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	<title>Critical Gamer &#187; Frontier Developments</title>
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		<title>David Braben: &#8220;Casual gamers are smart&#8221;</title>
		<link>http://www.criticalgamer.co.uk/2010/03/08/david-braben-casual-gamers-are-smart/</link>
		<comments>http://www.criticalgamer.co.uk/2010/03/08/david-braben-casual-gamers-are-smart/#comments</comments>
		<pubDate>Mon, 08 Mar 2010 11:07:17 +0000</pubDate>
		<dc:creator>Luke K</dc:creator>
				<category><![CDATA[Critical News]]></category>
		<category><![CDATA[casual gamers]]></category>
		<category><![CDATA[David Braben]]></category>
		<category><![CDATA[Frontier Developments]]></category>

		<guid isPermaLink="false">http://www.criticalgamer.co.uk/?p=7568</guid>
		<description><![CDATA[What does the phrase 'casual gamer' mean to you? Are you indifferent to it? Do you consider yourself to be one? Or perhaps the mere mention of this creature fills you with rage as it conjures up an image of a talentless, dumb nobody who has no place in 'your' hobby? If the latter applies to you, you're at odds with industry legend David Braben:]]></description>
			<content:encoded><![CDATA[<!-- Start Shareaholic LikeButtonSetTop Automatic --><!-- End Shareaholic LikeButtonSetTop Automatic --><div class="wp-caption aligncenter" style="width: 436px"><img title="casual sexes" src="http://i630.photobucket.com/albums/uu24/Luke_K/News/1206-Wii-2.jpg" alt="" width="426" height="318" /><p class="wp-caption-text">Give &#39;em a few weeks, and they&#39;ll all be fourth prestige pwning your a$$ on Modern Warfare 2.</p></div>
<p><span style="font-size: medium;">What does the phrase &#8216;casual gamer&#8217; mean to you? Are you indifferent to it? Do you consider yourself to be one? Or perhaps the mere mention of this creature fills you with rage as it conjures up an image of a talentless, dumb nobody who has no place in &#8216;your&#8217; hobby? If the latter applies to you, you&#8217;re at odds with industry legend David Braben:</span></p>
<p><span style="font-size: medium;">&#8220;</span><span style="font-size: medium;">Many of these so called casual gamers are smart; they simply are not part of all the knowledge that has been built up over the years by hardened gamers like us. [...] To a casual gamer, an FPS’s controls are still complex – it is simply they haven’t yet been drawn in by them.”</span></p>
<p><span style="font-size: medium;">That&#8217;s what skill in any game or genre comes down to: experience. So the next time you whinge about casual gamers or &#8216;noobs&#8217;, remember that you weren&#8217;t born with knowledge and experience of your favourite games. David Braben (with whom we have an exclusive interview today, by the way) does. </span></p>
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		<title>David Braben talks to Critical Gamer</title>
		<link>http://www.criticalgamer.co.uk/2010/03/08/david-braben-talks-to-critical-gamer/</link>
		<comments>http://www.criticalgamer.co.uk/2010/03/08/david-braben-talks-to-critical-gamer/#comments</comments>
		<pubDate>Mon, 08 Mar 2010 11:06:30 +0000</pubDate>
		<dc:creator>Patrick G</dc:creator>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Wii]]></category>
		<category><![CDATA[WiiWare]]></category>
		<category><![CDATA[David Braben]]></category>
		<category><![CDATA[Elite]]></category>
		<category><![CDATA[Frontier Developments]]></category>
		<category><![CDATA[LostWinds]]></category>

		<guid isPermaLink="false">http://www.criticalgamer.co.uk/?p=7537</guid>
		<description><![CDATA[CG:  If we introduce this interview by saying 'David Braben begged us to interview him for weeks, and we finally caved in', will you kill us?

