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        <pubDate>2026-04-06 19:01:01</pubDate>
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                <title><![CDATA[Top 10 Gameplay Mechanics in JRPG's]]></title>
                <link>https://novogamer.com/articles/top-10-gameplay-mechanics-in-jrpgs-ZZQBwz6mab</link>
                <description><![CDATA[<p style="text-align: justify;">These days, JRPG's like Dragon Quest and Final Fantasy are a dime a dozen. They all feature similar if not the same gameplay mechanics where you and your opponents take turns dealing damage to each other until one side is declared the victor. But while this may make people think that if you've played one JRPG, then you've played them all, there were some small unique features to a particular game's mechanics that made that game stand out in its own right. So without further ado, here's my top ten gameplay mechanics in JRPG's in no particular order.</p><p style="text-align: justify;"></p><p style="text-align: center;"><b>(Please keep in mind that my opinions may or may not reflect your own, this list is entirely biased)</b></p><p><b></b></p><p><b><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: left; margin: 0px 10px 10px 0px; width: 393.621890547264px; height: 221px;"></b></p><b>The "Brave/Default" Commands in Bravely Default</b><p></p><p style="text-align: justify;"><b>Bravely Default</b> is a newer game for the Nintendo 3DS made by JRPG genre veterans Square Enix and follows in the footsteps of <b>Final Fantasy</b>by having many of that series staples like a team of four, job classes, and turn-based combat. Unlike that series though, it has two features called Default (an action similar to defend in which you give up that character's turn to store one point for future use), and Brave (an action in which you use up that character's saved Default points to attack multiple times in one round). This made battles much more strategic as you had to think of the best times to use these commands in order to win, especially in more difficult fights.</p><p style="text-align: justify;"><b></b></p><p><b><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: right; margin: 0px 0px 10px 10px;"></b></p><b>The Odometer Health Bar in EarthBound</b><p></p><p style="text-align: justify;"><b>EarthBound</b>is the second game in the <b>Mother</b> trilogy of role playing games made by Hal Laboratories and APE inc of Nintendo. Going outside of the tradition of having games of this genre set in a medieval setting, <b>EarthBound</b> breaks that trend by having the game set in a modern setting more analogous to the United States set in the mid 90's. Another feature that made this game stand out was its health bar system. Whenever a character got harmed, their health would slowly roll down like the numbers on an odometer. This caused a level of tension and urgency that was not common in turn-based JRPG's of that time and it was a nice way to change up the tired formula.</p><p style="text-align: justify;"><b></b></p><p><b><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: left; margin: 0px 10px 10px 0px; width: 245px; height: 147px;"></b></p><b>The Active Time Battle System in the Final Fantasy Series</b><p></p><p style="text-align: justify;">While this series originally started off without this feature, it eventually became a series staple when <b>Final Fantasy IV</b> came onto the scene. This battle mechanic made it so that turn-based combat was completely phased out in favor of performing your action when your turn meter is filled. Enemies could also do this and attack before your turn can begin making battles much more tense as your character could potentially die before you get a chance to finish casting a spell or using an item. I've always been more partial to normal turn-based battles, but this is a nice change of pace.</p><p style="text-align: justify;"><b></b></p><p><b><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: right; margin: 0px 0px 10px 10px; width: 322.022099447514px; height: 193px;"></b></p><b>The Type Match-Ups in the Pokemon Series</b><p></p><p style="text-align: justify;"><b>Pokemon</b> is probably the biggest cash cow that Game Freak and Creatures inc has created for Nintendo. It has literally hundreds of monsters that you can recruit and train for battle against other monsters that have been trained by the opponents you will face in the game. Now because you can literally make your own team of six of these beasts, they had to be designed with unique qualities about them. These qualities, called "Types," causes them to resist or falter against attacks of specific types that clashes with their own. Since each pokemon could have a mixture of any two types, it creates a large array of strategy that made the turn-based combat very interesting, especially since attacks got a power boost when they were used by a pokemon of the same type as the attack.</p><p style="text-align: justify;"><b></b></p><p><b><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: left; margin: 0px 10px 10px 0px; width: 248.335135135135px; height: 186px;"></b></p><b>The Grid System in Radiant Historia</b><p></p><p style="text-align: justify;">This game is a rare gem. The entirety of the game is focused around time travel and the exploration of two separate timelines created by the main character early in the game, but that's not what I'm going to be focusing on. This game had a rather unique battle system where all the enemies were placed on a 3x3 grid and could freely move around in the space that they had control of. Now because a lot of your attacks would be AOE-based instead of just attacking an enemy straight on, you could push, knock aside, or grapple enemies so they would all reside on the same square so you could attack and finish them all off at once. This made battles much more involved as it made the player think of strategies that could vanquish foes as efficiently as possible.</p><p style="text-align: justify;"><b></b></p><p><b><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: right; margin: 0px 0px 10px 10px; width: 296px; height: 222px;"></b></p><b>The Stylish Commands in Paper Mario: The Thousand Year Door</b><p></p><p style="text-align: justify;"><b>Paper Mario: The Thousand Year Door</b> hold a very special place in my heart for its fantastic story telling and surprisingly engaging battle scenes, plus it had clever ways of implementing the game's art style into the gameplay which hadn't properly been taken advantage of since then. My favorite things about the battle scenes though would probably have to be the Stylish Commands. These actions could be performed at specific times during attacks, but because a prompt doesn't show up for the right time to perform them, they are often overlooked and difficult to time correctly. Successfully pulling off a Stylish Command however excites the audience and gives you more stage appeal which charges your special meter much more quickly. I had a lot of fun with this feature.