly left the stage no sooner than he had taken it. Applause then shook the room, followed by a death knell to any sign of the SEGA Saturn's success. A new player jettisoned into the gaming arena with a bold and ultimately successful play, which changed the gaming landscape forever. 

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What E3 moments are your favorites and most memorable to you? And if you have a topic you'd like to see featured on a future installment of The Tuesday 10s, let the SPC community know in the comments section below as well!

Thursday, December 10, 2020

Perfect Dark (XBS) "The Initiative Developer Interview"

My favorite FPS returns to the gaming spotlight with The Initiative taking on the herculean task of reviving the Perfect Dark series! The passion on display by the creative directors and staff at The Initiative give me a lot of hope for this game turning out wonderfully. Here's hoping it does, but in the meantime, check out this developer interview video provided by Xbox on its YouTube channel.

Friday, November 13, 2020

Ori and the Will of the Wisps (NSW) Review

Earlier this year, SPC took a look at the Nintendo Switch version of Ori and the Blind Forest: Definitive Edition. Now, we're deeper into the nightmare that is 2020, but we have some brightness shining through in an excellent sequel to the original Ori with Ori and the Will of the Wisps. (Hey, we'll take whatever brightness we can get this year, right?) Here's the SPC review.

When there's a will, there's a wisp 

September 2019 saw a game announcement quite surprising to a lot of the gaming world: An Xbox Game Studios title that wasn't associated with the Minecraft brand was going to launch on the Nintendo Switch. This game title was none other than Ori and the Blind Forest from Moon Studios. Now, a year later, the game's sequel is available on Nintendo's hybrid platform, less than a year after the original Xbox One release. Ori and the Will of the Wisps offers multiple improvements over its predecessor, and is just as much of a worthwhile game to play--perhaps even more so!

Ori and the Will of the Wisps is just as heartfelt and emotional of a journey as its predecessor, Ori and the Blind Forest. The story sees Ori and his family assisting with raising Ku, a baby owl, in its formative years. We see them teaching Ku how to forage for food and things like that throughout the seasons, with Ku's most desired lesson to learn being flight. One day, Ku finally is able to fly, and Ori, riding on Ku's back, take an extended flight over a new land. When a thunderstorm strikes, the two are suddenly separated, and now it's up to Ori to reunite with Ku before anything bad happens. The story is touching, but it's the minute-to-minute moments that truly shine and tug at the heart.

Compared to Ori and the Blind Forest: Definitive Edition, the indomitable spirit Ori has plenty of new tools in his bag of tricks on his new adventure in parts unknown. One such trick is a blade of spirit energy that he can use as a sword to attack enemies much more directly than in his previous game. As the game progresses, Ori discovers several new abilities from various spirit trees sprinkled throughout the land that bestow him several powers old and new. 

Ori leaps into action for this spirit's second adventure!

One of the coolest means of traversal in Ori and the Blind Forest that carries over to Ori and the Will of the Wisps is that of the Bash attack. It allows Ori to sling into enemies directly, or to bounce off of their bodies to reach new areas. In addition to enemies, Ori can also bash directly off enemy projectiles, either sending them flying back into foes or using them to reach higher heights and new portions of the map as well. 

Ori has more offensive capabilities this time around in Will of the Wisps.
It's a good thing, too, because Ori will definitely need them to survive!

New to this Ori sequel is that of Shards. Shards serve similarly to the Charms of Hollow Knight, where they can be equipped in one of a handful of slots in Ori's possession, which can be upgraded by visiting and completing Combat Shrines. The latter are short endurance battles with multiple rounds where the goal is to defeat every enemy in sight at your leisure while surviving the onslaught. Regardless, back to Shards, they have numerous effects to them--some grant Ori the ability to collect Spirit Light from half a screen away instead of needing to be nearby to pick them up, while others boost his damage output while also lowering his defense. Unlike the aforementioned Charms of Hollow Knight, however, Shards in Ori and the Will of the Wisps can be upgraded with the game's main currency, bestowing even bigger bonuses when they're equipped.

Ori and the Will of the Wisps features ample opportunities for good old fashioned platforming fun.

Shards aren't the only thing new to Ori and the Will of the Wisps when compared to its predecessor. There are an abundance of side quests to take on in the game, with a major one being restoring a town to not just its former glory, but bigger and better than ever before. This is done by collecting special ore around the game's map, and returning it to an NPC in the town to start construction work. Alongside the town, there is one particularly enjoyable trading sequence a la The Legend of Zelda: Link's Awakening (no, that game didn't hardly invent the trading quest, but it's my go-to game example) that unlocks an incredibly helpful item to assist players who wish to fully complete Will of the Wisps at 100%.

The final new addition to freshen the experience over Ori and the Blind Forest is that of Spirit Trials. These are time trial races against the AI that reward Spirit Light currency for completing them. They demand repetition and multiple attempts usually to master the routes required and complete them fast enough to beat the ghosts in time. After you clear a Spirit Trial, you can upload your own time to a leaderboard and compete against other players this way. The reward of Spirit Light for clearing a trial is very much a nice one, as otherwise the process to grind to upgrade Shards would be a more tedious one. 

So, I've spoken about what is new to Ori and the Will of the Wisps--and these additions to the familiar Metroidvania formula are mostly well executed and welcomed--but there are some parts of the game that followed the old adage "if it ain't broke don't fix it". However, in some cases like Will of the Wisps' chase sequences, a part of the original Ori that I took issue with, this adage doesn't quite hold up.

The chase sequences in Ori and the Blind Forest featured Ori being chased by some kind of environmental danger, whether it was a flood or rising lava. In Will of the Wisps, Ori gets chased by more than just the environment, including huge, hulking bosses. This isn't so bad. What is less than satisfying is that just like Blind Forest, the chase sequences demand split-second precision and timing, little-to-no room for player error, and sometimes it just feels like you need luck to get through them issue-free if you wish to be successful on your first run. These are just as trial-and-error as in the original game, and without checkpoints in many of these sequences, they become quite annoying, despite how epic and amazing they are to play most of the time.

"I spy with my eight eyes, something in my den that doesn't belong."

