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The Neo Geo had so many great games that sadly have fallen away from public awareness. Some of these have seen a resurgence lately thanks to Arcade Archives, including the subject of this piece, Spinmaster. Spinmaster was a side-scrolling action game that merged platforming and shoot ’em up elements to create a unique experience. You started out with a  Yo-Yo but could gain other weapons like fireballs, ice shards, bombs and ninja stars. It had beautiful cartoon-like visuals that have aged well and look great on a big screen TV today.

Spinmaster was surprisingly innovative for its time. There had been platformers with shooting before, like Mega Man, but not that many combined the Mario approach of jumping on the enemy, with run and gun elements. Those that did, usually had you jumping after running out of ammo, but Spinmaster gave you a choice of how to go about things. It even had a neat story, limited as it was, and multiple endings. There is so much here that would work in gaming today. Especially since the visual style would not need to be changed that much.

I cannot understand why this game has fallen out of sight as it is amazing. I feel this would be a great game to revive for modern systems. It would not be a major AAA game but rather a smaller digital game. Get a team like Yacht Club Games, WayForward or Inti Creates to work on it and it will be amazing as those developers know how to handle these style of games. With online play for co-op, the experience would be incredible.

I think that Spinmaster is a game that deserves more attention. it recently came to Arcade Archives, so you can try it out now on a system like the Nintendo Switch. Give it just a few minutes and you will see why it is amazing.

 

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Dr. Strange and Dr. Doom are two iconic Marvel Comics characters. They have both been used in a variety of media from comics, to movies to games, but many don’t realize how much the characters have in common. They are both driven men, who strive to better themselves, albeit in different ways and for different reasons. Dr. Doom, despite being a man of science, is also a sorcerer like Dr. Strange and that is where  Dr. Strange & Dr. Doom: Triumph & Torment comes in.

A recurring part of Dr. Doom’s stories for a long time was his goal to free his mother from hell. Every midsummer’s eve he would fight a demon, lose and vow to fight again. In, Dr. Strange & Dr. Doom: Triumph & Torment a new approach is taken. After a test by the deities known as the Vishanti, Dr. Strange receives new affirmation of his role but also a new duty. Doom was also tested and nearly succeeded and Strange must grant him a boon, the boon being his aid in freeing Doom’s mother from hell. 

Dr. Strange & Dr. Doom: Triumph & Torment, is unlike any other Marvel comic. First released as a standalone graphic novel, when Marvel had its line of Prestige Graphic Novels, the title has recently been reprinted along with some other relevant stories to give more context ( and one not so relevant but there is a reason for its inclusion). It was written by Roger Stern and drawn by Mike Mignola, the creator of Hellboy, and as such has a truly unique look to it. The comic shows the lengths Dr. Doom will go to, to free his mother, and gives, even more, depth to the dictator of Latveria, including insight into his sense of pride and honor. But at the same time, it helps expand the mythos of Dr. Strange, both by showing him interacting with other sorcerers of all kind and through his work with Dr. Doom. It also expands on characters like the Aged Ghengis, a recurring character, and shows a very different side of him. It also shows just how connected Dr. Doom and Dr. Strange truly are. It even gives new insight into the demon Mephisto and his role in hell.

Triumph and Torment is a strong title for the comic, but it has multiple meanings, some of which is not clear until the end. It was a highly acclaimed work, but sadly unavailable for many years, until as stated, it was recently reprinted. If you are a fan of comics, you should read this. Even if you dislike superhero comics, this is worth your time as it doesn’t really come off as a superhero comic at all. It is far more philosophical and spiritual in nature, reflecting on the nature of humanity and destiny and redemption. And if you like art, you can see Mike Mignola’s earlier pre-Hellboy work here. It is of an amazing quality and really helps the otherworldly nature of the comic and its protagonists. Do yourself a favor and give this one a read.

By Jessica Brown On 1 Oct, 2017 At 01:17 PM | Categorized As Best Game Ever, Editorials, NINTENDO | With 2 Comments

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Let’s face it: when The Legend of Zelda: Twilight Princess made its debut back in November 2006 it had some really big shoes to fill. In terms of major console releases, it was following in the footsteps of some popular pedigrees: The Legend of Zelda: Ocarina of Time (one of the most highly-regarded games of all time), its 2000 sequel Majora’s Mask, and the expansive, high-seas adventure that was The Legend of Zelda: Wind Waker on the GameCube. The years 2001 to 2005 also marked an explosion of very popular entries on the Game Boy and Game Boy Advance that despite their small size were very much full-on epic adventures.