</p><p style="text-align: justify;"><b></b></p><p><b><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: left; margin: 0px 10px 10px 0px; width: 319.390476190476px; height: 262px;"></b></p><b>The Dual and Triple Techs in Chrono Trigger</b><p></p><p style="text-align: justify;"><b>Chrono Trigger</b> is masterpiece among the JRPG genre. It had a fantastic story that flowed naturally and had organic character development for its time. Even the music was perfect for setting the atmospheric tone of each area and time period in the game, but the gameplay was rather unique among JRPG's around the same time. Instead of the standard four party members on one side of the screen and the enemies on the other side, you had three party members that could stand anywhere on the field assuming there was solid ground. This was also featured in a few other JRPG's around the same time, but no other JRPG (at the time) had the Tech system that <b>Chrono Trigger</b> had. In addition to each character having their own special attacks that use up Tech Points, characters could also team up and unleash Dual and Triple Techs that would be far more useful that the sum of their parts. This made battles much more interesting and had a very unique strategy about it.</p><p style="text-align: justify;"><b></b></p><p><b><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: right; margin: 0px 0px 10px 10px;"></b></p><b>The Djinn System in the Golden Sun series</b><p></p><p style="text-align: justify;"><b>Golden Sun</b> hearkens back to the golden age of JRPG's when they were just starting to get popular. It has a simplistic combat system and a story that was compelling, but easy to understand, but the customization with the game's collectible Djinns was what made the game interesting. In each of the three games, there was a multitude of small creatures called Djinns that you could find and equip onto each of the characters in your party. Each one would boost the stats of the character that it was applied to and would also grant them access to certain spells. In addition, while in battle you can activate one (or many) of the Djinns at the cost of the bonus stat boosts they offer and it will perform an action like attacking the enemies or healing your party. This gave combat a very nice risk/reward mechanic that I wish would be implemented in more games.</p><p style="text-align: justify;"><b></b></p><p><b><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: left; margin: 0px 10px 10px 0px; width: 380.625954198473px; height: 214px;"></b></p><b>The Gather Command in Pier Solar</b><p></p><p style="text-align: justify;">Now this is an interesting title. <b>Pier Solar and the Great Architects</b> is a much newer game made in the style of JRPG's from the 90's and released physically for the Sega Genesis (Mega Drive) and Sega Dreamcast, and digitally for many modern consoles. It had the same tropes of JRPG's of that time like turn-based combat, element-based spells, and random enemy encounters, but what made this game stand out was it Gather command. This ability, that all party members could perform, caused the character that used it to gather energy for increased power or to use specific abilities, or to transfer to another party member so they can use a specific skill earlier. This strategy of saving and sharing power among teammates gave the game a much better appreciation toward the characters as a whole as they all play important parts in battle and would help each other to get the job done more efficiently.</p><p style="text-align: justify;"><b></b></p><p><b><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: right; margin: 0px 0px 10px 10px; width: 205.333333333333px; height: 308px;"></b></p><b>The Row-Based AOE Spells in Magical Starsign</b><p></p><p style="text-align: justify;">This game was an unusual one, and probably a little overlooked as this was the only game from this series that was released overseas. <b>Magical Starsign</b> was a space themed JRPG for the Nintendo DS with heavy emphasis on the use of magic spells. Tapping the character that just cast a spell at the right time increased its effectiveness, and spells act in accordance to an element wheel that is similar to Rock-Paper-Scissors. But what really made the battles interesting and fun was the mechanic that caused the spells to change their area of effect depending on whether the character that cast it was in the front or back row. Spells cast from the front row would only target one, but if it was cast from the back row, it would target all in the area. This would make changing rows a strong priority as many enemies were immune to, or could be healed from certain elements and this would cause trouble for the player if he/she didn't take immediate action.</p><p style="text-align: justify;">Well, that's my list folks, if you disagree with my choices, tell me why in the comments and what you would have chosen instead. Until then, I'll be seeing you.<br></p><p></p>\r
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                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>ZZQBwz6mab</guid>
                <pubDate>Fri, 26 Jun 2015 08:51:00 +0000</pubDate>
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                <title><![CDATA[Top 10 Most Overlooked Mechs in Video Games]]></title>
                <link>https://novogamer.com/articles/top-10-most-overlooked-mechs-in-video-games-ZbQLwavYQE</link>
                <description><![CDATA[<p style="text-align: justify;">With <strong>Metal Gear Solid V</strong> being on everyone's minds these past couple of weeks, it got me thinking about one of my favorite forms of weaponized transportation: the Mech. Since I was a kid, there has been nothing I wanted more than to own a mech of my very own, even though I've always been more partial to the ones in video games. Many of them appear so much cooler than anything that we could theoretically build, but my favorites never seem get the proper attention they deserve. So here is my top 10 list of the most overlooked mechs in gaming in no particular order.</p><p style="text-align: center;"><strong>(Please keep in mind that my opinions may or may not reflect your own, this list is entirely biased. It should also be noted that many of these entries spoil story elements from the games they are from. You have been warned.)</strong><br>\r
</p><p style="text-align: justify;"><strong><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: left; width: 214px; height: 242px; margin: 0px 10px 10px 0px;" height="242" width="214">The Ride Armor from the Mega Man X Series</strong>\r