Ori and the Will of the Wisps had a difficult time running on the Nintendo Switch at launch. It was plagued with reported hard crashes, which put me off from playing the game until they were addressed. Fortunately, they have been addressed and addressed well. In my nearly 15 hours of playing the game, I never encountered a crash at all. (Of course, I'm knocking on wood that I didn't just jinx myself if I were ever to return to the game anytime soon.) That said, I did encounter a loading issue with Will of the Wisps on multiple occasions. It would happen when moving Ori at a speed that was apparently too fast for the game to handle. Ori would get caught on the edge of the screen, and I'd have to wait a few seconds for the game to load the next "screen" of sorts. Very off-putting. Furthermore, speaking of loading, the initial loading time for Ori and the Will of the Wisps is also off-putting, taking at least a minute to load the title screen. I was reminded of the early PlayStation 2 days here, and these were not happy, nostalgic memories for me, either.

The Luma Pools was visually my favorite section of Ori and the Will of the Wisps.

All that notwithstanding, Ori and the Will of the Wisps is a gorgeous game with so much vibrant color, insanely detailed backdrops and foregrounds, amazing set pieces, and jaw-dropping destinations and locales that it's easy to forgive a lot of these aforementioned technical problems. Plus, if the Nintendo Switch version's crashes can be properly addressed, then no doubt the issues I encountered will eventually also be ironed out. Then, there's Gareth Coker's sensational symphonic score, somehow surpassing his work in the previous Ori. That's no small task, to be sure, and the music accentuated my joy playing this astounding game.

Ori and the Will of the Wisps suffers from some small technical issues on the Nintendo Switch version, and my issues with the series' chase sequences continues with this sequel. However, building off the strong foundation of the original Ori, Moon Studios has managed to craft an even bigger, better, and bolder sequel with Ori and the Will of the Wisps, telling a touching tale while making a marvelous Metroidvania in the process. 

[SPC Says: A-]

Monday, February 3, 2020

Ori and the Blind Forest: Definitive Edition (NSW) Review

With January's month of reviews all over and done with (and you can see all of those reviews conveniently listed in the Review Round-Up), let's make haste to our first review for the month of February, Ori and the Blind Forest: Definitive Edition for the Nintendo Switch.

Light up the darkness in one captivating, heartfelt tale


It seems like the gaming world has gone a bit insane recently. Up is down, left is right, Nintendo's The Wonderful 101 is bound for other platforms, Sony is rumored to put Horizon: Zero Dawn on PC, and Microsoft now has Ori and the Blind Forest: Definition Edition available on the Nintendo Switch. What else is on its way? At any rate, I'm pleased as well as amazed beyond belief to see the award-winning game arrive on the Switch with everything intact and looking as gorgeous as ever. Of course, beauty is only skin deep, but fortunately, Moon Studios' game has more than enough substance with its strong gameplay and hard-hitting story to back up its phenomenal good looks.

Without a doubt, Ori and the Blind Forest is a superbly crafted experience in its presentation. The hauntingly beautiful and gorgeous world of Ori and the Blind Forest is accompanied and by an oftentimes understated soundtrack. This soundtrack's subdued nature makes it so when the music does swell up during particularly emotional moments in the story, the effect is even more profound.

You'd need to have a heart of stone to not to feel anything during this opening.
Speaking of the story, it features many muted moments where on several occasions there is little to no dialogue to speak of, only that of an omniscient narrator. Mostly though, the story is told through the environment and through text-less scenes, such as the roller coaster highs and lows that are the opening scenes. These show off a mother/child-like relationship that ends with Ori winding up as an orphan when a storm makes all of the plant-life and vegetation within the forest of Nibel wither and decay, starving their one true friend. All alone and without much power to their name, Ori goes off on a mystical journey to revive the forest alongside a helper character named Sein, who not only serves as a beacon to provide the player with helpful quest information but grants Ori unique abilities as well.

Ori and the Blind Forest has a Metroid-like structure to it, offering a wide open world to explore, though most of it is locked away from the player at first. As the player and Ori gain new abilities from remnant trees throughout the world, gained through a linear path, more and more of the forest of Nibel opens up and becomes accessible. The abilities Ori learns and obtains have both offensive and mobility purposes to them. For instance, the Charge Flame can not only attack enemies with a concussive blast, but it can also detonate and blow open specific walls. Then, there's the Bash that allows Ori to launch themselves off enemy projectiles, launching them back into enemies with proper aiming, as well as also to gain altitude to reach otherwise inaccessible places.

One of the earliest new moves Ori becomes bestowed with, the Wall Jump.
Though this leads into one of the lesser parts of Ori and the Blind Forest, and that's the game's combat. While there are plenty of moves to utilize to thwart enemies eventually, starting off in Ori's journey, the best means to dispatch foes is to just jam on the Spirit Flame button to launch fiery shots that home in direction on enemies to slowly but surely take them out.

Danger? Danger is Ori's middle name. Though, Ori would need to have a last name
 to have a middle name to begin with. Technicalities and all that.
Moving around as Ori feels wonderfully fluid, offering a great degree of control and a simultaneous lightness and tightness. Though Ori has a limited selection of moves when it pertains to mobility at the beginning of the game, they're quickly given new means to move around areas, including a wall jump and double jump. Both of these are invaluable for getting around the expansive forest of Nibel, and as you can expect, they set up more taxing and enjoyable platforming challenges. The aforementioned Bash attack also brings even more set pieces of platforming goodness into the mix as well. New abilities are introduced at a steady enough pace that you're not bored with Ori's current arsenal of abilities, nor are you overwhelmed by all of the different buttons to use them. That's because you get plenty of time to grow accustomed to new abilities before new ones are introduced.

An example of Ori using the Bash attack to launch themself over these prickly thorns.
The environments in Ori and the Blind Forest are abundant with details and full of unique sights. Each zone is drastically different from one another, lush, dense, full of bountiful beauty and exquisite nature, and offers mazes of pathways and rooms to get lost in. Thankfully, a helpful and easy-to-read map system clearly marks Ori's location and the location of quests showing where Ori needs to go to next. Through finding map markers and placing them in specific statues, pieces of the map reveal themselves automatically. It helps to get a better grasp of Ori's surroundings and how to reach certain destinations in this interconnected wonderland. Perhaps my only issue with the environmental and level design in Ori and the Blind Forest is how the environments could mask what is safe terrain to land on and what isn't, occasionally resulting in taking damage or worse, death at times.