When I played through Wind Waker, I couldn’t help but wonder what was next for the franchise. In some ways, the game had an air of finality to it. Hyrule had been washed away deep beneath the waves and Ganondorf had been delivered a final death blow with the Master Sword, leaving both he and it sealed beneath the oceans covering what used to be Hyrule. If anything in the series had ever felt like a final moment in the timeline, this was it. Yet, as we came to discover, Nintendo was using the time-bending elements of Ocarina of Time as an excuse to split the timeline into separate branches. Wind Waker, it turned out, was just one of the possible outcomes.

With this in mind, Twilight Princess is set many years after the ending of Ocarina of Time. In this game’s backstory, when Link returns to the time period he was initially from, he warns Princess Zelda of Ganondorf’s plans for the future. The two then convince Zelda’s father, the King of Hyrule, that Ganondorf must be punished lest Hyrule face its eventual destruction, so the King has him executed. Only…Something doesn’t quite go right, and instead of killing him they end up having to seal him within the Twilight Realm. This fact plays an important role later in the game, when we finally come to understand why the Twilight Realm is imposing itself on Hyrule, and who is ultimately motivating its de facto leader, Zant.

I’ll be honest: when it comes to my active play-time with any of the Zelda games out there, The Legend of Zelda: Twilight Princess takes the cake. While I’m sure that I’ll eventually sink in a lot more time with Breath of the Wild on the Switch once I properly dig deep into it, at present no other game comes close to Twilight Princess in terms of time invested into it. At the time, Twilight Princess felt like a large world with a ton of things to see and do. Certainly, it was much larger than Ocarina of Time and perhaps Wind Waker as well (since a lot of that game consisted of open seas). Yet, what caused me to spend more time with this game than any that came before it was the sheer amount of collectibles and upgrades you could get. Gaining all 20 heart containers was no easy feat in itself as there were many sub-quests you had to do in order to get all of them. Also, special upgrades like larger quivers or the magical armor that would make you invincible at the expense of a constant draining of your rupees also necessitated a fairly large investment of your time. But, despite all of this, I had a lot of fun trying to fully complete the game and I have no regrets for the time spent with it.

The dungeons in Twilight Princess are both well thought-out and massive. They are also quite memorable too. The Lakebed Temple and City in the Sky were particularly challenging and interesting to explore. Also, the boss fights were both intense and enjoyable. The boss of the City in the Sky, Argorok, was perhaps the most annoying and difficult boss in the game for me. I’d even go as far as to say defeating it was more laborious than taking down Ganon in the final battle!

One of the things that I remember sticking out to me when I first played Twilight Princess was the fact that the Twilight Realm mechanic felt like it was paying homage to the Dark World from Zelda: A Link to the Past. It was interesting to me to see how the pervading twilight managed to twist and corrupt the things that it came in touch with. I also recall finding it quite refreshing that the game felt more like an epic. In some games, it felt like Link was primarily alone on his quest to save Hyrule, but here you had people that were genuinely aware of what was going on and in some cases people who were ready and willing to help. In fact, there was an entire resistance of able-bodied adults who were with him at major points in the game, even helping storm Hyrule Castle in the game’s penultimate confrontation.

It also had an ending that was a bit of an emotional ride. By the adventure’s end, it was clear that Midna, revealed to be the rightful ruler of the Twilight Realm, had feelings for Link, yet in the game’s final moments when it feels she is about to reveal these feelings to the young hero, she destroys the mirror that connects their two worlds completely. I remember being very angry with that, feeling that she owed to both Link and herself, to be honest about her feelings, and yet she went as far as to destroy any hope they ever had of seeing each other again. It was quite powerful.

While I’ll admit that I haven’t played Twilight Princess HD on the Wii U before, but the 2016 remaster does indeed look quite gorgeous! It even has some nice easter eggs and special content that was added to it to make it stand out a bit more. Obviously, it was sort of a lead-in to this year’s Zelda: Breath of the Wild (which is also available on the Wii U in addition to the Switch), but I’d certainly love to see both this one and Wind Waker HD eventually get ported to the Nintendo Switch.

