Have we all played the new AvP yet? Good, so we all know of its mediocrity. Everybody who has played the thing has been able to figure this out instantly. It must go without saying that the UK developer Rebellion, who presumably have played the thing more than anyone, must also be more aware than anyone of just how mediocre their game is.
That is why a Gamespy article about Rebellion and AvP really caught my eye. Actually, it caught my eye in a few ways. First of all, in the UK AvP is now the fastest selling game of 2010, despite having a Metacritic rating of 65 (for a little bit of context, Xbox Live Arcade game Polar Panic has earned a Metacritic rating of 69). That is worth a double take right there.
But if that is worth a double take, what came next is worth a spit take. When confronted with the clear evidence of the not-so-great critical reception of his game, Rebellion CEO Jason Kingsley counters with: "The reviews have been mostly good."
...Buh? On the outset this seems to fly completely in the face of the facts. Maybe he clarifies his statement, so we read on: "We've had three totally shit reviews by some Americans, which is a bit odd. Some of them were inexcusably bad. If you discount those poor reviews AvP is averaging high for us."
Ah, I see. So basically, if you ignore all of the shitty reviews for your shitty game, the game is actually a critical success. By that logic you can say that if you ignore the 5 bad reviews for Polar Panic, then Polar Panic is actually a contender for game of the year.
Now, I have to admit that my initial reaction was to get all pissy at the way he seems to try and play the victim of the bigoted anti-Brit, American game journalists. And to be fair, he really does seem to be trying to do just that. But if you look a little closer, you can see what is really happening. I mean, even IF you discount those three reviews, the average only goes from 65 to 68 (and yes, I really figured this out by finding the average of all the reviews with the exception of the three worst). You can hardly call a 68 average a "critical success", and Rebellion knows it. So why would they say otherwise?
This is when I remembered a little something that happened in the gaming community just a couple of years ago. FASA had just released its Xbox 360 game Shadowrun to tepid reviews (66 on the Metacritic). That is when the head of FASA jumped on a gaming podcast show and started ranting about unfair reviews. In particular, he was bothered by the way so many reviewers touched on the $60 dollar price tag. For my own part, I loved Shadowrun as a Counter-Strike clone with a twist on the 360. Yet there truly was not enough content in the box to justify a purchase. How can you not factor that into a review, which primarily exists to help consumers figure out if they want to buy the game or not?
Anyways, what happened next is that the game undersold, and then FASA was liquidated by Microsoft. The whole "these reviews are crap" thing was just FASA trying to justify its existence to Microsoft. FASA was blowing smoke and trying to stay alive as long as possible.
Fast forward to the present day, and we see developer Rebellion trying to tell everyone that everything is a-okay despite bad sales in the US and bad reviews everywhere. Blaming bad American game journalism is just Rebellion's way of spinning the situation so that SEGA won't liquidate them in the same manner that Microsoft killed FASA.
Is it deceptive? Yes. And annoying. But I guess I can't blame them much. They are just trying to hold on to their baby. With that in mind, I'll even root for them a bit. Rebellion doesn't have a terrible pedigree (they made the first AvP, after all), and maybe they have a good game left in them if they are given the chance to make it.
As for the initial double take, the game outselling all others in the UK. This stat is just as bewildering as ever. If I had to guess, I would say that this doesn't so much indicate that the game is flying off of the shelves in the UK as much as it indicates that nothing is flying off of the shelves in the UK. The total game sales numbers must be crap, and AvP has just managed to become king of that extremely small hill. But since I can't find any total sales numbers anywhere (and I barely bothered to look), I can't really back this up.
But I'm probably right. As always.
Wednesday, March 3, 2010
Tuesday, February 9, 2010
Game Review: NOLF Part 1
So I watched the newest James Bond installment this weekend. I think it was called "Quantum of Solace" or some such, but it doesn't really matter. What matters is that it sucked. And that it got me into a frisky spy mood.
So I immediately ran upstairs to my stash of old games and dug out a popular gem from the year 2000. "No One Lives Forever", developed by Monolith on their Lithtech engine (which powered other great games like Aliens VS Predator and other bad games such as Shogo: Mobile Armored Division) and was published in Y2K by Fox Interactive.