Even still, death isn't too much of a drawback in Ori and the Blind Forest, thanks to a smart save system. Not only are there specific points on the map where Ori can warp and save your data, but Ori can summon save points--one at a time--called "soul links", as long as they have enough energy cells, one of the major collectibles in the game. Soul links not only require spending energy cells, but they also can't be summoned immediately one after the other. It takes a little while for a soul link to charge up so a new one can be summoned again. Generally, like I imagine most players will do or have done, I summoned a soul link before and after a particularly harrowing platforming challenge or section of area so I wouldn't have to redo too much of my progress if (and let's face it--when) I died again.

As a Metroid game in structure, Ori and the Blind Forest has a multitude of optional collectibles to hunt that greatly assist in completing the game. These range from health-increasing orbs, energy cells, and ability orbs, which can be used in a basic but effective skill tree to increase Ori's effectiveness in combat, in exploring, in mobility, and in just staying alive.

Enemies, puzzles, and hazards await Ori in their grand adventure to revitalize the forest of Nibel.
And there are times when staying alive is indeed a challenge, as you'll die a lot in your initial run through the game. This is especially so during chase sequences, where Ori must outrun some form of environmental danger before it overtakes them. This results in some breakneck, fast, and frenetic platforming, but it also results in a lot of trial and error. Deaths come often from not being aware a platforming hazard was coming before it's too late. Still, the game's ample checkpoints and makeshift save points ensure that you won't be replaying lengthy stretches of the game, so it never feels overly cheap or frustrating.

Ori and the Blind Forest: Definitive Edition on the Nintendo Switch includes several difficulties to choose from. I played on the Normal difficulty and felt challenged enough, but there are Easy, Hard, and the *gulp* one-life modes to try out. Achievements are available both in-game and via linking your Microsoft Account, and these add to the 8-10 hour initial run-through you'll have with the game.

I don't think there are enough to synonyms for "beautiful" to describe this game.
Now, Nintendo Switch owners without an Xbox can see for themselves what the gaming world has known for over four years now: that Ori and the Blind Forest is a breathtaking game, most definitely worthy of playing. Seriously, you owe it to yourself if you have any semblance of a fandom for platformers or Metroid-style games to check Moon Studios' stellar outing out. What it lacks in super-satisfying combat, Ori and the Blind Forest: Definitive Edition more than makes up for in basically everything else--sensational, jaw-dropping visuals; a muted, ambient soundtrack that knows when to pack a punch when it's absolutely necessary; a heart-tugging, emotional journey; and immensely rewarding and great-feeling gameplay.

[SPC Says: B+]

Sunday, September 24, 2017

Top Five Rare-Developed Games Since Being Purchased by Microsoft

It was exactly fifteen years ago today when the studio of Rare, known for its close partnership with Nintendo, officially was bought by Microsoft, thus making Rare a 100% Microsoft-owned studio to help a budding new Xbox brand build, grow, and gain momentum right out of the starting gate.

Throughout Rare's continued and close relationship with Nintendo, the Stamper brothers, the founders and then-primary owners of Rare, sold more and more of their stake in the company to Nintendo. By 2002, the Stampers wanted to sell Rare and turned to Nintendo first to fully hand over their stakes and ownership of their company. Nintendo did not agree to purchase the Stampers' stake, so the bidding war for ownership eventually came down to Activision and Microsoft with the latter becoming the purchaser of Rare for $375 million.

Now, an argument regarding whether or not Microsoft got its money's worth from Rare happens to this day, but that's really not the focus of this special article. Instead, SuperPhillip Central turns to Rare's output post-Nintendo and in the Microsoft era. Which five games from the new Rare shine as brightly as a Jiggy from Banjo-Kazooie or are as sensational as a strike in Kinect Sports' bowling? Let's find some answers (well, SuperPhillip Central's answers at least!). Note: As Rare Replay is a compilation title, it is not eligible for this list.

5) Perfect Dark Zero (360)


We begin with one of Rare's two launch titles for the Xbox 360. Perfect Dark Zero might not have lived up to its predecessor as many would have liked. After all, Rare went from cool and sophisticated British secret agent in the original PD's version of Joanna to American brat Joanna with Perfect Dark Zero. Regardless, the solo campaign remained similar to the N64 game in that missions contained plenty of objectives to complete before being able to finish the mission, albeit many levels were much more linear in design. The multiplayer remains to this day a fantastic experience with massive maps, an amazing amount of players (whether real or bot), enjoyable modes, and kill streaks that will have the announcer screaming "Killharmonic Orchestra!" It's by no means the Perfect Dark sequel that fans and gamers wanted, but all to its own self, Perfect Dark Zero didn't really miss the mark all that badly.

4) Kameo: Elements of Power (360)


If there is one game from this list that I really want to see a sequel for, it's the other Xbox 360 launch game from Rare, Kameo: Elements of Power. This action-filled adventure packed a memorable punch when it debuted alongside the Xbox 360. Looking at the impressive depth of field, textures, and other amazing visuals was one of my first HD generation moments, and it's one that sticks with me to this day. There was so much going on visually, but more importantly, the gameplay and design involving a fairy named Kameo, who can transform into various creatures (with the amount rising throughout the journey), was exceptional whether if it was the astonishing set pieces, the incredible boss battles, the clever puzzles inside the intricate dungeons, or the excellently crafted controls. Kameo: Elements of Power was Rare's original character in Rare's Zelda-like epic.

3) Conker: Live & Reloaded (XBX)


Continuing on from Rare's first offerings on the Xbox 360, we turn to one of Rare's first offerings while being under Microsoft and the Xbox brand entirely. Conker: Live & Reloaded began development at the drop of a hat -- just as soon as Microsoft purchased Rare. The single player campaign is a remake of the Nintendo 64 game, Conker's Bad Fur Day, although a more censored version curiously enough. While the single player pretty much remained untouched, the multiplayer received a serious upgrade thanks to Xbox Live functionality, allowing up to 16 players to blast one another in to bloody blobs of fur across a range of well made maps. There's a good argument over whether the Nintendo 64 game's original multiplayer or the Xbox game's multiplayer is superior, but forget that! Conker was back and was in beautiful, excruciatingly good detail. So good that the game is visually impressive to this day.