Ultimately, I think that Twilight Princess managed to pay homage to Ocarina of Time in quite a meaningful way, but it also built off of the successes of that game and created a large world that actually felt alive, begging to be explored. Because of this, 2011’s The Legend of Zelda: Skyward Sword felt like a step back in some ways. The way that the overworld had to be explored felt a lot more closed off and a bit less inviting. Thankfully, Nintendo seemed to listen to its fans and critics and took Breath of the Wild in a completely different direction.

So much of Twilight Princess can be seen in Breath of the Wild that I feel like we owe a bit of thanks to this entry in the long-running franchise. If Twilight Princess was born out of a question of “Where will this series possibly go next? ” I can’t help but think that Breath of the Wild will ultimately yield some of the same questions. Perhaps, though, that will mean that it will eventually yield another amazing follow-up, just as Twilight Princess managed to successfully follow both Ocarina of Time and Wind Waker. If that pattern is to be followed once more, then I can’t help but think that we are in for yet another treat in the hopefully not-too-distant future!

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If you’ve never played The Legend of Zelda: Twilight Princess (or even if you have!), I hope this article gave you a taste of what made it a fantastic adventure that absorbed so much of my time when it first came out. This article is part of a larger series explores the history of the series and its major entries. Be sure to check out the hub article at NekoJonez’s Arpegi for links to all the great articles and retrospectives on this epic series.

(Image courtesy of ZoeF on DeviantArt)

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As is well known now, DOOM will be coming to Nintendo Switch this holiday. This is a pretty big deal due to the fact that this is a major recent release, more recent than Bethesda’s other big Switch release this year of Skyrim. It is a sign of great third party support for many, and there is a lot of hope for the game to sell well.  While the game will sell based on being amazing, I am looking at this differently than most.

For many gamers, DOOM’s multiplayer was just kind of there. It was perfectly alright but obviously not the main draw compared to the amazing single player. However, it should also be noted that on PC, PS4 and Xbox One, there are numerous multiplayer shooters that fill the desires of gamers. On Nintendo Switch however, there is Splatoon 2, and while Splatoon is great, it is not the same thing at all. We have Morphie’s Law coming as well, but again that is not the traditional multiplayer shooter that most want.

The fact of the matter is, DOOM’s multiplayer has little competition on the Nintendo Switch and therefore, unlike the other systems where it was more of a side dish, it could be a major attraction for the Switch version. DOOM could be THE big multiplayer shooter on the Nintendo Switch ( again, aside from Splatoon, which is a different take), simply due to being the first and having a big name attached to it. This is a big opportunity for DOOM and Bethesda, as there is an untapped market here and they are the first ones with a product.

While many complained about the multiplayer, the truth is that Bethesda and iD Software greatly improved it since launch, and the experience is much better than  it was at first. As well, certain games with a rocky launch on systems like Steam and PS4, such as Double Dragon IV, were better received on Switch when thy launched with all the updates and improvements from the start. DOOM obviously was very well received and sold well, but the multiplayer did not have the best reception at first. On the Switch, this will likely not be the same issue and as such I am very eager to see how the game does on Switch but also how the multiplayer is received and affects the sales. This is especially the case, since DOOM will have the improved multiplayer and all the DLC with it.

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The above is the opinion of the author and not necessarily that of ROG or its staff.

No GravatarNintendo surprised many people back at E3 2010 with the reveal of Kirby’s Epic Yarn. It was a radical departure for the series and one that many were surprised by, yet the game was incredibly well received.  It may not have been a traditional Kirby game but it was a fun experience. Then Nintendo and Good Feel surprised everyone with Yoshi’s Wooly World, a game that took the same ideas and applied them to Yoshi, where it fit better. Not only was this game well received, but it is getting a sequel next year.

Now we come to the Starfy series. The series was mostly Japan exclusive until the 5th game and after that, the series went dead. It was a cutesy platformer series dubbed as “marine action”. It also made use of costumes and transformations during gameplay to alter the experience. Why do I bring this up? Because the Starfy series would be the perfect choice to receive a Yarn style game. The Yarn games are known for their cutesy look, and innovative gameplay, and have opened peoples’ eyes to new possibilities in gaming. The Starfy series could be successfully revived with this type of game, considering the new attitudes players now have.