</p><p style="text-align: justify;">Let's start with something simple first shall we? The Ride Armor is a series of small multi-purpose mechs that are are deployed to areas of interest to help the Reploids and/or Mavericks in their war against each other. While there are many different varieties that are designed for specific battle scenarios, my personal favorite from these games is Vile Mk. II's Goliath Armor from Mega Man X3. It is heavily armored, fast, and is equipped with spiked fists and a chest mounted buster cannon. It's only real flaw is that it can only be ridden by Vile, which I personally find to be a bit unfair, but I guess it's alright since X gets four of his own to ride in that game.</p><p style="text-align: justify;"><strong><span class="redactor-invisible-space"><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: right; width: 193px; height: 208px; margin: 0px 0px 10px 10px;" height="208" width="193"><span class="redactor-invisible-space"></span></span>The Platinum Robo from The Wonderful 101</strong></p><p style="text-align: justify;" rel="text-align: justify;">The greatest weapon devised by Mother Platinum in order to repel the invading alien force known as GEATHJERK; the Platinum Robo is a massive mech aligned with the CENTINELS and created to aid the Wonderful Ones. It is roughly one hundred meters high, has the combined abilities of all of the Wonderful Ones, and it can also utilize the weaponry of both the CENTINELS' Virgin Victory and the enemy Cough-Foon ships. It is also theorized that it may be the reincarnated spirit of its creator (and Luka's mother), Professor Margarita Redgrave, but that has yet to be proven.</p><p style="text-align: justify;"><strong><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: left; width: 226px; height: 193px; margin: 0px 10px 10px 0px;" height="193" width="226">The Drill Dozer from Drill Dozer</strong></p><p style="text-align: justify;">I bet you're thinking "How can this tiny thing possibly be considered a mech?" Well, it has legs, and that's one of the primary prerequisites for it to be classified as one. The Drill Dozer is a compact, one-ton mech that can drill through hard earth and stone like it's nobody's business. It can also use its drill like a screwdriver and use it to turn screws, bolts and gears to help its pilot Jill get to her intended goal, which is usually a treasure or jewel of great value. Not a bad vehicle to get the job done if you ask me.</p><p style="text-align: justify;"><strong><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: right; width: 336px; height: 180px; margin: 0px 0px 10px 10px;" height="180" width="336">The Tinker Tank from Shovel Knight</strong></p><p style="text-align: justify;">This mech in particular is probably MUCH more advanced than the technology of its time would allow, but it's freaking awesome so I'll allow it. The Tinker Tank is a massive wood and iron medieval themed mech made by the rather diminutive Tinker Knight in order to compensate for his stature and overall poor strength against Shovel Knight. It is equipped with a colossal drill lance, rocket launchers and a massive cannon that can fire both missiles and bouncing grenades. Plus if that isn't cool enough, at the end of the game it is revealed that Tinker Knight started to make little toy versions of that mech for the village kids to play with. Please make these real Yacht Club Games!</p><p style="text-align: justify;"><strong><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: left; width: 208px; height: 312px; margin: 0px 10px 10px 0px;" height="312" width="208">The Magitek Armor from Final Fantasy VI</strong></p><p style="text-align: justify;">This magic-powered piece of machinery is the primary mode of transportation of Emperor Gestahl's army, and Terra for the first area of the game. It is surprisingly durable considering that its coloring suggests that it is made out of bronze or copper, and it is equipped with many pieces of magic-based weaponry like beams of lightning, ice and fire, and more advanced tech like missile launchers and a fogger that sprays dangerous microorganisms. This excursion is short-lived though as they are can only be piloted in two small segments in the game, but I hear that they made a comeback in the new expansion for Final Fantasy XIV. That makes me a very happy camper indeed.</p><p style="text-align: justify;"><strong><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: right; width: 341px; height: 194px; margin: 0px 0px 10px 10px;" height="194" width="341">The Anthropomorphized Battle Engine from Codename S.T.E.A.M.</strong></p><p style="text-align: justify;">This is a bizarre entry for sure, but it is very cool nonetheless. The Anthropomorphized Battle Engine (AKA The A.B.E.) is a giant steam-powered combat mech built for the sole purpose of fighting off the invading alien menace known as the Shoggoth, but if that isn't weird enough, its appearance is modeled after President Abraham Lincoln and it's piloted by him as well. When engaged in combat, it has the ability to use its internal steam to propel its fists forward at rocket speed, or to power the mech's wrist-mounted Gatling gun. This is probably the most absurd entry on this list, but I can't help but smile when I play as it in the game.</p><p style="text-align: justify;"><strong><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: left; width: 218px; height: 255px; margin: 0px 10px 10px 0px;" height="255" width="218">The Glastonbury from No More Heroes 2: Desperate Struggle</strong></p><p style="text-align: justify;">Commissioned by Travis Touchdown and built by Dr. Naomi, the Glastonbury is a gigantic mech modeled after the mech from Travis's favorite anime series, Pure White Lover Bizarre Jelly. In classic anime fashion, this mech is armed with a giant energy katana (in the shape of a guitar no less), laser cannons, and a devastating attack called "Anarchy in the Galaxy" which completely vaporizes everything in the surrounding area. However, Travis doesn't get to use it for very long as it confiscated shortly after the battle ends because it is described as a "public nuisance." Imagine how much money was lost on the construction of that thing only for it to be impounded ten minutes after its first test run.</p><p style="text-align: justify;"><strong><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: right; width: 365px; height: 221px; margin: 0px 0px 10px 10px;" height="221" width="365"><span class="redactor-invisible-space"></span>The Umbran Armor from Bayonetta 2</strong></p><p style="text-align: justify;" rel="text-align: justify;">Built over five-hundred years ago by the Umbran Witches to help them in the great war against the Lumen Sages; the Umbran Armor is a large and powerful magic-fueled suit of armor that greatly improves the abilities of its pilot. While it is similar in design to Final Fantasy VI's Magitek Armor, its abilities are vastly different. Instead of magic-based attacks and abilities, the Umbran Armor's weapons are much more technology-based with machine gun mounted arms, shotgun mounted legs, and a powerful jet propulsion system allowing it to skate along the ground or even take flight. Even though the chapter you play it on is short lived, you can get a trinket afterwards to allow you to use it as a modification to Bayonetta's Umbran Climax ability. This is very cool and helpful power-up to be had.