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Kadokawa Games, the company that helped support a multitude of games made by Suda 51 and helped with the PlayStation 1 versions of the Lunar games, will be releasing their very first game, Natural Doctrine, later this week in Japan. Natural Doctrine is a strategy RPG that many people have described as a mix of Final Fantasy Tactics and Valkyria Chronicles. Luckily for us gamers here in the States, the publisher NIS America will be brining Kadokawa's first in house developed game over here later this year. For those that don't know, Natural Doctrine will be about a knight named Jeff (yes that is his actual name) as he is sent out on adventures from the city of Feste to find a substance that is valuable to many adventures called Pluton.

Natural Doctrine will be released for the PlayStation 3, PlayStation 4, and PlayStation Vita with cross platform compatibility in both digital and physical format.

Bravely Default sold over 200,000 copies in its first week in the United States — a market Square Enix was unsure would like the game at all. Its success may not feel like much of a shock to the 200,000 plus fans who had eagerly awaited the Western release, but it came as a welcome surprise to Square Enix. The booming success of the title has lead them to rethink their approach to JRPGs and game design in general. Square Enix president Yosuke Matsuda said they would move away from trying to make games aimed to be globally popular and move back to making games meant to be popular at home in Japan.

In his own words, "if you focus too much on the global aspect, you might lose sight of who you’re actually making the game for." More after the jump.

Siliconera spoke with Bravely Default series producer Tomoya Asano a bit about the near future of the series. Bravely Second is already in development, ad Asano assures the game will follow the example of Bravely Default and focus mostly on the game's narrative and the stories of the characters than it will on straight-up exploration or action.

"Bravely Second will still follow the turn-based battle system,” Asano said. “When we looked at the original system in Bravely Default: Flying Fairy for Bravely Second, the improvements made to the basic system were implemented in Bravely Default: For the Sequel...Player reaction has been very positive post-launch, so many of these systems should follow through to Bravely Second as well.” — Tomoya Asano

We never got Flying Fairy in the West, jumping straight for For the Sequel, which added extra speed-up features and the difficulty slider, among other things, to streamline the more mundane aspects of the JRPG genre.

See more after the jump.

If you are seeing this post, it is because you have stepped into our latest revamp, an update that has been several months in the making. This revamp addresses one of our fundamental requests - the need to support mobile devices. Beyond that, the revamp itself actually goes on to support practically any resolution size. The site changes size dynamically with your browser window, and the smaller you shrink it the more compact, and compact friendly, it gets. For those of you not on mobile, you can just adjust your browser window size to see the magic in action.

Of course, the changes don't just stop there. Head inside.

Hey folks, how's it going? We've been super busy this week with all of the great news and editorial work we've been providing between our two websites, but I wanted to draw your attention just a bit to some site-wide fixes and slightly new features that I have been working on behind the scenes. Some of it you may have noticed, while other things are much more subtle. This all works to create a better user experience, and overall a better experience for our staff as well.

The first thing most will notice is the return of our vaunted featured areas. Nothing has changed with these areas outside of some minor code variations to fix a few bugs that caused the downtime. We're still looking into fine-tuning it more to help increase site load times. We realize some folks experience unusually long load times when they go to our index pages, but we are certainly on the case. We will also be launching it soon in our other categories, so each section of the site will have a featured area specific to that section. That way if you only follow us for Wii U news, you can still see the breaking Wii U features right at the top without any other clutter.

Head inside for more!

UPDATE: Just a few hours in, we've received more than twice as many applications as we anticipated, and they are continuing to come in quickly. We are still accepting new applications, but behold: an update!

Because our primary concern at the time are News Editors and Copy Editors, those applications will be given priority for reviewing. All applicants will be contacted as quickly as possible, but both to those who are considering applying and who have already applied, we ask that you please bear with us during this process, as it will take considerably more time than anticipated.

Original post: It's that time of year again, when young gamers put down the controller and get ready to delve back into the world of classes and early mornings. Being the small community that we are, we here at Gamnesia and Zelda Informer are also affected by the summer's end, as our personal work revs up and our writing schedules become a little less relaxed. But news never sleeps, and to help out with the work load, we're looking for a few new team members to help out! Head past the jump for more information.