2) Banjo-Kazooie: Nuts & Bolts (360)


Ah, another franchise of Rare's that debuted on the Nintendo 64! Just to clear up any possible confusion, if you recall just over a week ago, I mentioned that Banjo-Kazooie's most recent entry, Nuts & Bolts, was one of the most disappointing video game sequels of all time in SuperPhillip Central's third edition of the recurring segment of articles. That was merely due to the game not being a traditional Banjo game which at the time of release, the 3D collect-a-thon platformer was a rarity. However, as I further explained in the article, Banjo-Kazooie: Nuts & Bolts otherwise is a fur-frickin'-tastic game. The primary game had Banjo and Kazooie creating contraptions out of various customizable parts to assist them in completing goals in the game's five major worlds to earn Jiggies. While many of the goals within the missions were a bit samey and repetitive, the different tactics you could go about accomplishing them was really terrific. Not just a great game, but Banjo-Kazooie: Nuts & Bolts is certainly an underrated one in the Xbox 360 library.

1) Viva Pinata (360)


Of all of the new franchises Rare created under ownership from Microsoft, Viva Pinata is the one with the highest quality under the Xbox branding. Viva Pinata is not just the best new franchise from Rare during the company's Microsoft era, but I argue that it's the best Rare game period post-Nintendo. The main goal of Viva Pinata was to raise and grow a garden to lure new pinata animals in to. For example, a firefly pinata would be attracted to a torch placed in the player's garden. Through satisfying the second condition, the firefly pinata would then make its home in the garden. However, the happiness of each pinata was necessary, and one would have to be careful upon which pinata are in the same garden at the same time, lest fights break out and cold, cold death was the end result for one pinata. With so much to do, so much to accomplish, so many pinata to befriend, and just that Rare calling card of having an incredible presentation, Viva Pinata is SuperPhillip Central's pick as Rare's best game as a first party of Microsoft.

Thursday, October 6, 2016

Top Five Publishers With the Greatest All-Star Arsenals

A publisher can live or die off the strength of its franchises and characters. Sure, I might be getting a bit too dramatic here, but really, the most fondly thought of and popular publishers in the gaming industry possess the greatest arsenal of memorable characters. This special top five list details what SuperPhillip Central thinks are the five publishers with the greatest lineup of all-star characters and franchises. This takes into account sales, longevity of the characters, relevance, and a lot more. After you've checked out SuperPhillip Central's list, which publishers in the gaming industry do you think have the greatest all-star arsenal?

5) Microsoft


The youngest publisher when it comes to the video game industry on this list, Microsoft has been able to build a pretty reputable brand of iconic characters. Sure, a lot of it is thanks to Microsoft's purchase of Rare back in 2001, taking on the characters like Banjo-Kazooie, Conker, Joanna Dark of Perfect Dark fame, the Battletoads, and many more. However, Microsoft itself has been able to construct some notable characters on its own, such as one of the biggest faces, if not THE biggest face, on the FPS scene, Halo's Master Chief. Then, there are characters like the C.O.G. forces from Gears of War, Marcus Fenix and the crew, as well as having franchises like Crackdown, Forza, and much more. Microsoft's IP may not resonate as strongly as the other publishers' line of franchises and characters, but to say the publisher has no pull with gamers is a faux pas.

4) Sega 


If this was back in the 1990s, a golden era of gaming, then Sega would be higher on this list. However, really, the only character from the embarrassment of riches that Sega had that is still relevant and commonly used today is Sonic the Hedgehog, and his games haven't been the most enviable to have. I mean, when a social media account that posts daily memes as "humor" is what's talked about most lately considering Sonic the Hedgehog, then things aren't looking too hot. Still, it's nice to think of Sega's history of characters, but since most aren't around anymore, I don't feel that Sega should be as high on this list as other publishers. Though, I can very much see the opposite end of the argument. Regardless, today, Sega has franchises like Phantasy Star Online still going strong, Hitsune Miku that has grown into a cultural sensation in Japan, and numerous popular PC series going on to this day. While not as relevant as it once was, Sega still has franchises that are a force to be reckoned with.

3) Sony

Don't mind some of these third-party characters. They just wanted to share the spotlight.
Sony and its PlayStation brand have a massive amount of iconic franchises to their credit. However, PlayStation All-Stars Battle Royale showed that PlayStation's brand of all-stars aren't as massive in popularity as the other publishers on this list. Still, for every Evil Cole that was a part of the lineup, PlayStation has characters like Uncharted's Nathan Drake, God of War's Kratos, Twisted Metal's Sweet Tooth, Ratchet and Clank, Sly Cooper, Jak and Daxter, LittleBigPlanet's Sackboy, and many more. Sure, not all of these are a part of franchises that sell extraordinarily amounts, but the variety of characters is quite amazing and astounding. A big part of this is Sony as a publisher's reliance on cultivating new IP and not over-reiterating on the same franchises again and again like many publishers on this list. That's darn impressive and commendable. Thus, Sony has earned its position on this list undoubtedly.

2) Capcom


Between Mega Man, the cast of the Street Fighter series, the cast of the Resident Evil series, Dead Rising's Frank West, Phoenix Wright, Breath of Fire's Ryu and Nina, Darkstalkers, Strider, and many more, Capcom is absolutely loaded with modern and classic characters associated with some very popular franchises. The Marvel vs. Capcom series showed that Capcom has got the goods character-wise in regard to video games that Marvel has when it comes to characters comic book and film-wise. While not all of Capcom's franchises are still as relevant as they used to be, the ones that still are remain some of the most popular and worthwhile from a third-party publisher, much more any publisher. It is for these reasons that Capcom has ended up at the number two spot on this list.