</p><p style="text-align: justify;"><strong><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: left; width: 332px; height: 200px; margin: 0px 10px 10px 0px;" height="200" width="332">The Great Sacred Treasure from Kid Icarus: Uprising</strong></p><p style="text-align: justify;">Built by Dyntos, the great God of the Forge, and given to Pit after he completes his "three" trials to see if he is worthy enough to us it, the Great Sacred Treasure is a fantastically powerful mech made from the most durable and magical metal known to man: Orichalcum. This mech is capable of changing into several different forms to better fit the situation at hand and is equipped with a gatling turret, arrows of light, ring lasers, an energy sword, and a massive divine cannon that can devastate even the vindictive god Hades. It doesn't last very long though as it is only used in the final chapter and is slowly destroyed by Hades as you fight him. It's too bad though, Pit had so much fun using it before the fight.</p><p style="text-align: justify;"><strong><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: right; width: 422px; height: 225px; margin: 0px 0px 10px 10px;" height="225" width="422">The Mechonis from Xenoblade Chronicles</strong></p><p style="text-align: justify;">This is by far the most massive of any mech I have ever seen. One would initially assume that the Mechonis, the colossal titan that killed (and was killed by) the Bionis would just be a simple relic of times long past, but about half way through the game you find your way from the Bionis to the behemoth corpse on the other side only to find an entire country within its body and a control deck inside its head. It started to move again after Egil in the Yaldabaoth took control of it in the absence of its goddess Meyneth and nearly destroyed all life on Bionis in the process. He would have succeeded too if Shulk and his friends hadn't intervened.</p><p style="text-align: justify;">Well, that's my list folks, if you disagree with my choices, tell me why in the comments and what you would have chosen instead. Until then, I'll be seeing you.<span class="redactor-invisible-space"><br></span></p>]]></description>
                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>ZbQLwavYQE</guid>
                <pubDate>Thu, 03 Sep 2015 08:58:00 +0000</pubDate>
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                <title><![CDATA[10 Things Nintendo Can do to Step Up Their Game]]></title>
                <link>https://novogamer.com/articles/10-things-nintendo-can-do-to-step-up-their-game-Z8QnwLV2xL</link>
                <description><![CDATA[<p style="text-align: justify;">I know I've repeated this many times in the past, but I am a huge fan of Nintendo and extremely loyal to their brand. I always buy Nintendo products first before I even think about getting anything from their competitors. I am also fully aware that Nintendo has lost much of their core audience for one reason or another, and most of this was unfortunately because of some poor planning and lackluster advertisement on their part. If Nintendo is to get back into the swing of things, I propose the following ten things they could do to supposedly step up their game and get their lost audience back.</p><p style="text-align: justify;"><strong>#1: Add Optional Premium and/or Paid Accounts</strong><br></p><p style="text-align: justify;">Microsoft's <strong>XBox One</strong> and Sony's <strong>PlayStation 4</strong> both have one thing in common that seem to keep drawing in more consumers, and that is XBox Live's Silver and Gold Memberships and PlayStation Network's PlayStation Plus and PlayStation Now accounts. They are paid subscription accounts that have special features available only to those that have them. This usually includes improved internet stability and security, cloud service, special discounts for certain games, and early access for some games still in BETA, and with PlayStation Now, streaming games from earlier systems at no extra charge. If Nintendo did something similar with their Nintendo Network, they could add something like a "Nintendo Network Premium Account" that have features similar to this.</p><p style="text-align: justify;"><strong>#2: Unlock the Region Lock</strong><br></p><p style="text-align: justify;"><span class="redactor-invisible-space"><img src="https://novogamer.com/images/archive-broken-image.png" alt="" height="331" width="350" style="line-height: 1.6em; float: right; width: 350px; height: 331px; margin: 0px 0px 10px 10px;">There are many gamers (like myself) that like to import games from other countries. This could be because some games aren't available in the country where you live, or certain games are heavily censored when they were localized for your country of residence. This however can be an inconvenient problem if the console isn't region free. Ever since Nintendo had started making games, they have always tried to implement a form of region locking on all of their home consoles, and now it has spread to their portable systems starting with the <strong>3DS</strong>. This makes it expensive if you want to import games because it now requires you to buy a system that matches the region the game is in as well. Now, we have seen hackers exploit the <strong>3DS</strong> to make it region free before, so I propose that Nintendo can do either one of two options with this one. Either A: Make their next set of systems region free from the start; or B: Offer a paid digital "Passport" on the eShops that unlocks the system for use with imported games. If Microsoft can do it with an update to their <strong>XBox One</strong>, Nintendo should have no excuse to not do it to the <strong>Wii U</strong>, <strong>3DS</strong> or the yet to be released <strong>NX</strong>.</span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><strong>#3: Match their Competitors' Specs</strong><br></span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><span class="redactor-invisible-space">While Nintendo has been absolutely fantastic when it comes to gameplay, they have been shown to sometimes be "behind the times" with their system's tech. This has spawned some issues that could be the cause to why so many games haven't been ported to their systems. It's probably also the reason why so many of Nintendo's old 3rd Party stand-by games went to PlayStation when Nintendo showed that they would continue to use cartridges. If Nintendo is to step up their game and give players a reason to pick them over their competitors, they need to either match, or surpass the graphical and computing power of their rivals if they are to get more games ported to their systems. This can be a challenge however as Nintendo usually goes lower to save on money and to make their systems for affordable, but I'm sure that if they tried, then they can pull it off.