For the uninitiated, NOLF is a first person shooter set in a 60's spy environment. The story and all of its characters are equal parts spoof and homage to all things good and bond. You play as sexy spyette Cate Archer, a low tier agent in the British Secret Service who is struggling to gain attention and credibility in a very sexist environment. You should probably be aware that the game was released to solid praise, and is often cited as one of the better games of all time, including recently in a 10-best-games-in-the-decade list compiled by one of my favorite (NSFW) video reviewers "HotLezbianAssassin".
You should probably also be aware that my first playthrough ended after about two hours of boredom, whereupon I uninstalled the game and never looked back until last Sunday. Yes, I first bought the game while everyone else was singing its praises, and immediately hated the experience and quietly shelved the thing.
But now I am coming back. There has to be something to all the praise, hasn't there? Maybe now that I am ten years more mature the game will appeal to me in ways that it couldn't before. Of course, game design has also advanced ten years since the release, and with it my standards. But supposedly the game has withstood the test of time, and I will endeavor not to be too anachronistic in my criticism of the thing.
After having completed the first mission my thoughts are thus: Yup, I still hate this. Part of the reason for my blogging this review is that I don't think I can muster the will power to keep playing if it isn't for the blog.
But before I get to that, my initial thoughts were "holy crap there is a lot of exposition in this game". This is, in all fairness, some of gaming's (at least FPS gaming's) first stabs at trying to make a movie-like experience and tell a real story. But instead of bringing the player into the experience and telling the story around him with scripted sequences (like in Half-Life), this game opts to go with ten minute long cut scenes, wherein two or three characters stand in a room and talk to each other. The dialogue isn't particularly bad, and sometimes is even quite witty, but after the five minute mark I find myself struggling not to hit the skip button.
As for the meat and potatoes of the gameplay, NOLF likes to be something of a stealthy shooter. You are encouraged at all times to sneak around and cap enemies from the shadows. I hate this mechanic every time it is tried. And while it is integrated here better than in most games, I still would rather run around and blast things. Unfortunately, you really can't do that here because baddies are ridiculously good shots, often hitting you through the damn walls, and your health never recharges throughout a mission (though you can get new body armor) so conserving it is imperative.
Also, because of the stealth element the level design is more open than your average corridor shooter. Usually this is a good thing, but not ten years ago. Ten years ago there was no Halo, and so nobody had yet thought that if you have an open level design you should put indicators around the level that tell the player which way to go. In Halo, this was something as simple as green lights on openable doors and some arrows on the floor. But NOLF is before all that, so you are forced to try every door to see if it opens, and I often find myself running around the level looking for that one place I haven't gone yet. Again, to be fair a lot of games from this time have suffered from that, Half-Life included.
The palette cleansers, ah the palette cleansers. I could be wrong, but I think NOLF may have even invented these little devices. To explain: A palette cleanser in gaming is when you do something completely different for a small level of the game, and it is used to break up the monotony of the game's bread and butter gameplay. For example, in Gears of War this was the vehicle segment. So far NOLF has thrown a sort of gallery shooter at me and it was just sort of interesting to note that I can't really think of other FPS games at the time that did this sort of thing.
There will be more to come as I play through. I will probably only update the review on weeks when there isn't anything particularly fun to write about that relates both gaming and politics. Weeks like this one. Also, screen grabs.
Until then, have fun you sexy secret agent readers.
So I immediately ran upstairs to my stash of old games and dug out a popular gem from the year 2000. "No One Lives Forever", developed by Monolith on their Lithtech engine (which powered other great games like Aliens VS Predator and other bad games such as Shogo: Mobile Armored Division) and was published in Y2K by Fox Interactive.

For the uninitiated, NOLF is a first person shooter set in a 60's spy environment. The story and all of its characters are equal parts spoof and homage to all things good and bond. You play as sexy spyette Cate Archer, a low tier agent in the British Secret Service who is struggling to gain attention and credibility in a very sexist environment. You should probably be aware that the game was released to solid praise, and is often cited as one of the better games of all time, including recently in a 10-best-games-in-the-decade list compiled by one of my favorite (NSFW) video reviewers "HotLezbianAssassin".
You should probably also be aware that my first playthrough ended after about two hours of boredom, whereupon I uninstalled the game and never looked back until last Sunday. Yes, I first bought the game while everyone else was singing its praises, and immediately hated the experience and quietly shelved the thing.