David Braben: Yes! ;-)]]></description>
			<content:encoded><![CDATA[<!-- Start Shareaholic LikeButtonSetTop Automatic --><!-- End Shareaholic LikeButtonSetTop Automatic --><div class="wp-caption aligncenter" style="width: 436px"><a href="http://s280.photobucket.com/albums/kk167/scruffy_bear/?action=view&amp;current=DavidBraben.jpg" target="_blank"><img style="border: 0pt none;" src="http://i280.photobucket.com/albums/kk167/scruffy_bear/DavidBraben.jpg" border="0" alt="Photobucket" width="426" height="568" /></a><p class="wp-caption-text">The one and only David Braben.</p></div>
<p><span style="font-size: large;"><strong>Yes indeed, the might David Braben talks to your favourite  gaming blog (no, us, you cheeky git). While we were waiting for the answers, his PR lady told us he was &#8216;travelling&#8217;; which we took to mean he was exploring deep space, trading and killing as he pleased.</strong></span></p>
<p style="text-align: left;"><span style="font-size: medium;"><strong>CG:</strong> <span style="color: #ff0000;"><em>When you created your first starfield, did that ignite your imagination for the beginnings of Elite? </em></span></span></p>
<p><span style="font-size: medium;"><strong>David Braben:</strong> Partly – but in some senses it was the other way around. I was excited about doing a game set in space, as there is no ground to draw, and the starfield was effectively the alternative – to give a sense of movement and speed. As I’ve said elsewhere, my first starfield was a huge disappointment – written in BASIC, it took an appallingly long time to draw and then undraw the stars, so it was the trigger to learning machine code. </span></p>
<p><span style="font-size: medium;"><strong>CG:</strong> <span style="color: #ff0000;"><em>When you and Bell took Elite to your first publisher, what kind of response did you expect&#8230; and what did you get? </em></span></span></p>
<p><span style="font-size: medium;"><strong>David Braben:</strong> Before I met Ian, I had had a discussion with Thorn EMI, who offered me a job when I showed them the 3D code I had written, running – but it would have meant not going to university, and I already had a place at Cambridge at that time, so in a sense when we later took “Elite” to them, it was a second visit – they had even seen ‘Ship 1, 2 and 3’ – which later became the ‘Cobra MkIII’, the ‘Python’, and the ‘Sidewinder’. </span></p>
<p><span style="font-size: medium;">The response was very strange. About half a dozen people saw it, and clearly some were very impressed, others were marketing people… In summary, they said that what we had was amazing, but an amazing demo of tech, and that no one would want to buy it as a game. We’d need to get rid of the saved positions, bring in a score, make it so you could ‘beat the game’ in around ten minutes, and we should have multiple lives. They were worried that it would take hours to make any progress, and of course they were right! </span></p>
<p><span style="font-size: medium;"><strong>CG: </strong><span style="color: #ff0000;"><em>It&#8217;s known that after Elite sold 100,000 copies, the story was covered by the news. How did you feel when you saw this? </em></span></span></p>
<p><span style="font-size: medium;"><strong>David Braben: </strong>We were approached by John Taplin, the Editor of Channel 4 News, when most of the people in his newsroom were playing “Elite” (It is an interesting thing that they were using a network of BBC Micros in order to write their news pieces – how times change!). Both Ian and I were interviewed by them, as was Peter Warlock the editor of “PCN” – a news magazine about games. So when we saw the piece on TV, alongside interviews with Arthur Scargill, coverage of the miner’s strike, and a strike at British Leyland, it wasn’t a surprise, but I got a real ‘buzz’ from it. I was even stopped in the street and in college about it. </span></p>
<p><a href="http://s280.photobucket.com/albums/kk167/scruffy_bear/?action=view&amp;current=Elite_logo.jpg" target="_blank"><img class="aligncenter" src="http://i280.photobucket.com/albums/kk167/scruffy_bear/Elite_logo.jpg" border="0" alt="Photobucket" /></a><span style="font-size: medium;"><strong>CG: </strong><span style="color: #ff0000;"><em>Although Frontier (Elite2) took around five years to make, if you had been given more time to work on it, would you have spent longer on it? </em></span></span></p>
<p><span style="font-size: medium;"><strong>David Braben:</strong> I would have liked more testing, but to be honest I would have gone mad, I think (or is that even more mad), as five years is a long time to work on something! </span></p>
<p><span style="font-size: medium;"><strong>CG: </strong><span style="color: #ff0000;"><em>You&#8217;re one of only a handful of figures in the industry recognised by fans worldwide. How does that make you feel? Why do you think so few individuals stand out in this way in the world of videogames? </em></span></span></p>