In addition, the style would work wonderfully with Starfy, as the Yarn world could be made in a way that incorporates the mechanics of the Starfy series, including the costume transformations and the “marine action”. This could actually be a Yarn game that truly shows off new environments and ideas that people have not otherwise thought of. Most importantly, Starfy is unlikely to return as of now, but I feel the series has potential still. Transitioning the series into a new style like this could not only revive it successfully, but also give it the attention it deserves from gamers. The series just deserves better than what it got.

The other part of this is that a revival like this could also inspire Nintendo to revive other dormant IPs in new ways. It may not be apparent at first, but many games can succeed if they are just presented differently.

I would like to know what you all think of this. Please share your thoughts and I will respond to them.

 

 

The above was the opinion of the author and not necessarily that of ROG or its staff.

 

 

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Double Dragon is a beloved beat em up franchise that has endured for years. When I was young, I would play Double Dragon II on NES with my older brothers all the time, and it was great fun. However, some of the later games were not as good, such as Double Dragon III on NES, and when Double Dragon V came out on the SNES, it was just bizarre. It was a fighting game and while it had its good points, it wasn’t particularly good as a fighting game. Most agreed that the series should be strictly a beat em up, but thankfully Tecnos did not agree.

1994 was the year that Double Dragon was adapted into a poorly received movie. That movie, received a video game adaptation that stood out. Most video game adaptations of movies are not great and games based on movies based on fighting games…..well you all remember Street Fighter: The Movie :The Game. Double Dragon for Neo Geo was something else entirely, as it was an SNK style fighting game, and was also the last game Tecnos made before going under.

It was criticized as generic and poorly designed at first, but like many other hidden gems, it has aged very well. The fighting is well done, and even though the announcer has poor English even by fighting game standards, the game has a lot of charm, It is remarkably well polished and has animations that are better than many fighting games from the last 15 years. The stages feel different than stages in fighting games from today, and all feel like unique. For instance, Dulton’s stage starts with him jet skiing to the platform while the jet ski continues going off in the background till it crashes into a building that explodes. That is not the only example, however, as the backgrounds all had something going on that felt unique. . Each fighter while having some generic moves, still felt unique in their own way like Burnov, a character from Double Dragon II. It made great use of the camera view and even helped make a few visual innovations for fighting games.

Forgive me for my fandom heresy, but this is actually my favourite game in the series and as the last game Technos made before they went under, it was an excellent game to leave on. I would love it if this could be brought to modern systems, even though some changes would need to be made.  With proper online support, this could even develop a scene around it and that would be amazing, since more people should experience the awesomeness of Double Dragon on Neo Geo!

 

By Jonathan Balofsky On 8 Sep, 2017 At 02:49 PM | Categorized As Editorials, Featured, Interviews, PC Games, ROG News | With 0 Comments

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I recently had a chance to speak with Kyle Rebel, the lead developer of the upcoming Skyrim mod, Skyblivion. SKyblivion is a mod that will remake Elder Scrolls Oblivion within the Skyrim engine.

Take a look below and enjoy.

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JB: How did this project come about? Obviously modding Elder Scrolls games has always been a big thing, but where did the idea of bringing Oblivion to Skyrim’s engine originate?

 

KR: It started out as a silly hobby project between Zilav and Monocleus (Ormin in the past) tha was never really supposed to turn into anything, After they posted their first results people like myself showed interest and later on I took the lead in making sure we got organized and recruited the people necessary to turn this idea into something concrete. Our team now consists out of some of the most talented modders found in the TES community. Because of this we are able to do things not seen in mods up until this point such as creatures with custom skeletons, animations and behaviors. Real spear combat mechanics (there exist some amateur mods for this but they dont add actual spear into the game).  On the graphics side for example we are able to create better looking trees and distant details than Bethesda ever could.

 

 

JB:  How has Bethesda’s reaction been to the project? Has there been any backlash? Any support?

 

KR: They have mentioned the TESR projects in the past but nothing major. We appreciate the worlds Bethesda build and for this reason we will require our users to own legitimate copies of the original games in order to install our projects.

 

JB: What has the fan reaction been to the project over the years?

 

KR: Reactions have been wonderful for the most part. There are complaints about how the project takes too long and how we are only releasing videos to make a name for ourselves and feed some nostalgia hype train but people need to understand we are not a professional game developer. Everyone on the project including myself works on this in their free time and doesn’t get a dime for the work they put into it.

For this reason we need to make those videos to let people know the project is still going strong and that as long as it is in development we can use all the help we can get to realize this dream as fast as possible.

 

JB:  Did the arrival of Skyrim Special Edition throw anything off? If so, how?