But now I am coming back. There has to be something to all the praise, hasn't there? Maybe now that I am ten years more mature the game will appeal to me in ways that it couldn't before. Of course, game design has also advanced ten years since the release, and with it my standards. But supposedly the game has withstood the test of time, and I will endeavor not to be too anachronistic in my criticism of the thing.
After having completed the first mission my thoughts are thus: Yup, I still hate this. Part of the reason for my blogging this review is that I don't think I can muster the will power to keep playing if it isn't for the blog.
But before I get to that, my initial thoughts were "holy crap there is a lot of exposition in this game". This is, in all fairness, some of gaming's (at least FPS gaming's) first stabs at trying to make a movie-like experience and tell a real story. But instead of bringing the player into the experience and telling the story around him with scripted sequences (like in Half-Life), this game opts to go with ten minute long cut scenes, wherein two or three characters stand in a room and talk to each other. The dialogue isn't particularly bad, and sometimes is even quite witty, but after the five minute mark I find myself struggling not to hit the skip button.
As for the meat and potatoes of the gameplay, NOLF likes to be something of a stealthy shooter. You are encouraged at all times to sneak around and cap enemies from the shadows. I hate this mechanic every time it is tried. And while it is integrated here better than in most games, I still would rather run around and blast things. Unfortunately, you really can't do that here because baddies are ridiculously good shots, often hitting you through the damn walls, and your health never recharges throughout a mission (though you can get new body armor) so conserving it is imperative.
Also, because of the stealth element the level design is more open than your average corridor shooter. Usually this is a good thing, but not ten years ago. Ten years ago there was no Halo, and so nobody had yet thought that if you have an open level design you should put indicators around the level that tell the player which way to go. In Halo, this was something as simple as green lights on openable doors and some arrows on the floor. But NOLF is before all that, so you are forced to try every door to see if it opens, and I often find myself running around the level looking for that one place I haven't gone yet. Again, to be fair a lot of games from this time have suffered from that, Half-Life included.
The palette cleansers, ah the palette cleansers. I could be wrong, but I think NOLF may have even invented these little devices. To explain: A palette cleanser in gaming is when you do something completely different for a small level of the game, and it is used to break up the monotony of the game's bread and butter gameplay. For example, in Gears of War this was the vehicle segment. So far NOLF has thrown a sort of gallery shooter at me and it was just sort of interesting to note that I can't really think of other FPS games at the time that did this sort of thing.
There will be more to come as I play through. I will probably only update the review on weeks when there isn't anything particularly fun to write about that relates both gaming and politics. Weeks like this one. Also, screen grabs.
Until then, have fun you sexy secret agent readers.
Monday, February 1, 2010
The Olympics Take Gold Medal in Irrelevance
It was tough to pick this week's topic. On the one hand, I had found an interesting news story that has to do with gaming and the people who don't get it clashing yet again. On the other hand, the people who don't get it are this time played by the Olympic Committee, and who really cares about them anymore?
The scoop is that some competitive gaming advocate is trying really hard to bring LANs to the Olympics (presumably with medals for which team plays the best Counter-Strike, not who can chug the most Mountain Dew: Code Red, or who can get laid the least), but the Olympic Committee is having none of it. I would quote the exact arguments for you, but they are so weak that it is sufficient to say that they consist of "Gaming IS a sport!" and "Nuh-uh!".
Personally, I still wouldn't watch the Olympics if they included gaming. But with half of the sports on the roster being so niche and rare that nobody even knows how they are played (what the crap is "skeleton" or "nordic combined" anyway?), why not add a place for one of the fastest growing competitive diversions in the popular culture?
As an aside: I know a lot of people want gaming in the Western world to be treated with as much pomp and celebrity as it is in places like Japan and Korea... But why? Gaming is for nerds, and I am happy with that. I don't want to watch jazzed up tournies of nerds who think they have a skill worth being idolized about, being idolized by sheep audience members, all for playing a game that is ten years past its expiration date (*cough* Starcraft) with such a science that the fun is entirely sapped from the game play experience.
But maybe that is just me.
The scoop is that some competitive gaming advocate is trying really hard to bring LANs to the Olympics (presumably with medals for which team plays the best Counter-Strike, not who can chug the most Mountain Dew: Code Red, or who can get laid the least), but the Olympic Committee is having none of it. I would quote the exact arguments for you, but they are so weak that it is sufficient to say that they consist of "Gaming IS a sport!" and "Nuh-uh!".
