Final Words:KOF '94's 3-VS-3 match-ups weredefinitely innovative for the time, but the sluggish andslightly "stiff" gameplay was no doubt the biggest flaw of the game.An inexperienced fighting game player might not notice this"stiffness" I speak of... but comparing KOF '94 to other hit1994 fighting games, such as: Super Street Fighter 2 Turbo, Mortal Kombat 2, oreven SNK's own Samurai Shodown 2... King of Fighters '94 clearlywasn't the cream of the crop at the time (no matter how thick your nostalgiaglasses are). Even though KOF '94 wasn't the smoothest or best-looking fighter at the arcades,this brave new take on the traditional arcade fighting game opened the door for many amazingsequels down the road. KOF '94 was also the first ever "crossover"fighting game, a concept which became increasingly popular in thefighting genre, many years later.TFG Webmaster @Fighters_Gen
Coming virtually out of nowhere from the aptly named (at the time) Unknown Identity, The Black Mirror became a cult hit when it arrived in 2003. With its grisly subject matter and relentlessly dark atmosphere, the game oozed tension and delivered plenty of perverse thrills, including your own death in disgusting fashion over and over again. It also ended with one of the most shocking finales of all time, which seemed to bring full closure to the saga of the Gordon family curse, though its surprise popularity ensured a pair of sequels would come nearly a decade later. Both are probably better, more polished games than the original, but for laying the bloody groundwork in such compelling fashion, the first will always be the most memorable.
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Twenty years after a large and ominous meteor crash landed on the family lawn of the Edison family, the mansion is now home to bizarre and murderous experiments. Dave Miller suspects that his cheerleader girlfriend has been kidnapped by Dr. Fred and sets out with two of his chosen friends to find her. After picking two friends to accompany Dave (from six choices), you can switch between your three playable characters at any time in order to use each person's skills to solve puzzles in a number of different ways. Some are more mechanically inclined, while others are strong, more artistic, and so on. The simple premise never involves any more than getting into the house, finding Sandy, and trying to thwart the plans of the evil scientist and his equally deranged family. As one of the earliest LucasArts adventures, Maniac Mansion includes some deaths and dead ends, but its open-ended gameplay and quirky, B-grade horror film parody humour ensure it retains much of its original entertainment value today, quite apart from its significant historical contributions to the genre.
Any fears that the acclaimed Myst franchise would suffer in the move from Cyan Worlds to Presto Studios quickly proved unfounded when Exile was released in 2001. Taking place ten years after the events of Riven, the third installment sees the unnamed, unseen stranger arrive at Atrus's house to see a new Age he has created. However, a mysterious antagonist steals the book, seeking revenge on Atrus for crimes that his sons committed. To track down the perpetrator and recover the book, there are three new Ages to explore. Each world offers its own unique flavour, including the industrial-tinged Voltanic island, the Asian theme park-inspired world of Amateria (with its own rideable roller coaster!), and the lush garden world of Edanna. The locations are wonderfully diverse and beautifully rendered, and for the first time in the series you could sweep the camera completely around you for a full panoramic view.
The lush historical scenes, from warm Mediterranean waters to the snowy Himalayas, get a much bigger share of the screen this time, a deserving increase given the loving detail lavished on them. They also smoothly incorporate FMV characters into their computer-generated backgrounds. The controls have also been streamlined, making for a much smoother interface than before. For the first time in the series, you even get to interact with people in the past. Through the chameleon ability of the prototype suit, you can copy the appearance of natives, allowing you to subsequently wander around and chat with others undetected. The different reactions you get based on who you are impersonating keep things interesting, and are also integral to the puzzles. With Arthur as witty and informative a companion as in the previous installment, the sum total is a triumphant sequel that offers an enduring legacy of entertainment.
There are four storylines in Heavy Rain, each involving a different main character, including a father grieving over the loss of one son and driven to action by the kidnapping of another, an FBI profiler with sci-fi sunglasses to analyze clues at crime scenes, a private eye, and an investigative journalist, all pursuing individual leads into the identity of the serial Origami Killer. Rarely do the characters interact with each other, but their narratives cleverly interlock to provide an intriguing whole. Each protagonist is given real depth of character that allows you to identify with them, making you all the more invested in their fates. Their stories all depend heavily on the player's choices, successes, and failures, and results can vary wildly, making one playthrough truly unique from another. If one of them dies, the story even plows forward without them. At times it feels more like a movie than game, but when it comes to taut, emotionally-charged, player-directed thrillers, Heavy Rain is better than perhaps any game ever made.
