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    • International Superstar Soccer 2  Victory pass line shining on the pitch! JP release: 14th March 2002 EU release: 3rd May 2002 NA release: N/A Developer: Konami Publisher: Konami NGC Magazine Score: 83% Mods Used: Widescreen Hack   When International Superstar Soccer 2000 came out on N64, over on PS1 and PS2,Konami decided to start the naming from scratch, giving the games numbers instead of dates. I can only guess that this was done to try and get more long-term sales, as people don’t want a sports game from an older date, so someone may see this on a store shelf and not know it’s older.     The “next gen” versions also seem to have given up on clubs, reverting back to only having international teams, giving far fewer options to the teams you can play as and the kind of tournaments you can have – even if they didn’t use the name Manchester United, fans still want to be their off-brand version.     As for the core gameplay, I’m not a huge fan. Passing seems very temperamental and I found myself passing in the completely wrong direction to nobody. Players also hate trying to get into space, and seem afraid of going into the box unless you dance around in there for a bit to egg them on. This doesn’t come close to the enjoyment of the games on N64. Fine Remake or remaster? I think ISS 2000 is still the best ISS game for Konami to look back on. Official Ways to get the game There is no official way to get International Superstar Soccer 2.
    • Yeah, scratch that theory of mine. I got an email now too. *EDIT* Also scratch the 3 identical post I just made for some reason (which I think I've deleted) not sure what happened there.
    • I think that is one of the points the article is making. It's getting harder and harder for publishers to justify their rising prices and try to get away with it when there are a sea of games to be played on various subscriptions or that are simply far cheaper due to sales or just releasing at a lower price. Some high profile games will get away with a higher price but many will try it and no doubt fail.
    • Nobody has really tried. There was an indie game that was working in a nemesis like system (before the parent), but couldn't get it to work. Not even Monolith could get it to work in another game - the concept is kind of dependant on both the player character and enemies respawning in-universe.  Many parents are very specific implementations. Like Nintendo's sanity effect patent, it requires a visible bar that increases them as it depletes.  
    • That's kind of the point though.  The music is purposely dissononant... I mean... it's literally in the game's title! (Yes, I know that the Japanese title translates directly as "Concerto of the Midnight Sun", but it too is an oxymoron; that's the point). The music is purposely composed to be uncomfortable to listen to; lacking a harmony to latch onto.  It's a brave creative choice, and I do appreciate what the soundtrack is going for; but the music is let down by the awful sound quality of the audio driver the game uses.  I have no issue with the compositions themselves (in fact, I actually quite dig what they're going for), but the actual audio quality is pretty rough; even by GBA standards. Of course, that's something that Aria of Sorrow would address directly, but that also goes for a more traditional style of Castlevania music.
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