Personally, I still wouldn't watch the Olympics if they included gaming. But with half of the sports on the roster being so niche and rare that nobody even knows how they are played (what the crap is "skeleton" or "nordic combined" anyway?), why not add a place for one of the fastest growing competitive diversions in the popular culture?
As an aside: I know a lot of people want gaming in the Western world to be treated with as much pomp and celebrity as it is in places like Japan and Korea... But why? Gaming is for nerds, and I am happy with that. I don't want to watch jazzed up tournies of nerds who think they have a skill worth being idolized about, being idolized by sheep audience members, all for playing a game that is ten years past its expiration date (*cough* Starcraft) with such a science that the fun is entirely sapped from the game play experience.
But maybe that is just me.
Tuesday, January 26, 2010
Dante's Inferno: Rich in Iron(y)
So Dante's Inferno (the game) has finally hit the streets and I've had a chance to give the demo a spin on Xbox Live.
I want to make it clear that I haven't played the full game, so it is possible that some of my opinions based on the demo may be wrong.
I also want to make it clear that I don't really need to play the full game to form my opinions on it, as it is a shameless derivative of God of War, and thus it is most likely that my thoughts are correct. As always.
The game is comfortably mediocre, but the sheer averageness is not what I want to make a focus of in my writing. I want to draw attention to just how hard they have tried, nay struggled, to make a game that is offensive to Christians (Catholics, in particular). I find it interesting because, from a game design perspective, this is the most extreme example that I can recall of taking a AAA budget game and spending every penny on marketing instead of making a good game.
You may recall the mock protests over the game that EA put on (tastelessly, even for them) at last year's E3. The initial idea was to make fun of christian groups that the media likes to popularly portray as always being loud and angry about something or another. In an odd twist of fate, the people most fooled by the mock protest were many in the mainstream media who, in a stunning display of ignorant prejudice, couldn't help but jump at the chance of making fun of those ignorant, prejudiced religious folks.
I should point out that, to their credit, many gaming media websites, like Gamespot, actually got it right. Maybe they hate EA more than they hate religion.
I also can't help but find it amusing that they should try so very hard to craft a Christian bashing game, knowing that of all major religions the Christians are the least likely to try and kill you over your insults. What they were counting on was some angry blogging to generate buzz, and none of the more unpleasant things that can happen when a certain other religion gets insulted (I'm looking at you, Zarathustrians). Fortunately, no religious groups took the bait and the only insulting thing about the game is its own shallow gameplay (and, if you are well read enough, the butchering of a classic work of literary art).
The game itself has you in the shiny metal boots of a Christian crusader who dies and, obviously, goes to hell for his part in the war. Then you kill Death, and something something something, your constantly naked wife is murdered and for some reason she goes to hell too (possibly for never wearing any clothing) and, yadda yadda yadda, the poet Dante Alighieri teaches you magic spells and helps you traipse your way through hell and a series of images and landscapes straight out of the Subversion for Idiots guidebook.
As a final note: The gamer in me can't help but add this bit: The game of Dante's Inferno is, after all, worth a rental. I look somewhat forward to button mashing and quick time event-ing my way through this thing on some boring weekend. Also, they clearly hired the same people who did the Heavy Metal cartoons to do the cutscenes for the game. That, for me anyway, is a small plus.
Still, I'll probably have to roll my eyes a bunch along the way to the end.
I want to make it clear that I haven't played the full game, so it is possible that some of my opinions based on the demo may be wrong.
I also want to make it clear that I don't really need to play the full game to form my opinions on it, as it is a shameless derivative of God of War, and thus it is most likely that my thoughts are correct. As always.
The game is comfortably mediocre, but the sheer averageness is not what I want to make a focus of in my writing. I want to draw attention to just how hard they have tried, nay struggled, to make a game that is offensive to Christians (Catholics, in particular). I find it interesting because, from a game design perspective, this is the most extreme example that I can recall of taking a AAA budget game and spending every penny on marketing instead of making a good game.
You may recall the mock protests over the game that EA put on (tastelessly, even for them) at last year's E3. The initial idea was to make fun of christian groups that the media likes to popularly portray as always being loud and angry about something or another. In an odd twist of fate, the people most fooled by the mock protest were many in the mainstream media who, in a stunning display of ignorant prejudice, couldn't help but jump at the chance of making fun of those ignorant, prejudiced religious folks.