1) Nintendo


Really, who else could it be? Not only has Nintendo has several decades as a video game company to build its illustrious library of IP, but it helps when Mario is in the same league as Mickey Mouse in familiarity. Heck, Mario even made it onto the international stage this past summer, appearing in Tokyo, Japan's Olympic preview event in front of millions upon millions of people. Then, there's all of the endearing franchises and characters that continue to entertain gamers the world over, such as the aforementioned Mario, Link, Zelda and Ganondorf from The Legend of Zelda, Donkey Kong, Pikachu from Pokemon, Kirby, Animal Crossing, Fire Emblem, and new franchises like the Splatoon that somehow resonated with millions despite being on a poor-selling system. Nintendo remains relevant in the gaming scene thanks to its collection of worthwhile characters and franchises, and it's the only company who could somehow keep a console afloat for most of its life off the back of its own franchises.

Sunday, December 6, 2015

Banjo Pilot (GBA) Retro Review

Banjo Pilot has a storied history to it, but is all that work that Rare put into the game make for one worth playing? That's what I intend to find out with my Banjo Pilot retro review. 

(The attached images provided come from Nintendo World Report.)

Banjo and friends take flight in what was a long-awaited Game Boy Advance racer.


More than a decade ago, UK based developer Rare was working on multiple projects for a little handheld from Nintendo known as the Game Boy Advance. When Nintendo decided not to buy the founders of Rare, the Stamper brothers' shares of Rare, Microsoft purchased the company. Rare still had several unreleased projects for the GBA, including games like Banjo-Kazooie: Grunty's Revenge and a racing game featuring Diddy Kong and his friends, Diddy Kong Pilot. 

Because Rare no longer had the rights to the Donkey Kong characters or franchise, and because Microsoft had no competition with Nintendo's handhelds, Diddy Kong Pilot was retooled for several years as Banjo Pilot. The game finally came out in 2005, many years after it was originally announced, and the end result is something that is content-rich but suffers from a few tailspins. 

Banjo and Klungo jockey for first place in Spiral Mountain,
the first track of the very first Grand Prix.
Banjo Pilot forgoes the typical karts that are so popular in games of the arcade racing style, and instead it takes to the sky with every character racing in miniature airplanes. Starting off, Banjo, Kazooie, Mumbo Jumbo, and Jinjo are unlocked to race as. Through completing cups, new racers are available to purchase with pages delivered back to Cheato, earned through finishing races. 

The starting roster is a bit bare, but unlocking characters
is a fast and fun process.
As a racing game of this type usually has, there are sixteen tracks total in Banjo Pilot. These range from trips to worlds from Banjo-Kazooie, Banjo-Tooie, and even Banjo-Kazooie: Grunty's Revenge, the bear and bird's first arrival on the Game Boy Advance. Tracks range from familiar locales like Spiral Mountain, Treasure Trove Cove, Freezeey Peak, Gobi's Valley, Witchyworld, and more. However, despite the different venues of the tracks, all of them pretty much sport the same obstacles, such as trees on the track (or a rare camel instead) and boost rings that give a jolt of speed to whoever flies through them.

I remember traversing that pillar in the background
in Banjo-Kazooie's Treasure Trove Cove!
Flight really doesn't change too much in the way races play out. There is the occasional aforementioned boost ring that is at a different height than the last, requiring moving upward, but for the most part, it's a basic novelty and nothing more. Since you can fly, you might wonder how you're forced to stay on the track since this is a Mode 7 game, there are no walls on the tracks to prevent going off course. That said, merely flying over a section of ground that isn't the track will slow you down immensely, eventually causing you to crash. 

Freezeey Peak looks as frigid as ever in Banjo Pilot.
Items are a traditional part of kart racers and games of that genre's ilk, and Banjo Pilot really does nothing to separate itself from the pack here. There are a pair of shoes that give a temporary speed boost when used, a golden feather that serves as invincibility for a limited time, fire red homing eggs, ice eggs that leave a frozen ice cube in the air that will significantly slow down anyone that collides into it, among other items. For items on your trail, you can utilize an ice egg to block the attack, or you can opt to make like Peppy Hare and do a barrel roll. Though this takes a proper amount of timing to get down. Doing it correctly will result in a boost.

While the tracks, flight gimmick, and items are not much to get excited about, Banjo Pilot houses a large amount of modes to keep players soaring the (un)friendly skies. There are four different Grand Prix modes that can be unlocked. Generally, each one consists of four races with the winning racer being the one who earns the most points by the end. After a set of four races and a successful win, you are engaged in an aerial dogfight along a linear path with a boss character. The first combatant to empty the other's health gauge is the winner. 

Alongside the Grand Prix mode is a mode called Jiggy Challenge, where you're tasked with collecting six golden jigsaw pieces sprinkled along each track as well as needing to beat an AI racer at the same time. With 32 tracks to do so, 16 standard tracks and 16 reversed, this is a mode that will take some time to complete, but the reward (the best character in the game) is well worth it.

The skies are quite crowded in Jolly Roger's Bay.
Banjo Pilot looks wonderfully colorful and has impressive Mode 7 graphics. The backgrounds are the true highlight of the game, offering such a diverse amount of eye candy in such brilliant detail. The music is no doubt a byproduct of the game when it was known as Diddy Kong Pilot, most notably so when you hear the character select music. It has plenty of chimp oohs and eeks to it. 

Thus, you have a game that might not be the most innovative or one with physics that are the greatest on the platform, but you have a content-rich racer that will last solo gamers a good while, at least more than similar games on the Game Boy Advance. While there are some frustrations like annoying rubber-band AI and repetitive track design, Banjo Pilot can be considered a good prospect for fans of arcade racing. It may not have been worth the five year wait, but at least Banjo and friends didn't receive a crash landing.

[SPC Says: C+]

Friday, July 24, 2015

Rare Replay (XONE) Pre-Order Trailer

A trailer for the upcoming Rare Replay, a collection of 30 classic Rare games for $30, is here for fans and viewers alike. It's so Rare in quality and charm, don't you think? Regardless, Rare Replay will without question be considered one of the greatest deals in gaming history when it releases August 4th.

Monday, June 15, 2015

Sea of Thieves (XONE) E3 Announce Trailer

Rare's latest looks like an MMO based off of the life of the plunderers of the sea-- pirates. All footage shown is apparently in-game, and it looks to be the studio's most ambitious project yet.