<p><span style="font-size: medium;"><strong>David Braben:</strong> It is great, but it is also a sign of the at times corporate nature of our industry. These days, games are made by large teams, so perhaps that is an inevitable consequence, but I expect we will see more figures coming to the fore as games become more of a creative medium, like cinema, than a technological tour de force, as is currently often the case.</span></p>
<p><span style="font-size: medium;"><strong>CG:</strong><em><strong> </strong></em><span style="color: #ff0000;"><em>What influenced the original Elite? Did you have any idea that it might still have such a huge fanbase twenty five years later?</em></span></span></p>
<p><span style="font-size: medium;"><strong>David Braben:</strong> George Lucas’s first Star Wars film was probably the biggest influence on me, as were the numerous science fiction books that I read. I didn’t really think as far forward as 25 years, but I did hope that it would have a big fanbase. </span></p>
<p><span style="font-size: medium;"><strong>CG: </strong><span style="color: #ff0000;"><em>How do you feel when looking at successful games such as Eve Online, that are often seen as heavily influenced by Elite? Does it make you swell with pride that something you created twenty five years ago still has such a profound effect on the industry? </em></span></span></p>
<p><span style="font-size: medium;"><strong>David Braben: </strong>Yes – I am proud of the effect it has had. </span></p>
<p><a href="http://s280.photobucket.com/albums/kk167/scruffy_bear/?action=view&amp;current=Elite.png" target="_blank"><img class="aligncenter" src="http://i280.photobucket.com/albums/kk167/scruffy_bear/Elite.png" border="0" alt="Photobucket" /></a><span style="font-size: medium;"><strong>CG: </strong><span style="color: #ff0000;"><em>Has the rise of the so called &#8216;casual gamer&#8217; made you think that a new Elite will need more mass appeal&#8230;as some would say, dumbing down? </em></span></span></p>
<p><span style="font-size: medium;"><strong>David Braben:</strong> <span style="color: #000000;">The ‘casual gamer’ is merely a whole new group of people that have come to games. All games don’t have to appeal to all people, just as all films don’t appeal to everyone.</span></span></p>
<p><span style="font-size: medium;">It is also a dangerous assumption that casual games are ‘dumbed down’ in the first place. Many of these so called casual gamers are smart; they simply are not part of all the knowledge that has been built up over the years by hardened gamers like us. Remember the criticism of (for example) the excellent “GoldenEye” game on Nintendo 64. People said it was too confusing/too difficult to control – but with time it established probably our most popular genre, with much the same control scheme. To a casual gamer, an FPS’s controls are still complex – it is simply they haven’t yet been drawn in by them.</span></p>
<p><span style="font-size: medium;"><strong>CG:</strong> <span style="color: #ff0000;"><em>How and why did the sublime Lostwinds come to be made?</em></span></span></p>
<p><span style="font-size: medium;"><strong>David Braben:</strong> It was the first game to come through our “Game of the Week” process – essentially a set of internal forums where people can pitch ideas, and see whether others rip them apart, suggest improvements, or simply demand they be made.  Game ideas that can survive this process are generally pretty strong – our MD David Walsh likened it to dipping a leg of lamb into a piranha-filled river – only the toughest bits survive.</span></p>
<p><span style="font-size: medium;">The opportunity for a small number of people to work on a project for a short time arose, and LostWinds was the obvious choice.</span></p>
<p><span style="font-size: medium;"><strong>CG: </strong><span style="color: #ff0000;"><em>What influenced that game? The art and music seem to show strong Eastern influences.</em></span><em> </em></span></p>
<p><span style="font-size: medium;"><strong>David Braben:</strong> It was more of a case of taking inspiration from ‘windy’ places – a mix of Incan, Mayan, Tibetan designs, and getting a consistent look that meshed with them. This, and the creative talent of particularly Chris Symonds and Steve Burgess amalgamated them into a stylish whole, with music from Alistair Lindsay.</span></p>
<p><a href="http://s280.photobucket.com/albums/kk167/scruffy_bear/?action=view&amp;current=lost_winds_niver.jpg" target="_blank"><img class="aligncenter" src="http://i280.photobucket.com/albums/kk167/scruffy_bear/lost_winds_niver.jpg" border="0" alt="Photobucket" /></a><span style="color: #ff0000;"><span style="font-size: medium;"><span style="color: #000000;"><strong>CG:</strong></span><em> What have you kept, and what have you changed, for the sequel? Did fan feedback play a part at all?</em></span></span></p>