I should point out that, to their credit, many gaming media websites, like Gamespot, actually got it right. Maybe they hate EA more than they hate religion.
I also can't help but find it amusing that they should try so very hard to craft a Christian bashing game, knowing that of all major religions the Christians are the least likely to try and kill you over your insults. What they were counting on was some angry blogging to generate buzz, and none of the more unpleasant things that can happen when a certain other religion gets insulted (I'm looking at you, Zarathustrians). Fortunately, no religious groups took the bait and the only insulting thing about the game is its own shallow gameplay (and, if you are well read enough, the butchering of a classic work of literary art).
The game itself has you in the shiny metal boots of a Christian crusader who dies and, obviously, goes to hell for his part in the war. Then you kill Death, and something something something, your constantly naked wife is murdered and for some reason she goes to hell too (possibly for never wearing any clothing) and, yadda yadda yadda, the poet Dante Alighieri teaches you magic spells and helps you traipse your way through hell and a series of images and landscapes straight out of the Subversion for Idiots guidebook.
As a final note: The gamer in me can't help but add this bit: The game of Dante's Inferno is, after all, worth a rental. I look somewhat forward to button mashing and quick time event-ing my way through this thing on some boring weekend. Also, they clearly hired the same people who did the Heavy Metal cartoons to do the cutscenes for the game. That, for me anyway, is a small plus.
Still, I'll probably have to roll my eyes a bunch along the way to the end.
Tuesday, January 19, 2010
Back with vengeance so fiery!
Expect updates once a week on both this blog and my Stingy Hat game dev blog(http://stingyhat.blogspot.com/). Speaking of which, check out my up and coming game over at Stingy Hat. It should release within a week, as soon as I add a HUD and figure out how to get SDL to build in release mode.
Anywho.... Game Politics!

Anywho.... Game Politics!
This week's topic of discussion: Venezuela? More like VenezGAYla! Am I right?
Basically what happened is that Hugo Chavez took to his popular weekly radio show this week to uncover games for the evil, capitalist brainwashing tools that they are. During his show, which I believe is called "Listen or Die with Hugo in the Morning!", Chavez made the sinister connection between games, violence, and drug use.
As it turns out, "Some games teach you to kill." Furthermore, these games are all made by (evil) capitalists for (evil) capitalist reasons. What else is made by capitalists? Drugs.
Ah, now you see. Clearly, video games are full of evil subtext that tries to lure our youth into violence and the fair market system. Drugs can lead to violence and are also bad, erego drugs = videogames.
Confused? Well I've drawn up this handy diagram for you using MSPaint technology. Enjoy.

Also, check out my new review of Army of Two: The 40th Day at 360Fahrenheit.com, kindly posted by fearless leader and all around foxy lady Tara Jayne.
Saturday, September 12, 2009
Thinking about ending it all...
The blog, that is. I think I may have gone too general, with both the political game stuff AND my personal game design silliness. I know, all 0 of you, my loyal readers, will be heartbroken.
I want to start talking about the game I'm making right now, and I don't think this is the place to do it anymore. The game is a 2D, non-tile based platformer. Luckily, I don't have anything blogworthy to report yet. Not that I haven't made significant progress on it, I have. I have a working animated sprite system in place and I'm almost done with the level editor. So there. But I don't have anything screenshot worthy yet. All my art is placeholder stick figure crap. I want to wait until I really have something that I can point to and say "doesn't that look neat?". Which should be sooner rather than later.
Oh, and I'm sticking to a strict 40 hour schedule to pump this game out, like Viridian Games did with his excellent 2D tile based RPG Inaria. I'm hoping that the schedule will keep me working to the end. I am six hours in so far.
I may keep this blog around to do the odd article that is strictly about any political goings on in the game development world. If Assassin's Creed 2 comes out and has another infuriatingly relativistic storyline, you can be sure to hear about it from me.
But for now, keep watching the stars.
I want to start talking about the game I'm making right now, and I don't think this is the place to do it anymore. The game is a 2D, non-tile based platformer. Luckily, I don't have anything blogworthy to report yet. Not that I haven't made significant progress on it, I have. I have a working animated sprite system in place and I'm almost done with the level editor. So there. But I don't have anything screenshot worthy yet. All my art is placeholder stick figure crap. I want to wait until I really have something that I can point to and say "doesn't that look neat?". Which should be sooner rather than later.