</span></span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><strong>#4: Make More amiibo Compatible Games</strong><br></span></span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><img src="https://novogamer.com/images/archive-broken-image.png" alt="" height="225" width="398" style="line-height: 1.6em; float: left; width: 398px; height: 225px; margin: 0px 10px 10px 0px;">Thanks to <strong>Skylanders</strong> and <strong>Disney Infinity</strong>, <strong>amiibo</strong> has grown to be quite the phenomenon with collectors, and for good reason. They are really well designed, sturdy, fairly priced, and can do a variety of things in games that support their use, that is if you can find a game that uses them well. So far <strong>Splatoon</strong>, <strong>Super Smash Bros 4</strong> and <strong>Chibi-Robo: Zip Lash</strong> are the only games I've seen that use the <strong>amiibo</strong> well enough to warrant a purchase of one, assuming you aren't a collector. As such, Nintendo needs to make more games in which amiibo have more compelling uses and more free titles that can <em>only</em> be played with amiibo. <strong>Animal Crossing: amiibo Festival</strong> is a good start, but it isn't good enough. We need a <strong>Skylanders</strong> styled game that use these things, or some kind of digital trophy case app that gives a little bit of flavor text and a small mini game specifically for that amiibo when it is scanned.</span></span></span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><strong>#5: Make a New Loyalty Program</strong><br></span></span></span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space">When it was still active, Club Nintendo was great. I ended up getting a lot of really cool stuff from there and it is partially the reason why I started pre-ordering my games instead of getting them a few weeks after they came out (registering games early netted you more spendable points). This was an ingenious way to get people to buy their games early, and it was also a great way to get exclusive rewards that you wouldn't be able to buy normally like a special Mario cap or a re-issued <strong>Ball</strong> Game & Watch. However, it kinda fell to the wayside when the rewards started to become a little...lackluster, and as such the program was canned. I thought the idea of cool exclusive rewards should be brought back in some way with a new loyalty program, but since physical rewards are expensive to produce (and probably the reason why Club Nintendo stopped offering them), I propose a digital program that can offer exclusive digital themes, games, and gift cards to loyal buyers.</span></span></span></span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><strong>#6 More Physical Pre-Order Bonuses</strong><br></span></span></span></span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><img src="https://novogamer.com/images/archive-broken-image.png" alt="" height="317" width="399" style="line-height: 1.6em; float: right; width: 399px; height: 317px; margin: 0px 0px 10px 10px;">If there is one thing I know about pre-ordering games, it is special bonuses make sells happen. Every time I've tried to pre-order a game in the <strong>Zero Escape</strong> series so I can get the special bonus watch that came with it, I was always too late and never managed to get one. Nintendo needs to do this more, especially in North America because I keep hearing that UK stores like GAME offer a ton of physical pre-order bonuses for the games that they sell while we only really get digital ones like exclusive DLC or a digital soundtrack or art book. I feel that this is incredibly unfair to American, Canadian, and Latin American consumers as they are missing out on some really cool stuff and it would get Nintendo the sales that they desperately need to survive in the gaming market.</span></span></span></span></span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><strong>#7: STOP WITH THE YOUTUBE COPYRIGHT CLAIMS!</strong><br></span></span></span></span></span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space">Even though Nintendo has been pretty good on what they've put on their YouTube channel (specifically with their Nintendo Directs), this has caused nothing but trouble with Let's Players, Reviewers, and News channels on that site. Nintendo, for some reason, has been issuing copyright claims left and right for videos containing gameplay of games they've created and/or produced even though most of those videos technically count as free advertisement. From my experience, gameplay footage =/= playing the game first hand. I have actually ended up buying MORE games because of some Let's Plays I've seen on YouTube. Come on Nintendo, even though you are well within your legal rights, please just let your fans make their videos in peace. And while you're at it, you should  drop the whole <strong>Nintendo Creators Program</strong> as well. That just spells nothing but trouble.</span></span></span></span></span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><strong><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="line-height: 1.6em; display: block; margin: auto;">#8: Make ALL Virtual Console Games Cross-Buy</strong></span></span></span></span></span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space">If you happen to own two or more game systems by the same company, you should expect to be able to buy the game once on your account and be able to use it across all platforms, right? Sony does this with their PS1 classics and Xbox with their XBox Live Arcade titles and they have had few complaints among their consumers, but Nintendo doesn't seem to grasp this very well. Nintendo has hundreds of games that would benefit greatly from being playable on all systems, but the thought of buying the same game <em>again</em> just to play it on another system is very deterring, especially when some of the games are exclusive to a certain platform. Make them work with all systems, including the N64 games, and I'm sure that would make a lot of consumers happy.</span></span></span></span></span></span></span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><strong>#9: More Cross Compatible and Cross Platform Games</strong><br></span></span></span></span></span></span></span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space">I don't really know how to word what it is called exactly, but what I'm referring to are entirely different games that have the ability to unlock features in each other, and games that allow for multiplayer across different platforms. I remember when <strong>Metroid Prime</strong> had the ability to have special unlockables when it connected to the Game Boy Advance game <strong>Metroid Fusion</strong>. It gave a reason to buy and play through both games and it gave them reason to be replayed. <strong>The Legend of Zelda: The Wind Waker</strong> and <strong>Animal Crossing</strong> both did something similar where if you connected a Game Boy Advance (without a game) to the console, it could download special extras to the handheld that added to the experience. Now for cross platform multiplayer games, I have only really seen two games that offer this on the <strong>Wii U </strong>and one of them has kind of an odd way of doing it. Let's just hope Nintendo gets better at this in the future.