Rare Replay (XONE) E3 Announce Trailer

Teased prior to Microsoft's E3 press conference and officially announced there, Rare Replay is a collection of 30 Rareware classics such as Battletoads, Banjo-Kazooie, Blast Corps, Perfect Dark, Jet Force Gemini, and Conker's Bad Fur Day, all in one complete package, all for a low entry price of $30. I can't think of a better deal in gaming than this, and with this announcement in combination with that of backwards compatibility for the Xbox One, the system is now on my radar.

Thursday, October 16, 2014

Sunset Overdrive (XONE) TV Spot

One of my most anticipated Xbox One games is Insomniac Games' Sunset Overdrive. When a carbonated soft drink turns a plethora of citizens into monsters, there's just one person to call upon-- you! Check out Sunset Overdrive when it hits store shelves on October 28!

Thursday, April 10, 2014

Nintendo Going Third-Party Would Be A Great Idea... Said No One That Cares About the Company.

Nintendo going third-party... For some, the thought of that is an insane concept. Then again, so was Sega leaving the hardware space. At the same time, we've seen what Sega has become in recent days, too. Regardless, this seems like a topic that is broached about on message boards, comment sections, and other places ad nauseum. When will gamers get to the point where talking about Nintendo going third-party becomes boring? Each discussion (well, let's face it, they're more like uncivilized arguments than anything) goes over the same talking points on both sides. It's like listening to modern day Democrats and Republicans here in the States. I'm just happy no one's trying to push the agenda that Nintendo was born in Kenya. (That concludes the political portion of this opinion piece.)

The fact of the matter is that Nintendo going third-party would not benefit the company, nor would it benefit gamers. Really, the only folks who honestly believe this are folks who own Sony and Microsoft systems, would never purchase a Nintendo console because... reasons, and perform all kinds of mental gymnastics in order to attempt to justify their fantasies. Such an elaborate fantasy includes the idea that even though Sony and Microsoft have not bothered at all to cultivate an audience that would play Nintendo-styled titles (in fact, one could really argue both first-party console creators have done exactly the opposite), somehow Nintendo games would sell amazingly to a user base that is known to far more enjoy shooters, cinematic games, simulation racers, and sports games. I think not.

It's my strong belief that the direction Nintendo's games generally go do not go in the same direction that Microsoft and Sony's franchises go. We've seen attempts at Sony and Microsoft trying to emulate Nintendo's style with titles like Tearaway, Puppeteer, LittleBigPlanet, ModNation Racers, Banjo-Kazooie: Nuts & Bolts, Viva Pinata, and so forth. However, either these titles have been shown not to sell well at all, or they are released with about as much half-hearted seriousness as Stephen Colbert's persona on The Colbert Report. Games like those listed just don't appeal to the majority of Sony and Microsoft's separate user bases. While they're both split up on two different platforms, the direction both are going is relatively the same.

Apparently games like Puppeteer
just don't appeal to the PlayStation market.
The short term of Nintendo going third-party would result in massive layoffs. After all, Nitnendo would no longer have any need to produce hardware, thus resulting in a lot of jobs being cut. It should also be mentioned that a substantial part of Nintendo's income comes from their hardware, and the royalty fees from third-parties it receives. As a third-party, Nintendo would be forced to pay licensing and royalty fees to Sony and/or Microsoft, cutting the company's profit significantly.

Speaking of cutting hardware, Nintendo would then have a whole slew of designers and developers who aren't up to date and knowledgeable on the hardware that Sony and Microsoft are making. Now, do you teach all of these designers and developers how to make games for much less familiar hardware, or do I simply hire a bunch of new talent? The former requires time, while the latter requires money. Don't forget, now, that Nintendo is still on the clock here. If it's not making games, it's not making money. It's just losing it. Nintendo also posts its financial results quarterly, so unless these veteran Nintendo employees can learn how to work on alien hardware quickly to create games in a fast pace, Nintendo isn't going to make any money. In fact, it will lose money. I'm sure regardless of the situation, Nintendo's stockholders will be none too pleased with the outcome.

Nintendo only makes Mario and Zelda...
if you ignore everything else it publishes.
What is also alarming to me regarding Nintendo turning third-party is the idea that current day Nintendo only churns out Mario and Zelda. This is a common and incorrect argument from those who don't pay attention to the company, but it's one that should be touched upon. If one thinks Nintendo only makes Mario and Zelda now, its most popular franchises, what makes them think that somehow becoming third-party will grant them the ability to take more risks? I mean, let's ignore the Wii and all of the series like Battalion Wars, Excite Truck/Bots, Sin & Punishment, Metroid, Animal Crossing, WarioWare, Wario Land, Kirby, Punch-Out!!, FlingSmash, Endless Ocean, Donkey Kong, Fire Emblem, etc. that graced the system. Obviously Nintendo only does Mario and Zelda. But if you think Nintendo doesn't do enough risk-taking with its IPs, the situation would be much worse if it becomes a third-party.

We're in an industry where no one is really financially safe. We're in an industry where a series of games that fail to light up the charts goes on to kill a developer/publisher. We're also at a point where death can come much more swiftly, just one bomb of a game, for instance, can close up a developer or publisher. We most likely would not see more creative Nintendo games like Pikmin, Rhythm Heaven, Kid Icarus, and more if Nintendo went third-party. It's much too dangerous! These aforementioned franchises simply don't sell as well as certain other series. In fact, they are all lesser selling series. Thus, Nintendo would stick with its tried and true franchises, yep, Mario and Zelda, in order to just survive.

I think if Nintendo went third-party, we wouldn't
see as many risky titles from the company.
(Screenshot of Rhythm Heaven Fever - Wii)
The thing that gets my proverbial goat particularly about the cries and wishes of Nintendo to go third-party is that every time Nintendo posts a loss or has any sign of trouble, no matter how major or minor, we have zealots and industry insiders (who really don't have any better clue about the industry than a lot of gamers) calling for Nintendo to exit the hardware business and make games for other platforms. Why is it that when Microsoft and Sony post their problems (and somehow a one billion dollar loss across an entire company seems more significant than Nintendo's current woes) we don't get the same "Sony/Microsoft should go third-party" articles? Their financial woes comes across as much worse than Nintendo, a company that has plenty still in the bank for multiple failures of hardware. Let's fact it-- the PS4 is selling wonderfully, yet Sony as a company is still in trouble. Where are the articles entertaining the notion of Uncharted and God of War hitting the Xbox One?