 

KR: Not at all, it did tear the modding community apart to some extent but other than that nothing has changed. We plan to release Skyblivion for both versions of Skyrim to make sure as many people as possible will be able to play it. Also SkyrimSE has some handy improvements we can utilize to further enhance the experience.

 

JB:  What are some of the big challenges with this project? Both in terms of programming, design, and resources as well other issues more external.

 

KR: Definitely the production and organization of any and all aspects of the mod.

Keeping track of all our developers and dealing with people going inactive is a big part of my job and I can tell you that its pretty exhausting and takes up a big chunk of my time on the project. We have several department leads who take care of 3D (devided in creatures, weapons, armors, misc props and enviormental assets) 2D, Level design, Music, Navmeshing, UI development, Textures, Mechanics etc. These department leads have to keep track of the people within their respected teams and help/guide them where needed. We are fortunate to have some very experienced/professional people on our team whoes main job it is to assure the content people creature are up to snuff.

Lastly we have the review stage which is time consuming. When someone finishes his/her assets or area in-game, a department lead or myself will have to go over what they did and see if there is room for improvement before we can call it ”finished” and get it ready to be merged.

 

JB:  Will there be any use of Skyrim assets or will the project be avoiding that?

 

KR:  Our aim is to recreate Cyrodiil and Most of Skyrims assets don’t fit into the province that well. We are re-using some simple assets like the rock and mountain meshes and some shrubs here and there but for the most part we are working with our own custom assets to ensure the world looks as vibrant as one would expect from the Imperial province.

 

JB: Bethesda recently revealed creation club. Will Skyblivion be part of that?

 

KR: No, this video will tell you everything you need to know: https://www.youtube.com/watch?v=f89d0fWCOsM

 

JB: Has the skyblivion team been working with the Skywind team at all? Shared resources/developers and such?

 

KR: Yes, we try to share as many assets and knowledge as we can. This goes for Beyond Skyrim too.

 

JB:  Has there been any temptation to change things in any way? I don’t mean bug fixes but rather serious changes.

 

KR: Most certainly, Cyrodiil’s landscape for instance will be seriously enhanced and overhauled. Weapons and armor sets are also getting a more realistic overhaul. Also we are adding back cut content from the game and repairing some areas that can be found in the lore but are left out in the game like the city of Sutch.

 

JB:  Do you foresee this mod getting a modding scene of its own in the future?

 

KR:  I hope so, unfortunately I myself (and many others) am so close to the development of the mod that I won’t be able to get that ”first time playing” experience that all ours users will be able to enjoy. I hope some modders will go nuts with our work and in turn will give me something new and exciting to check out 😉

 

JB:  How do you deal with the fan demands regarding the project?

 

KR: Generally we like to stick to our own plans, we are very well acquainted with the lore and backstory of Cyrodiil. At the end of the day everyone has an opinion and trying to make compromises based on fan demands would turn into an endless cycle or revisiting semi completed tasks.

That said we do listen to feedback given to us an n occasion make changes based off of it.

 

JB: Is there a current estimate for when the project will be done?

KR: Our personal goal is late 2018 but this is nothing more than an internal goal set in the prime of our development cycle. In order to make this goal come true we will need more help from new volunteers.

 

JB: Is there any concern about expectations for the project?

KR: Not at all, I think people will be blown away by the project when it is released.

 

JB: What will be next for the team after Skyblivion is complete? Perhaps remakes of the first two games?

KR: A loooooong break from modding. This project has been fun but it has been taking up too much of my time for the past 2 years. I am dedicated to bringing TES fans this remake ASAP but after it is released I think myself and many others from the team will take a well earned break and focus on our careers and our own futures for a change.

 

JB: Do you have anything you would like to say to the readers of Real Otaku Gamer?

KR: The same thing I say to all the other Skyblivion supporters, thank you all for the continuing support, kind words and feedback you have provided us with over the course of the development of Skyblivion. We wouldn’t be here without you.

 

We thank you for doing this interview.

 

 

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If you would like to know more about Skyblivion, you can visit their website here, or visit their twitter account @TESRSkyblivion      , Kyle can be found on twitter   @Rebelzize

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With Dishonored: Death of the Outsider fast approaching, I wanted to take a look back at the series thus far. When Bethesda and Arkane Studios first released Dishonored, it didn’t introduce new ideas, so much as use what was already done by others. What was new was the way they used those ideas, and the product that came out of it.