<p><strong><span style="font-size: medium;">David  Braben: </span></strong><span style="font-size: medium;">We have improved on just about every aspect of the first game – there are major new gameplay mechanics (such as season switching) as well as most of those from the previous game, there are of course all-new larger environments, a strong story element and greater interaction with NPC’s, and the game looks even better than the first.  We actually had an unprecedented amount of fan feedback from the first game, but they were mainly general expressions of joy about the game rather than specific ideas.</span></p>
<p><span style="font-size: medium;"><strong>CG:</strong> <span style="color: #ff0000;"><em>Freedom seems to be at the core of a lot of your work in games, do you feel that gaming&#8217;s future lies down a non-linear storytelling path, that can help distinguish it from other media such as film or television? </em></span><em> </em></span></p>
<p><strong><span style="font-size: medium;">David  Braben: </span></strong><span style="font-size: medium;">Games don’t need to have distinguishing features shoe-horned into them. Frankly they already stand apart. It is more that there is more of an opportunity, that is often missed, to craft an experience for the player, where they play a far bigger part. We are seeing this increasingly now in games, and it is a very good thing.</span></p>
<p><span style="font-size: medium;"><strong>CG:</strong> <span style="color: #ff0000;"><em>Do you think that there is a tendency towards simplicity in game storytelling, that focuses on basic concepts such as good and evil or right and wrong? Is the industry finally beginning to mature and offer a more realistic and ambiguous approach to writing? </em></span></span></p>
<p><strong><span style="font-size: medium;">David   Braben:</span></strong><span style="font-size: medium;">The industry is continually maturing. Much as cinema started with essentially black and white characters (both literally and morally), it gradually introduced subtlety, much as we are doing now in games. To establish a concept, often it is easiest and clearest to do it in its purest form, but now we are starting to introduce those subtleties, doubts, ambiguities too.</span></p>
<p><a href="http://s280.photobucket.com/albums/kk167/scruffy_bear/?action=view&amp;current=paper8.jpg" target="_blank"><img class="aligncenter" src="http://i280.photobucket.com/albums/kk167/scruffy_bear/paper8.jpg" border="0" alt="Photobucket" /></a><span style="font-size: medium;"><strong>CG:</strong><em><em><strong> </strong></em><span style="color: #ff0000;"><em>You recently said that the games industry has “arrived financially”, but still has a long way to go in other areas. What needs to be done, and what are you doing in your games in general to help?</em></span></em></span></p>
<p><span style="font-size: medium;"><strong>David Braben:</strong> Games have arrived in many respects, but there are sectors in society that haven’t noticed our proverbial tank parked on their lawn. There is an older generation (and MPs are good examples of this sector) that still regard games as variants of the first Mario Brothers game or Space Invaders. The industry (myself included) has been spending time with government ministers, and I think that is making a big difference to perceptions of our industry.</span></p>
<p><span style="font-size: medium;"><strong>CG:</strong><em> <span style="color: #ff0000;">If we introduce this interview by saying &#8216;David Braben begged us to interview him for weeks, and we finally caved in&#8217;, will you kill us?</span></em></span></p>
<p><span style="font-size: medium;"><strong>David Braben: </strong>Yes!    <img src='http://www.criticalgamer.co.uk/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> </span></p>
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		<title>LostWinds: Winter of the Melodias: review</title>
		<link>http://www.criticalgamer.co.uk/2009/10/13/lostwinds-winter-of-the-melodias-review/</link>
		<comments>http://www.criticalgamer.co.uk/2009/10/13/lostwinds-winter-of-the-melodias-review/#comments</comments>
		<pubDate>Tue, 13 Oct 2009 09:29:54 +0000</pubDate>
		<dc:creator>Luke K</dc:creator>
				<category><![CDATA[Latest Reviews]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Wii]]></category>
		<category><![CDATA[WiiWare]]></category>
		<category><![CDATA[David Braben]]></category>
		<category><![CDATA[Frontier]]></category>
		<category><![CDATA[Frontier Developments]]></category>
		<category><![CDATA[LostWinds]]></category>

		<guid isPermaLink="false">http://www.criticalgamer.co.uk/?p=2569</guid>
		<description><![CDATA[The first LostWinds game was charming, original, and guaranteed to put a smile on your face. It met with well deserved widespread critical acclaim. Can Frontier follow that up without getting lazy and complacent?