It's this double standard that is truly the most intriguing part of this whole Nintendo/third-party debate. The people who suggest Nintendo should exit the hardware arena are also the same people who don't understand or simply don't care what Nintendo's removal from console manufacture would do to the industry and how it would change significantly. As long as they get their games and Nintendo finally makes content for their favorite consoles, who cares what happens to the company, right? Who cares how many people lose their jobs, or how much Nintendo as a company would change? We'll get our Nintendo games on Xbox, a brand where the majority of the types of games Nintendo creates wouldn't sell to most users! Sweet!

In actuality, this fantasy that folks who never cared enough about Nintendo's games that they would ignore them for multiple years without buying a Nintendo system for the games they supposedly care so much about, simply waiting for the company to finally go third-party is asinine to me. It comes across more as a fanboy wet dream than something based in fact or something that would actually be a benefit to Nintendo and gamers instead of being what it really would be, a detriment.

Sunday, December 29, 2013

The SuperPhillip Central Best of 2013 Awards - Night Three

By the end of tonight we'll be more than halfway through our five night games ceremony spectacular. Night Three of SuperPhillip Central's Best of 2013 Awards contains three awards to hand out. These awards will go to the Most Overlooked game of the year, the Publisher of the Year, and finally, the Multiplatform Game of the Year. As usual, wear your finest clothes for this special sixth annual event!

[Most Overlooked]

An unfortunate aspect of our industry is that for every great selling AAA blockbuster, there are five excellent games that sell like water to a drowning man. If you are frequent reader of SuperPhillip Central, then you know how we liked spotlighting such games in our Most Overlooked series of articles. This category awards the Most Overlooked of the most overlooked.

Sly Cooper: Thieves in Time (PS3, Vita)


Although it appeared on the NPD for the month it was released, Sly Cooper: Thieves in Time ended up on the lower end of the top ten in a month of low sales almost all around. Regardless, the newest entry in the Sly Cooper series saw the Cooper gang time traveling to various locales and time periods, such as the Old West, Medieval England, and even the Ice Age. Saving the Cooper Clan from disappearing from history was the goal here, and the stealth gameplay, fun platforming, and entertaining missions meant that all of those PlayStation 3 and PlayStation Vita owners who ignored Sly Cooper's latest missed out big time.

Puppeteer (PS3)


A game too niche for the PlayStation 3 audience, Puppeteer came from Sony's Japan Studio, and it was set up like you were controlling a character in a play. Controlling Kutaro, our headless hero, you went through levels coming across objects that could temporarily take the role of Kutaro's head, allowing him access to otherwise unreachable areas. With a special pair of magical scissors, Kutaro could defeat enemies and be involved in unique platforming challenges. While the gameplay didn't reach its full potential, the presentation and originality alone are worth looking into Puppeteer.

Tearaway (Vita)


It seems obvious that a game that is exclusive to a platform that is severely underperforming would make it on a list of overlooked games. That is exactly the case with Media Molecule's Tearaway. Using a ton of what the PlayStation Vita had to offer functionality-wise, Tearaway was a platforming adventure quite unlike anything else on the market. Between its lack of marketing, odd premise, and audience, it's without much surprise that Tearaway takes a place on our Most Overlooked nominee list.

Soul Sacrifice (Vita)


While PlayStation Vita owners do not have a Monster Hunter game to call their own, several imitations have appeared on the system. The first of such of these titles was Soul Sacrifice. Taking the risk of battle to a completely different level, Soul Sacrifice allowed players to sacrifice items as well as body parts in order to get a leg-up (no pun intended) on the battle at hand. The colossal creatures that were ready to be faced meant for some very intense encounters. Soul Sacrifice's premise was quite intriguing, but apparently it wasn't intriguing enough for a lot of Vita owners.

Castlevania: Lords of Shadow - Mirror of Fate (3DS, PSN, XBLA)


We were very weary of trying out the latest in the Castlevania series. After all, the old staff had nothing with the game-- it was all Mercury Steam, a Western developer. However, while Castlevania: Lords of Shadow - Mirror of Fate did not stand on the same shelf as classics like Super Castlevania IV, Symphony of the Night, or Dawn of Sorrow, the game did impress enough and had enough quality to make it recommended by us. The game was essentially doomed on the word "go" once it was announced for the Nintendo 3DS, a system that doesn't have the most M-rated games on it, or a fan base that buys them like they were going out of style. However, those who did get to try the game with an open mind found a Castlevania game that was a worthwhile play.

Runner-Up: Rayman Legends (Multi)


One of those fresh breaths in the gaming industry, Rayman Legends was a 2D platformer with not just a marvelous art style but it had the gameplay to back the presentation up. Originally to be released as a Wii U exclusive, the game was delayed seven months in order to be ported to the PlayStation 3, Xbox 360, PC, and PlayStation Vita. Unfortunately, the new release date was right in the thick of the AAA gaming season, making Rayman Legends a game that many passed on in favor of other games that were releasing that season. It's a darn shame, too, as Rayman Legends is one of the most refreshing 2D platformers that has been released in retail in a long time.

Winner: The Wonderful 101 (Wii U)


Just like with the PlayStation Vita's Tearaway, it should be no surprise that a niche, new IP released on a struggling system would not receive much in the way of sales. It doesn't help that many critics were too impatient in learning the actual mechanics of The Wonderful 101 before writing the game off, turning countless potential consumers off simultaneously. The Wonderful 101 offered a deep and complex combat system, a story that kept raising the stakes to ridiculous levels, and a presentation that was out of this world. Although it was given its own Nintendo Direct, The Wonderful 101 did not do so hot in sales, but then again, what Wii U game has? Unfortunate, as The Wonderful 101 is one of the best action games released in a few years.

===

[Publisher of the Year]

For the past five years we have had a Developer of the Year category. This year, at the very last moment, we decided to transform it into the Publisher of the Year category. We have five nominees for the first edition of this award, so let's get to it!