</span></span></span></span></span></span></span></span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><strong><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="line-height: 1.6em; display: block; margin: auto;">#10: Universal Accounts</strong><span class="redactor-invisible-space"><br></span></span></span></span></span></span></span></span></span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space">Now I'm sure this has irritated a lot of fans, but the <strong>Wii U</strong> and <strong>3DS</strong> have a rather annoying form of linked accounts: Only one <strong>Wii U</strong> and one <strong>3DS</strong> can be linked to a single Nintendo Network account at a time and you'll have to transfer all of the content on the system if you want to upgrade. Microsoft and Sony have a universal account system that works for all of their platforms and it allows them to re-download any and all compatible games and software onto a newer system at no additional cost. This is an excellent way to keep consumers and fans as long as possible and it helps buyers to save as much as possible while still enjoying their hobby.</span></span></span></span></span></span></span></span></span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space">If Nintendo does these things, I'm sure it can bring them back into relevance with their old consumers. If not, well at least they would be on equal footing with their competitors. But until then, I'll be seeing you.</span></span></span></span></span></span></span></span></span></p>]]></description>
                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>Z8QnwLV2xL</guid>
                <pubDate>Fri, 16 Oct 2015 06:38:00 +0000</pubDate>
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                <title><![CDATA[10 Things that Nintendo can do to Improve amiibo]]></title>
                <link>https://novogamer.com/articles/10-things-that-nintendo-can-do-to-improve-amiibo-ZKQdwMbyvE</link>
                <description><![CDATA[<p style="text-align: justify;"><strong></strong>If there is one thing that I probably spend the most money on, it's amiibo. The thing is though, outside of doing a few special things in a small handful of compatible games, they don't really do much else. They also aren't exactly well utilized for what they're purposefully designed for. Now don't get me wrong, while I greatly admire my amiibo and enjoy using them in the games I have, but sometimes I wonder if Nintendo is implementing them to their fullest potential. While they have the ability to store data on them like a memory card, most of the time they only seem to be used as a key to unlock content locked away in the game. Now I know that a handful of people don't usually have the money to spend on such luxuries, so as such I thought of ten things Nintendo could do with them that might make them better, and maybe even warrant a purchase from the non-collectors who feel cheated out of certain features in their games.</p><p style="text-align: justify;"><strong>#1: More/Better Free-to-Start amiibo-Powered games</strong><br></p><p><img src="https://novogamer.com/images/archive-broken-image.png" style="width: 312px; height: 246px; float: right; margin: 0px 0px 10px 10px;" alt="" height="246" width="312"></p><p style="text-align: justify;">Nintendo has already done something like this once in the past with <strong>amiibo Tap</strong> on the Wii U (which I also reviewed), but I feel that it while it works on paper, the overall execution in <strong>amiibo Tap</strong> is somewhat flawed. In order to fully optimize the functionality of the amiibos, actual games that require amiibo to play need to be made, and I'm not talking like <strong>Animal Crossing: amiibo Festival</strong> or the amiibo Party game mode in <strong>Mario Party 10</strong>. I think games like <strong>Skylanders</strong> and <strong>League of Legends</strong> could provide inspiration for future free-to-start amiibo-powered games that would actually be worth taking a gander at.</p><p style="text-align: justify;"><strong>#2: Cross Series/Cross Franchise Data Transfer</strong><br></p><p style="text-align: justify;"><span class="redactor-invisible-space">With the announcement that the Wolf Link amiibo that will come packaged with <strong>The Legend of Zelda: Twilight Princess HD</strong> can use its saved data to do something special with the currently untitled Wii U Zelda game, it got me thinking, "Why Nintendo hasn't done anything like this sooner?" By saving data from one game onto an amiibo and using that data to directly influence another game in the same series or even an entirely separate franchise, it could open up many more customization ideas during gameplay. Imagine if you will a special area in one game that cannot be entered unless you do something in another and save that information onto a compatible amiibo, then you take that saved info and present it in the first game to open up the path. A remake of <strong>The Legend of Zelda: Oracle of Ages/Seasons</strong> could benefit greatly from this as the bonus missions unlocked from linked play were a real pain in the butt due to its inane password system. Amiibo data transference could solve this problem and that data could be used again in a future game to unlock a bonus later down the line. You know, as an example.</span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><strong>#3: Optional Gameplay Modifiers</strong><br></span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><img src="https://novogamer.com/images/archive-broken-image.png" style="line-height: 1.6em; float: left; width: 374px; height: 209px; margin: 0px 10px 10px 0px;" alt="" height="209" width="374">I think I speak for everyone when I say that sometimes a little help in certain games is welcome, so when a game suddenly gets too difficult for you to complete it under your own power, where does that leave you? Frustrated, tired, and irritable, with a slowly growing level of seething rage. This is why many games used to have cheat codes in the late 80's and early 90's, but since that trend seems to have all but completely vanished, I propose that amiibo step up to take its place. <strong>Kirby & The Rainbow Curse</strong> on the Wii U already does something like this with the Kirby, King DeDeDe, and Meta Knight amiibo from the <strong>Super Smash Bros</strong> set. Scanning one of these amiibo into the game gives you a little boost to help you through a particularly difficult stage, but only once per day. Drop the once per day limit and this could be a very nice alternative to the all but forgotten cheat codes of yore.</span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><strong>#4: More/Better Bonus Content</strong><br></span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space">Everyone loves bonuses in games. It gives you reason to keep playing or to come back to a game after its been finished. So why not make it so that even better bonuses could be unlocked through amiibo? <strong>Splatoon</strong> has something like this already, but I am talking about something a bit more extravagant. I think some future games should have special versions of NES games that can only be unlocked through scanning an amiibo. <strong>Super Mario 3D World</strong> kinda already did this once as well where if you have save data of <strong>New Super Luigi U</strong> saved onto the system's hard drive, you would unlock a special version of <strong>Mario Bros</strong> that has Luigi as both player 1 and 2. Nintendo definitely needs to do more of this.