Dishonored combined different elements and playstyles, like the stealth gameplay of Thief, with more horror and fantasy elements as well as action. The thing is though, Dishonored innovated, not by giving you different ways to play the game, but consequences for your style, and incentive to play again. You could go through the game with as little murder as possible, or kill everyone in your path. The choices you made affected not only the endings, but how the game progressed in general.

Dishonored also took steampunk genre and played with it in an interesting way, by deconstructing such a world and then giving the player a chance to have such a world exist in an ideal state. The game didn’t encourage you to go down either route, it let you make your own choice every step of the way. Then we have the sequel. Dishonored 2 gave two characters to play as, but also gave even more ways to play than ever before. Dishonored 2 took the formula of the first game and built on it, expanding what was done, and allowing far more innovation. But now it brought it a sense of immersion like never before.

The series playing with established ideas and using them in new ways was excellent, but the developers also took the time to build a unique world with a character of its own. It is not an exaggeration to say that the genres and games Dishonored took from, now take from Dishonored, such as seen with the reboot of Thief. It has become a series that transformed gaming and pushed things forward.

There are few games that can truly force change on gaming. The Dishonored series is one of the few that can legitimately claim to have done so.

 

If you hadn’t seen our review of Dishonored 2 before, you can see it here.

By Jonathan Balofsky On 13 Aug, 2017 At 04:22 PM | Categorized As Editorials, Featured, Opinion, ROG News | With 0 Comments

No GravatarNote. The following is the opinion Solely of the author and not necessarily that of Real Otaku Gamer or its staff.

 

 

 

Recently there has been a major controversy in the YouTube Gaming Community and the Retro Gaming Community, when WatchMojo.com, the 29th most watched channel on YouTube was involved with a plagiarism scandal. Prominent Youtuber and retro gamer, Larry Bundy jr., aka Guru Larry, put out a video back in June about the worst selling video game systems as part of his webseries, Fact Hunt. He and the others in the video discussed the actual worst selling systems and not just what was often misreported.

That video can be seen below

This past week, WatchMojo put out their own video about the worst selling systems. The issue was that they used Larry’s research and information without permission or credit. Now while facts cannot be trademarked or copyrighted, Larry was smart about his videos and put traps in them. These traps were in the form of minor exaggerations and guesstimations, which WatchMojo included in their video. This became known and WatchMojo took down the video and issued an apology. That should resolve the issue, right? Well not quite.

 

Fellow retro YouTuber ( and the only British Wrestling Politician) TopHatGamingMan pointed out in his video that WatchMojo included comments in their apology that essentially placed the blame on Larry for using traps and therefore somewhat false information. Never mind that major businesses and corporations do this as well for the same reason Larry did. This is done to protect the content being put out from being stolen. WatchMojo genuinely came off as being upset not that they plagiarized but that they got caught.

As well, many comments made by certain individuals at WM come off as very disingenuous and feeling that they are completely absolved. Thing is, this isn’t the first time WatchMojo has done this. YouTube channel Games You Loved, has had similar issues. They received credit, but were not asked permission to use the content. This is a major issue that needs to be addressed. The issue of stealing content without permission, and often not giving credit or attribution is a large concern for content creators. I myself have had articles I have written stolen by others and republished without credit or attribution. This cannot be allowed to go on. Larry has a large following which is how he was able to get WM to admit wrongdoing, but someone like THGM or Games You loved would not have that option.

As THGM discusses here , the issue is more than just WatchMojo’s plagiarism but their reaction as well and how they handled it. For example, the company and the CEO’s tweets and retweets seem to show a lack of awareness about why people were upset. If a company doesn’t see what they did wrong, and tries to blame the victim for protecting his work, then that is a situation that might make content creators nervous. The company doesn’t seem to have accepted fault fully and that is very off putting. Not to mention they also used some of the same jokes as in Larry’s video.

This is a worrying matter for content creators and I want to raise awareness. No one should be allowed to take another creator’s content without their permission.

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I am a fan of The Elder Scrolls series as should be well evident from my articles by now. Instead of talking about a particular game today however, I wanted to do something else and discuss the various DLC expansions released for the main games. I will not be discussing Elder Scrolls Online at this time, but may do another list in the future. This list is purely my opinion, and I ranked the DLC based off of quality, what it did for the game, how well it was received, and how well it held up years later.