]]></description>
			<content:encoded><![CDATA[<!-- Start Shareaholic LikeButtonSetTop Automatic --><!-- End Shareaholic LikeButtonSetTop Automatic --><p><img class="aligncenter" title="title" src="http://i630.photobucket.com/albums/uu24/Luke_K/reviews/LostWindsWOTM-PackShot.jpg" alt="" width="425" height="602" /></p>
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<div style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;"><strong>Format: </strong><span style="font-weight: normal;"><em>Wii (WiiWare)</em></span></span></div>
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<div style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;"><strong>Unleashed:<em> </em></strong><span style="font-weight: normal;"><em>Out Now</em></span></span></div>
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<div style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;"><strong>Publisher: </strong><em>Frontier</em></span></div>
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<div style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;"><strong>Developer: </strong><em>Frontier Developments Ltd.</em></span></div>
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<div style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;"><strong>Players:<em> </em></strong><span style="font-weight: normal;"><em>1</em></span></span></div>
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<div style="margin-bottom: 0cm; line-height: 150%;"><span style="font-size: medium;"><span style="font-weight: normal;"><strong>Site: <a href="http://lostwinds.frontier.co.uk/">http://lostwinds.frontier.co.uk/</a> </strong></span></span></div>
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<p style="line-height: 150%; margin-bottom: 0cm;"><span style="font-size: medium;"> </span></p>
<p style="line-height: 150%; margin-bottom: 0cm;"><span style="font-size: medium;">The first LostWinds game was charming, original, and guaranteed to put a smile on your face. It met with well deserved widespread critical acclaim. Can Frontier follow that up without getting lazy and complacent?</span></p>
<p style="line-height: 150%; margin-bottom: 0cm;"><span style="font-size: medium;">The LostWinds games are 2D platformers with 3D graphics, but to leave it at that would be a gross oversimplification. You theoretically control two characters at once: the boy Toku (who can do little more than run, and eat fruit to replenish his health) with the nunchuk; and the wind spirit Enril, who appears on screen as a cursor, with the remote. Enril does most of the work, using the power of wind to kill enemies and throw Toku up to high platforms – amongst many other things.</span></p>
<p style="line-height: 150%; margin-bottom: 0cm;"><span style="font-size: medium;">Winter Of The Melodias picks up where the first game left off, and makes much more of an effort at a story than the first instalment. After a brief interactive intro controlling a new character (who you don&#8217;t control again), it becomes clear that Bad Things Are Happening once again. Toku&#8217;s mother has gone missing in the icy mountains and once you find her, you have a new problem. Luckily, Enril has some new tricks up her proverbial sleeve to help you out.</span></p>
<div class="wp-caption aligncenter" style="width: 436px"><img title="shot1" src="http://i630.photobucket.com/albums/uu24/Luke_K/reviews/Toku-being-gusted.jpg" alt="" width="426" height="240" /><p class="wp-caption-text">Enril, help me you ffuuuuu....</p></div>
<p style="line-height: 150%; margin-bottom: 0cm;"><span style="font-size: medium;">You retain the same wind powers from the first game, though Toku&#8217;s cape mysteriously disappears till near the end of the story. A new chapter brings new powers with it: a mini cyclone to lift Toku up or drill through certain floors, the ability to drain water into a cloud which you can then gust along and draw rain out of, and abilities to create snowballs and freeze small enemies – which only work in winter.</span></p>
<p style="line-height: 150%; margin-bottom: 0cm;"><span style="font-size: medium;">The biggest difference in WOTM is that you can now, after completing a few brief fetch quests at a certain point, switch between summer and winter by activating holy statues. This feature is employed for some simple but clever puzzles which, combined with the cloud creation ability, usually revolve around exploiting the fact that water can exist as a liquid, a solid, or a gas.</span></p>
<p style="line-height: 150%; margin-bottom: 0cm;"><span style="font-size: medium;">The same levels look suitably different depending on the season, with some minor differences to the enemies too. The clever and satisfying puzzles, atmospheric and relaxing music, and distinctive character design (supported by graphics that outshine even many retail Wii titles) give WOTM a Zelda feel, while still making it very much its own game. </span></p>