Enriched by a lively supporting cast of fleshed-out characters, some of whom returned in the later series sequels, it's easy to see why the game holds such a special place in the hearts of countless adventurers around the world. The abundantly detailed backgrounds, from the Louisiana swamps to an ancient, tumbledown European castle, are gorgeous even today; the soundtrack by Robert Holmes is both evocative and haunting; and the puzzles are well thought-out and seamlessly integrated with the storyline, making players feel like real occult detectives. Last but certainly not least, the top-notch writing, highlighted by the beautiful poem whose verses open each new day, is among the best ever seen in a computer game. And unlike earlier Sierra games, no unpredictable dead ends mire the flow of the tale, resulting in an experience that is as powerful today as it was in 1993.
During the events of Power Rangers in Space, she is a minor antagonist, also a member of the United Alliance of Evil lead by Dark Specter. Due by Zordon's sacrifice, she is later one of the few villains purified by Zordon's Z Wave energy purge of her evilness in the universe, becoming in human, making her the longest-lasting villain in the franchise's history..
Although Squatt and Baboo's origins are unknown, it is known that she didn't recruit Goldar. Goldar and his brother Silverback were already working for Lord Zedd as were their warrior race but he eventually turned against his brother when he planned to kill Zedd as he felt the arch-villain was wasting their time in simple invasions. He killed Silverback under orders from Zedd and was then assigned to Rita and her fledgling Evil Space Aliens. COMIC STORY- Mighty Morphin Power Rangers 2016 Annual
Sometime after Rita's marriage to Zedd, Scorpina becomes disillusioned with Rita and began to desire power so started to read her spell books. However, it was a trap (probably set to either test her loyalty or to find who had been breaking into her library) and she was banished to the Talos Dimension. COMIC STORY- Power Rangers: Soul of the Dragon
When the Blue Senturion came to the present to deliver a message to Dimitria, sparking interest in Divatox. She alters her voice to sound like Dimitria and asks the Blue Senturion to show her the message. The message revealed that by the year 2000, all the evil factions (Divatox, Rita and Lord Zedd, and the Machine Empire) would conquer Earth and equally divide its land.
Rita is only seen in the two-part finale after Octomus the Master's control over Nick is broken so he goes to the Mystic Dimension to put an end to all good magic by killing her. The Snow Prince arrives to warn her to flee but she refuses and attempts to fight off Octomus herself. However, Octomus proves to be too strong and consumes her strongest spell before attemptting to kill her. She casts a spell on the Snow Prince to send him to inform the Rangers of what has happened and then is seemingly killed. Daggeron and Leanbow come to the Mystic Dimension to find her palace destroyed and Octomus waiting for them. He defeats them both with no effort and then returns to Earth to destroy the Rangers. However, it is later revealed that the Mystic Mother has survived his assault by turning into energy before his spell struck her and then reforming herself. She later grants Clare the power of a true sorceress and encourages the Rangers immediately prior to their final battle with Octomus. Her last appearance is after Octomus's destruction, breaking the fourth wall as she says that the darkness is destroyed by light, "and should it ever return, your magic must stop it."
When Scrozzle deems that Lord Zedd is the perfect candidate, Robo-Roxy is not sure. She recalls that Zedd could betray Evox in a heartbeat, showing how the former decimated the Machine Empire with a bomb present. That horrifies Scrozzle enough to change his mind, but when Sledge voices his agreement, Poisandra points out how Zedd was a better husband towards Rita than her own husband, leading to the couple arguing. TV STORY-Making Bad
Although only seen via flashback, depicting her kicking Scorpina into the Talos Dimension, Rita is mentioned prolifically throughout the book by both Tommy, Anara, and the now purified Finster. She is the prime suspect for the recent outbreak of Power Crystals that empower gangs but it is eventually revealed that Scorpina and her master Lokar are the real culprits. 2ff7e9595c
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