Microsoft

For the first 3/4 of the year, Microsoft was relatively quiet, only releasing Gears of War: Judgment as they made their preparations for the Xbox One. The Xbox One launch alone was fantastic, with such titles Microsoft published like Killer Instinct, Dead Rising 3, Forza Motorsport 5, Zoo Tycoon, and although its potential was not met, Ryse: Son of Rome. All these games add up to giving Microsoft a spot on our list of nominations for Publisher of the Year.

Ubisoft

Assassin's Creed IV: Black Flag, Far Cry 3: Blood Dragon, Splinter Cell: Blacklist, Call of Jaurez: Gunslinger, Rayman Jungle Run, Rayman Legends, Rocksmith 2014, Just Dance 2014-- These are just a wide sampling of the offerings of Ubisoft this past year. There's something for everyone here-- action-adventure games, shooters, platformers, party games, etc. It's for these reasons that Ubisoft takes a nice place in our list of nominees for Publisher of the Year.

Warner Bros. Interactive

Giving gamers and less serious players a host of content to enjoy, Warner Bros. Interactive did rather well for itself this year. With LEGO Marvel Super Heroes for Marvel fans, Scribblenauts Unmasked for DC Comics buffs, as well as Batman: Arkham Origins and Injustice: Gods Among Us, WB Interactive has had a good offering of quality games in 2013.

Runner-Up: Sony

Sony earns bonus points for taking a lot of risks by investing in new IP at the end of this past generation. Some were absolute successes like The Last of Us, while most had the quality but not the sales, such as Puppeteer and Tearaway. Regardless, Sony's output this year was very good, offering Gran Turismo 6, Sly Cooper: Thieves in Time, God of War: Ascension, Ratchet & Clank: Into the Nexus, Soul Sacrifice, two Killzone games (one for the PS4 and one for the Vita), among others. The reason why Sony is only runner-up is because a lot of the titles published by the company pale in comparison quality-wise to our winner.

Winner: Nintendo

While coming nowhere near the levels of risk that our runner-up ventured to, Nintendo without a doubt had both quality and quantity when it came to their releases. On the Nintendo 3DS alone you had Fire Emblem: Awakening, Luigi's Mansion: Dark Moon, Donkey Kong Country Returns 3D, Animal Crossing: New Leaf, Mario & Luigi: Dream Team, Pokemon X and Y, and finally The Legend of Zelda: A Link Between Worlds. Then when you look at what the Wii U gave us, LEGO City Undercover, Pikmin 3, The Wonderful 101, The Legend of Zelda: The Wind Waker HD, Wii Party U, and Super Mario 3D World, it's difficult to give this award to any other publisher than Nintendo.

===

[Multiplatform Game of the Year]

We have reached the first really really important award of this ceremony. You see, the winner of this category will be in the running for SuperPhillip Central's Game of the Year 2013 award. While there were a lot of multiplatform games to choose this year, we have selected six of the very best to represent the year that was 2013.

Tomb Raider (PS3, 360, PC)


Tomb Raider was already in the running for our Most Unexpected Surprise award, and now it leads off the nominations for Multiplatform Game of the Year. Lara Croft in this reboot of the Tomb Raider franchise is a more vulnerable girl, not yet battle hardened. That certainly changes through the events of the game. From the enjoyable gun play to the massive amount of exploration within the game, Tomb Raider is indeed an excellent revision of the classic Tomb Raider franchise.

Assassin's Creed IV: Black Flag (Multi)


Take to the open seas in Assassin's Creed IV: Black Flag. The developers successfully took the issues players had with the previous game in the series, Assassin's Creed III, and corrected them. The incredible scale of the open world setting Black Flag offers is absolutely remarkable with tons of areas to venture in. Even the side missions this time around are fantastic and some might argue even better than what is offered in the story. Assassin's Creed IV: Black Flag is a game that properly reinvigorated the quickly aging franchise, making it a shoe-in to be nominated for our Multiplatform Game of the Year category.

Rayman Legends (Multi)


The odd game out on this list of Multiplatform Game of the Year nominees, 2D platformers were a dime a dozen back in the NES and SNES days of gaming. Now, they've been unfairly positioned in a place where gamers expect them to be cheap for whatever reason, regardless of how much content they actually have. Rayman Legends gives players all of Rayman's move set at the beginning of the game, tricky platforming challenges, amazing music-driven stages, difficult Invasion levels, a stunning presentation, and innovation in the form of Murfy. 2D platforming fans have no doubt already enjoyed what Rayman Legends has to offer, so if you haven't, there's no better time than the present.

Metal Gear Rising: Revengeance (PS3, 360)


Platinum Games knocks another one out of the park with Metal Gear Rising: Revengeance. Slicing and dicing up foes with Raiden's blade is always exciting and immensely enjoyable. The fast pace of this high octane action game shows off just why Platinum Games is king when it comes to character-driven action games. It has a deep, rewarding combat system that seems so simple at first, a level of challenge that is just right, and crazy as all get out set pieces.

Runner-Up: BioShock Infinite (Multi)


With pitch perfect shooting mechanics, an awesome ability to jump on and off as well as ride sky rails, and one of the most captivating stories told in a video game, BioShock Infinite no doubt is worthy of the BioShock name. Ken Levine and his team deliver a compelling mystery that is accentuated by the excellent gameplay mechanics. BioShock Infinite is definitely a great contender for Multiplatform Game of the Year, but it's not THE winner of this category.

Winner: Grand Theft Auto V (PS3, 360)


Not only is our Multiplatform Game of the Year one of the most ambitious games of the past generation, but it unquestionably offers the player an insane amount of freedom. Los Santos and its surrounding areas is a huge open world sandbox setting to explore. The amount of detail in Grand Theft Auto V is astounding, the story is intriguing with characters you might not like but are interested in, and the customization options are incredible as well. Grand Theft Auto V takes the series to new heights and with that in mind it certainly deserves top honors for Multiplatform Game of the Year.

===

We're not past the halfway point in our awards ceremony! Tomorrow night we will add more games to enter the running for Game of the Year 2013 here at SuperPhillip Central. We hope you are looking forward to it!