<p style="line-height: 150%; margin-bottom: 0cm;"><span style="font-size: medium;">As with the first game there&#8217;s some retracing of your steps, but you&#8217;ll rarely find yourself without something new to do – and you&#8217;re now given a basic map with destination indicators, which eliminates any aimless wandering trying to figure out where to go next. You can also see how many of the hidden collectables (which now unlock character info) you still haven&#8217;t found in each area.</span></p>
<p style="line-height: 150%; margin-bottom: 0cm;"><span style="font-size: medium;"><img class="aligncenter" title="toku" src="http://i630.photobucket.com/albums/uu24/Luke_K/reviews/Toku-close-up.jpg" alt="" width="426" height="240" /></span></p>
<p style="line-height: 150%; margin-bottom: 0cm;"><span style="font-size: medium;">You don&#8217;t need to have played the original to enjoy this, but those who have will get the most out of it – and we really can&#8217;t imagine why you would </span><span style="font-size: medium;"><span style="font-style: normal;">have an online Wii without LostWinds. Unfortunately, the one inescapable problem that the last game had has been passed on to WOTM – it&#8217;s all over far too quickly.</span></span></p>
<p style="line-height: 150%; margin-bottom: 0cm;"><span style="font-size: medium;"><span style="font-style: normal;">In just under four and a half hours we&#8217;d seen the story through to the end, and harvested over three quarters of the collectables. 1000 Wii points (about £7.50) is a small price to pay for such a lovingly crafted game however. We hope Shigeru Miyamoto plays the LostWinds titles, and remembers that he used to make games this clever and wondrous all the time. </span></span></p>
<p style="line-height: 150%; margin-bottom: 0cm;">
<p style="line-height: 150%; margin-bottom: 0cm;"><span style="font-size: xx-large;"><strong>4/5</strong></span></p>
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		<title>LostWinds : Winter of the Melodias available from Friday</title>
		<link>http://www.criticalgamer.co.uk/2009/10/08/lostwinds-winter-of-the-melodias-available-from-friday/</link>
		<comments>http://www.criticalgamer.co.uk/2009/10/08/lostwinds-winter-of-the-melodias-available-from-friday/#comments</comments>
		<pubDate>Thu, 08 Oct 2009 12:20:38 +0000</pubDate>
		<dc:creator>Michael J</dc:creator>
				<category><![CDATA[Critical News]]></category>
		<category><![CDATA[WiiWare]]></category>
		<category><![CDATA[David Braben]]></category>
		<category><![CDATA[Frontier Developments]]></category>
		<category><![CDATA[LostWinds]]></category>
		<category><![CDATA[Wii]]></category>

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		<description><![CDATA[For the 100th WiiWare title to be launched on the service, Nintendo have picked Frontier Development's sequel to last years best selling LostWinds. ]]></description>
			<content:encoded><![CDATA[<!-- Start Shareaholic LikeButtonSetTop Automatic --><!-- End Shareaholic LikeButtonSetTop Automatic --><p><img class="aligncenter" title="LostwindsWOTM" src="http://i235.photobucket.com/albums/ee28/Jockie85/WOTM-C-Toku-and-Enemy.jpg" alt="" width="426" height="240" /></p>
<p><span style="font-size: medium;"><span style="font-weight: normal;">For the 100th WiiWare title to be launched on the service, Nintendo have picked Frontier Development&#8217;s sequel to last years best selling LostWinds. </span></span></p>
<p><span style="font-size: medium;"><span style="font-weight: normal;">Despite sounding like some kind of JRPG, LostWinds is from the development studio led by David Braben, he of Elite fame. In the game you&#8217;ll control the elements of nature as you guide protagonist Toku on his quest to save his mother, lift an ancient curse and thwart the evil Balasar.</span></span></p>
<p><span style="font-size: medium;"><span style="font-weight: normal;">David Braben has this to say about the games release “We launched the original LostWinds game on WiiWare with much anticipation, as it was such an exciting and new way to access games. We are now thrilled to be able to mark the 100th game launch on WiiWare with LostWinds: Winter of the Melodias.&#8221;</span></span></p>
<p><!-- 		@page { margin: 2cm } 		P { margin-bottom: 0.21cm } 		A:link { so-language: zxx } --><span style="font-size: medium;"><span style="font-weight: normal;">To find out more about Lostwinds: Winter of the Melodias head over to: </span></span><a href="http://lostwinds.frontier.co.uk/"><span style="font-size: medium;"><span style="font-weight: normal;"> http://lostwinds.frontier.co.uk</span></span></a><a href="http://lostwinds.frontier.co.uk/"><span style="font-size: medium;"></span></a></p>
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