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["The Best" Awards] ["The Worst" Awards] |
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"Hence the victor is..." |
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Winner
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Dracula
X: Rondo of Blood
for the PC Engine: Turbo Duo!
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"Ooooooh. ... What?" |
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"Eh... I, uh..." |
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He wants you to give a speech signifying how you feel about this victory on behalf of Rondo of Blood and its supporting cast." |
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"Iiiiiiiiiiiiiiiiiiiiii
gotta go..." |
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Reinhardt, you sick freak." |
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"But all I said was--" |
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Good people, I feel very strongly in my heart that Dracula X: Rondo of Blood is a true work of art. As Reinhardt said ... well, I don't know what he said, but he was right in thinking that too many games rely on the clichéd formula of 'go around and around until you reach the boss.' Rondo wanted to be something more--it wanted to provide stages where every pit holds a secret, where every wall is anything but an obstacle, and where every bit of the environment is key to finding and unlocking your desired path to that ultimate evil. It offers gamers familiar landscapes--like the Town of Jova, the dungeon and the castle keep--and allows them to explore this terrain like never before, especially when you consider the ability to locate multiple split paths whose destinations are many. And it does all of this with an accessible yet genius approach to platforming. Who knew subtlety could hold such stature? For instance: Maybe you'd uncover a lift that'd take you to an alternate boss? Maybe a pirate ship control room that'd let you skip over an annoying enemy or two? Or perhaps you'd uncover the Ferryman, who would take you directly to a new stage without even having to face a boss. Simple and effective, I'd call it. You can play the game dozens of times and always find a different combination of routes to utilize on the way to the final battle with Count Dracula. Pure nostalgia is its most important ingredient, true, but it's hardly limited in that regard because it worships and expands upon everything its ancestors hoped to be. Did you ever want to know what lay within the buildings of Jova? Well, only Rondo knows the answer. Thank you, Mr. Librarian, and thank you, everyone, for this award!" |
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And speaking of the 'fairer race,' I'd like you all to welcome our next speaker. A kind and caring young woman of virtue. A woman of honor and dedication. A confidant of my very close friend and young master, Alucard--please extend a warm welcome to the first female warrior of the Belmont clan, and one hot momma, Sonia!" |
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Pity is. Mercy is. Yes?" |
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Allllll right--calm down, old man. I was just venting. Go back about your business now. But watch what you say, OK?" |
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As you know, ours is a series that has evolved slowly over the course of fifteen years and therein, at times, very painfully. In the early days, Belmont heroes had as much trouble climbing stairs as they did dodging the Reaper's scythes. True, limitations were tackled as the systems advanced and developers better applied their increasing knowledge, but old habits die hard. When it comes right down to it, the control scheme of a game is what can make or break the entire effort. All of the advanced fighting moves in the world won't make a difference if you can't control them in smooth and timely fashion. With this understanding, some developers knew that making controls essential to the core of the game was the answer if not the top priority. We've chosen the five games that best showcase this line of thinking, and the nominees for 'Best Control' are:
I know the winner, and by clicking on the link below, you'll soon know, too!" |
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Page 5: The Award for Best Controls
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