</span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><strong>#5: Card "Sets"</strong><br></span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space">Amiibo figures are a bit pricey; there's no doubting that. But with the recent introduction of the <strong>Animal Crossing</strong> amiibo cards, it got me thinking why Nintendo hasn't offered whole card sets as an alternative to the figures yet? The <strong>Animal Crossing</strong> cards may be sold in booster packs, but I figure that whole decks that would encompass the entire series would make it much more affordable for non-collectors. Here's an example: if they sold them at the same price as the <strong>Animal Crossing</strong> cards, you could theoretically get all 58 amiibo for <strong>Super Smash Bros</strong> for less than $60. The only real downside to this is that the cards are much more fragile compared to the figures, and aren't nearly as stunning as them either.</span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><strong>#6: More/Better Figure Bundles</strong><br></span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><img src="https://novogamer.com/images/archive-broken-image.png" style="line-height: 1.6em; float: right; width: 353px; height: 223px; margin: 0px 0px 10px 10px;" alt="" height="223" width="353">This one is pretty self explanatory. While Nintendo already does this, they need to do it more. Bundle packs of figures sold at a discounted price make it more worth the buyer's time to go out of their way to purchase a few, especially if it is some that they genuinely want. As an example, I think a double pack of Lucas and Ness from the <strong>EarthBound</strong> series with a $20 price tag would be a fair deal and a triple pack of Kirby, King DeDeDe, and Meta Knight for around $30 would also be pretty fair. Make it happen, Nintendo!</span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><strong>#7: Card "Games"</strong></span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space">Amiibo cards are definitely a good idea by itself, but like the figures they don't really have much use outside of the games besides looking pretty. So I propose that "non video game" games be made that can take advantage of the cards. The <strong>Animal Crossing</strong> amiibo card series already has a good start to this already by having dice numbers and Rock-Paper-Scissors symbols on the cards themselves, but it seems they can only be used in the mini games in <strong>Animal Crossing: amiibo Festival</strong>. We just need board games and/or rules that can use them properly outside of the video games they're compatible with, and maybe even a board game bundle that comes with a bunch of cards as well. And while we're at it, <strong>Pokemon TCG</strong> amiibo cards would also be pretty cool.</span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><strong>#8: Multiple Profiles</strong><br></span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><img src="https://novogamer.com/images/archive-broken-image.png" style="line-height: 1.6em; float: left; width: 371px; height: 209px; margin: 0px 10px 10px 0px;" alt="" height="209" width="371">As useful as the data save feature on amiibo is, it can only save data from one game. That means if you want to use that amiibo with a different game, you would either need to buy a new amiibo of the same character, or delete the existing data on your current one. This has made things a little frustrating for some people, namely me. The thing is, Activision has already solved this problem with their exclusive Donkey Kong and Bowser Skylanders by having them have a twistable switch on their base. This allows them to be used as both Skylanders and amiibo with both settings having their own unique save data. So why hasn't Nintendo taken notice of this and implemented it in newer amiibo so they could store data from multiple games? If they did this some time in the near future, I'm sure it would probably make a lot of amiibo fans like myself very happy.</span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><strong>#9: More Third Party Characters</strong><br></span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space">I'm sure that a lot of you agree that the current selection of amiibo is pretty good right now, but at the moment only seven third-party characters have been confirmed so far. When you consider that that is 7 out of roughly 100 different figures (at the time of writing this), it makes for a rather non-inclusive experience for fans of other series. This is why I think there should be amiibo of other characters for games that will eventually be released on a Nintendo system. I'm sure a lot of fans would love to have a Rayman, Shantae, or Commander Video amiibo. I know I would.</span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><strong>#10: Better "Special Edition" Figures</strong><br></span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><img src="https://novogamer.com/images/archive-broken-image.png" style="line-height: 1.6em; width: 312px; height: 195px; float: right; margin: 0px 0px 10px 10px;" alt="" height="195" width="312">Special edition amiibo are an odd case. Usually they are just the same characters in the same poses as the previously produced models, but with a different paint job (usually in a shiny variant). It wasn't until recently when a friend of mine put this thought in my head: Why can't they be more like action figures? And honestly, he's right. Poseable figures with interchangeable or luminescent parts, would make for fantastic special edition amiibo. It would give the figure a much bigger reason to use it outside of the game(s) it is made for. Most of the <strong>Skylanders Superchargers</strong> vehicles have wheels or propellers that can spin in place, and some of their earlier special edition figures would glow when placed on the Portal of Power. It's confusing that Nintendo hasn't implemented these features in there own product; I would assume it is to keep production costs down, but is that really a reason to not do it in its entirety? Nintendo occasionally likes to call themselves a toy company after all. As such, they need start making <em>actual</em> toys then.</span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space">Well, those are my thoughts on the matter. At the moment, amiibo only really appeal to hardcore Nintendo fans and avid collectors. They are having a bit of trouble finding the right mix of demographics, but if Nintendo were to see these ideas, I'm sure they would take a few of them seriously (I'm a bit partial to numbers 2, 3, and 7 myself). If you have any suggestions of your own, please let me know in the comment section, but until then, I'll be seeing you.</span></p>]]></description>