 

 

Warning: Spoilers ahead!

 

 

Without further delay, let us start with Number 7.

 

7: Hearthfire 

Hearthfire is a great little DLC, but there is emphasis needed for the word little. It doesn’t have a huge amount of content like the other expansions, but what it does offer is some new followers, new houses and children to adopt. It isn’t the most exciting DLC but it does help the role playing experience and does allow a greater degree of immersion. There isn’t much to talk about. Its a nice way to build on the game but there isn’t much to it.

6: Knights of the Nine 

Knights of the Nine was the first major expansion for Oblivion and it was well received at the time. However, I honestly feel it hasn’t actually held up as well as the main game or what came later. To me, Knights of the Nine feels like an attempt to bring Morrowind’s narrative style to Oblivion in a way that just didn’t fit. The story was good, don’t get me wrong and the expansion did offer a neat experience, but it just has not held up as well as others. It is also rather short and doesn’t feel as well developed as the other expansions, bar Hearthfire.

5: Tribunal

I can hear the anger already. Tribunal serves as a direct sequel to the story of Morrowind, one of the most acclaimed games in the series, so how could I only put it at number 5? Well, to be honest, it isn’t very good. I rated this above Knights of the Nine because of the fact that the story is a continuation of the events of the main game and is very important for that reason. That being said, the expansion has a lot of issues, a story that feels ill plotted at times, and game mechanics that take you out of the immersion. It is an important DLC but not one that I particularly like.

4: Dawnguard

The top 4 DLC expansions are all amazing and I had a hard time choosing which to put in number 4 through 2, but I came to the conclusion that Dawnguard fits best in this spot. The vampire threat is a big departure from the main quest of Skyrim, but the story does actually build on the lore of the game and the series in general. It introduced amazing characters like Serana, explored the history of Skyrim and the Falmer, and showed us the truth about the soul gems. It had an atmosphere of adventure, tough enemies and great new abilities. Plus it overhauled the perk system and due to the choice you make early one, there are two ways to actually explore the DLC.

3: Bloodmoon

The 2nd expansion for Morrowind is far and away the better one.  This is the first time we are introduced to Solstheim and the Skaal people among other things. Bloodmoon introduced the Lycanthropy ability to the game and offered a unique area that felt large and yet different from the main game. it felt new and different and had a great charm to it. The quests were great, there was a lot to do in the expansion and it brought a lot of innovation. It does not get the attention that Tribunal gets, which is a shame because it is a far better expansion, as it is better developers, has a better story, and a much better sense of immersion with more choices for the player.  It has aged better than tribunal and is simpley a better experience.

 

2: Dragonborn

The third and final dlc expansion for Skyrim, Dragonborn is set once again on Solstheim, only 200 years have passed since Bloodmoon. You can now see how things have changd, while exploring a familiar setting for players of Morrowind. As with Bloodmoon, there is a lot to do in this expansion, but it goes beyond as we get an epic plot that discusses the nature of the Dragonborn more, awesome new abilities and shouts, great new weapons and armor and more. This isn’t even mentioning the excellent quests and characters that are in the dlc. Reviving Raven Rock gives a real sense of accomplishment, and honestly, this feels like proper semi sequel to Skyrim more than Tribunal felt like a continuation of Morrowind. This is a story that emphasizes how things have changed and how you are the one to help make things right.

 

1: Shivering Isles

There was no other choice for the number one spot. Shivering Isles  is the greatest DLC expansion for an Elder Scrolls game so far. If Cyrodil felt like too much of a typical European fantasy setting, then this solved that problem by making the setting a bizarre would where madness ruled. It made Sheogorath into a fan favourite character and gave him some amazing lines. There was so much to do, and so many ways to do them. There was a sense of whimsicalness as well as a tragic undertone building up throughout the story. The ending was amazing, with Jyggalag being freed from his curse and the cycle of the Greymarch broken, and then your character ascending to godhood as the new Sheogorath. Nothing has topped this yet, and I doubt anything will. Shivering Isles could have been a standalone game and it would still have been amazing. There is a reason the fans love this one the most, and time has been very kind to it, unlike some other expansions. It is simply a masterpiece of game design.

 

 

Well I hope you enjoyed the list. Let me know what you think of it, and some suggestions you think would make good lists.

 

 

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The above was the opinion solely of the author and not necessarily the views of ROG or its staff.