Oh, and I'm sticking to a strict 40 hour schedule to pump this game out, like Viridian Games did with his excellent 2D tile based RPG Inaria. I'm hoping that the schedule will keep me working to the end. I am six hours in so far.
I may keep this blog around to do the odd article that is strictly about any political goings on in the game development world. If Assassin's Creed 2 comes out and has another infuriatingly relativistic storyline, you can be sure to hear about it from me.
But for now, keep watching the stars.
Thursday, September 3, 2009
Wrapping up U7, about U8 & U9
What more can I say about Ultima 7? It really was so good. After playing it I can really understand why so many hardcore Ultima fans hated Ultima 8 and 9 for ruining the franchise.
I can understand them, but I still have to disagree.
The fact is that U7 released at the last possible moment a game like that could come out and still be considered a good game. Just try putting out an RPG these days where the combat is completely hands off (and you are, to an extent, forced to partake in it to boost your stats before the final encounter), and full of abstract puzzles and gameplay. Lets look at each of these charges one by one.
First you have the hands off combat. What more is there to say about it? The extent of the depth of the combat gameplay is deciding to take Jaana off of the Firedoom Staff because she keeps killing you on accident. You can't get away with that now, and you couldn't get away with it for much longer after U7.
Another problem is that the game is chalk full of abstract puzzles. Honestly, how the heck would I know to use Rudyum's Wand on the Black Gate without a walkthrough? Because of the open nature of the game you might have bumped into Rudyum and nicked his wand 10 minutes into the game. Now you find yourself, 20 hours later, looking at the Black Gate and saying "I do what now?" Aside from that, trial and error teleportation puzzles are rarely fun.
When playing U8 and U9 you can almost literally feel the developers trying to address these issues. The combat of U8 might be a bit clumsy, but at least you can actually swing my sword! And you can kick and parry, to boot! Sadly, they never bother to actually give you a reason to do so, but you can still tell that they were really trying to add on to this end of the gameplay department to bring the Ultima series into the world of modern game design. The much maligned jumping and climbing as well is, in my opinion, in the game to add a needed dosage of interaction.
I guess what I mean to say about this whole topic is that while I agree that Ultimas 8 and 9 aren't the classic games that U4-7 are, they are still fairly decent. More importantly, if a lot of the die hards had their way and U9 was just Ultima 7 in 3D it wouldn't have helped. That game would have been slaughtered in reviews, perhaps even more so than U9 did as it was.
I can understand them, but I still have to disagree.
The fact is that U7 released at the last possible moment a game like that could come out and still be considered a good game. Just try putting out an RPG these days where the combat is completely hands off (and you are, to an extent, forced to partake in it to boost your stats before the final encounter), and full of abstract puzzles and gameplay. Lets look at each of these charges one by one.
First you have the hands off combat. What more is there to say about it? The extent of the depth of the combat gameplay is deciding to take Jaana off of the Firedoom Staff because she keeps killing you on accident. You can't get away with that now, and you couldn't get away with it for much longer after U7.
Another problem is that the game is chalk full of abstract puzzles. Honestly, how the heck would I know to use Rudyum's Wand on the Black Gate without a walkthrough? Because of the open nature of the game you might have bumped into Rudyum and nicked his wand 10 minutes into the game. Now you find yourself, 20 hours later, looking at the Black Gate and saying "I do what now?" Aside from that, trial and error teleportation puzzles are rarely fun.
When playing U8 and U9 you can almost literally feel the developers trying to address these issues. The combat of U8 might be a bit clumsy, but at least you can actually swing my sword! And you can kick and parry, to boot! Sadly, they never bother to actually give you a reason to do so, but you can still tell that they were really trying to add on to this end of the gameplay department to bring the Ultima series into the world of modern game design. The much maligned jumping and climbing as well is, in my opinion, in the game to add a needed dosage of interaction.
I guess what I mean to say about this whole topic is that while I agree that Ultimas 8 and 9 aren't the classic games that U4-7 are, they are still fairly decent. More importantly, if a lot of the die hards had their way and U9 was just Ultima 7 in 3D it wouldn't have helped. That game would have been slaughtered in reviews, perhaps even more so than U9 did as it was.
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