                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>ZKQdwMbyvE</guid>
                <pubDate>Thu, 11 Feb 2016 09:32:00 +0000</pubDate>
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                <title><![CDATA[10 Reasons Why DRM Is Revolutionizing The Gaming Industry]]></title>
                <link>https://novogamer.com/articles/10-reasons-why-drm-is-revolutionizing-the-gaming-industry-5QN115XElnj</link>
                <description><![CDATA[<p style="text-align: justify;">In the midst of poor journalistic integrity, lazy game optimization, rising video game costs, and pirating digital media still on the rise, there is a savior of the gaming industry doing a job no one ever asked for, or realized we needed. Its name is: DRM.</p>    <p style="text-align: justify;">DRM, or Digital Rights Management,<span class="apple-converted-space"> is a <i>“systematic approach to copyright protection for digital media“</i> and a way to “<i>prevent unauthorized redistribution of digital media and restrict the ways consumers can copy content they've purchased“</i>. </span></p>  <p style="text-align: justify;"><span class="apple-converted-space">So basically, due to all the nasty, poor, disgusting people who illegally pirate games and other digital media, a new system had to be created to protect the copyright holders’ content. </span></p>  <p style="text-align: justify;"><span class="apple-converted-space">Now, I know you’re thinking, “But DRM sucks, especially always online DRM. I’m sometimes unable to play games because of it“. Or “Passive DRM programs like Steam, Origin and uPlay (which all double as digital store fronts) ruin games, and end up being another program running in the background“. But I’m here today to prove to you why DRM is great and how it will revolutionize the gaming industry.</span></p><h2>1. It makes sure game developers get paid for their work</h2>  <p style="text-align: justify;">Now I don’t know about you, but we live in a capitalist society, where if you make something worthwhile you should get paid for your time and effort. </p>  <p style="text-align: justify;">Pirates, on the other hand, want to unrestrainedly eradicate our capitalist society and believe we should be living in a socialist society where everything should be free, and you know what the next step from socialism is? COMMUNISM. And in a Communistic society, Developers wouldn’t be able to receive a fair pay for a fair day’s work.</p>    <h2>2. It makes you feel safe</h2>  <p style="text-align: justify;">When you buy a game you should feel safe that no one will be able to steal your game key. DRM makes sure that once your key has been activated, it will stay linked to your account and that it won’t be stolen by criminals.</p>    <h2>3.  C’mon, it’s 2016</h2>  <p style="text-align: justify;">Why would you want to torrent or illegally download a game in 2016? What? Are you a criminal? (As well as sexist?)</p>    <h2>4. Pro tip, you can’t anymore</h2>  <p style="text-align: justify;">Due to the huge rise of pirating in the gaming industry, a software firm had enough and reached into their code and made <i>Denuvo. Denuvo</i> is literally the greatest thing ever to happen in the gaming industry since pong. It BTFO’s pirates and protects games from being illegally distributed. </p>    <h2>5. Quit being poor!</h2>  <p style="text-align: justify;">Yes I know, “this isn’t why DRM is great, you’re just reinforcing a sad truth I’m trying to forget about“. But it needs to be said, it’s simple. If people weren’t poor, DRM wouldn’t be a thing! </p>  <p style="text-align: justify;">Remember what I said earlier, that due to poor people pirating digital media like video games, DRM had to be created to protect digital media. Wellif you weren’t so poor, we wouldn’t be having this conversation, now would we? So quit being so lazy! Get off your lazy arse and go find a job! Go to college if you have to! Just do something! You’re hurting the gaming industry!</p>    <h2>6. Valve's Gabe Newell has died for your sins!</h2>  <p style="text-align: justify;">As it reads in John 14:6, “I am the way, the truth, and the life, No one gets good deals and amazing service except through me“. Gabe Newell died for the sin of illegally downloading games and yet we continue! Was his death for nothing!? We all demand better in the gaming industry, but maybe it’s not DRM that should be blamed but us!</p>    <h2>7. I shouldn’t be the one who has to educate you</h2>  <p style="text-align: justify;">Seriously you lazy bastards, why do I have to teach you this? You should just know that pirating is bad and you shouldn’t illegally download digital content! What? Do you hate <i>F R E E D O M ?</i></p>    <h2>8. C’mon! It’s 2016!!!</h2>  <p style="text-align: justify;">I can’t believe I need to say this again, but I will! Why pirate games when you can just spend your money and buy them! You do realise illegally downloading games is against the law right? You could even go to jail!</p>    <h2>9. DRM is paving the way for the future</h2>  <p style="text-align: justify;">I’ve already mentioned that DRM programs like <i>Denuvo</i> is already Rekin’ pirates and because of it, it is paving the way for a pirate free gaming industry. Developers will one day be able to put out games whenever they think the game is complete, and at whatever price they believe is reasonable. </p>    <h2>10. Listen and Believe</h2>  <p style="text-align: justify;">What I have written in this article is THE TRUTH. DRM is great and will revolutionise the gaming industry and digital media. If you follow the reasons listed above, game developers will be paid in full for their honest work and not feel like they need to worry about job security. </p>  <p style="text-align: justify;">And one day, we might live in a world free of pirates trying to turn our great capitalist society into a communist one.<br><br><br></p><p style="text-align: justify;">Thank you for reading my informative and objective article on DRM. If you wish to join me in my fight to DE_Stroy DRM, then follow me on twitter “<a target="_blank" href="https://twitter.com/mred_what">@MrED_What</a>“. And why not read some of our other articles on our profile.</p><p><br></p><p>Sources: <a href="http://searchcio.techtarget.com/definition/digital-rights-management">http://searchcio.techtarget.com/definition/digital...</a></p><p><br></p><p>Please note, this is satire</p><p><span style="color: #7f7f7f;">This is what ED does when he doesn't have access to his computer...<br>We have a <a target="_blank" href="https://www.youtube.com/subscription_center?add_user=pantsgamin">YouTube channel, you should Subscribe.</a></span></p>]]></description>
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                <author><![CDATA[Archive]]></author>
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                <pubDate>Thu, 24 Mar 2016 05:50:00 +0000</pubDate>
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