Let me be the first to say that I absolutely hate censorship of any kind. If people want to speak like an idiot, let them, because they are only really damaging themselves. The problem with this stance on the internet is that over time it can lead to people just not wanting to speak at all anymore. It's a simple reality that as Zelda Informer and Gamnesia continue to grow in popularity we have to also tighten our grip to help form the type of community we originally set out to build. As of today, as of this moment, we are enacting a stricter comment policy than we have ever had before. For the first time since we brought ZI into existence on July 16th 2007, we are going to be actively moderating our comment section.

Our number one goal in driving conversations at this site is for them to be built on intellectual integrity. In other words, we want intelligent debate and well put together criticism. No, that doesn't mean if you have a hard time putting things into words that your post is going to be deleted, but it does mean we are going to hopefully encourage more of this type of conversation by cracking down on what we feel are key issues disrupting our community. Chiefly among the issues, especially lately, has been the constant and non-stop attacking of fellow members of the community. We no longer wish to condone such actions, because it is unbecoming of us as a community and as individuals.

If you've been reading our reviews here at Gamnesia, you may be one of the many readers who have pointed out that the link, "Read how our reviews work..." led to a page that simply said, "We'll let you know soon enough." That's not very helpful, now, is it?

As a part of our continued effort to streamline the site and get everything up to snuff, we've touched up that page with an actual description of how we rate games in our reviews. You can find this review philosophy in its more permanent place right here, or simply click the "Read how our reviews work..." link at any one of our reviews. But for your convenience, we've reproduced out mission right here for you all to see.

Now, the truth is, review scores are totally arbitrary. This doesn’t apply to just Gamnesia but it exists as a truth in the whole of the gaming world. The experience of a game is subjective to the gamer, and the writing and reasoning — not the number — should affect a reader’s interest in any given game. In an ideal world, we would forgo scores and use only words, but unfortunately, numeric scores are the cornerstone of the industry-wide system.

At Gamnesia, one of our strongest beliefs is that both readers and reviewers in the modern gaming climate over-inflate game scores to the point of insanity. In fact, on our very own site, we once received a comment saying, “An 8? Um, yeah, too mediocre for me. I'll pass.” This is one of the biggest problems we see in the numeric system, but unfortunately it’s hard to avoid. At Gamnesia, we hope to return to a time where five out of ten meant “average,” and not “abysmal.”

Head past the jump to find the full description.

If you aren't a fan of text, check out the video update after the jump!

It’s been five months since Gamnesia split off from Zelda Informer, and we’re still working hard to provide one of the best experiences on the web for gamers of any kind. But of course, we don’t always necessarily know what you want, and reader input is one of the things we value most here at Gamnesia, so we want to give you the chance to let your input be heard.

In the last few months, we’ve been doing a lot here at Gamnesia. We’ve been getting ready to unleash some great content on our new YouTube channel, including news recaps, podcasts, and maybe even more somewhere down the road. Barry Herbers has recently written a few fantastic editorials, as have many of the rest of our writing staff. We’ve recently hired a small slew of excellent new staff members for more editorial content and made a few changes to the back end of the site as part of an ongoing effort to maximize efficiency and quality.

But as much as we’re doing to try and improve, we aren’t the only ones who can see areas of lackluster or even areas of fault. Again, we want to know what you, as readers, want to see from us going forward and why. Head past the jump to keep reading, and leave us a comment to make your voice heard!

Greetings to all you fine readers! We here at Gamnesia and Zelda Informer are always looking to expand our staff and reach out to new people, so we come to you today to say that we are now hiring once again! We accept applications year round, but every now and then it comes time for a breath of fresh air in the staff, and coming off the cusp of an incredibly successful first E3 for Gamnesia, now is the perfect time to do it!

If you think you're all set to go, head over to the hiring page, where we detail the positions, the requirements, and the application process, and send an email to colin@gamnesia.com with your résumé.

The first position we're looking to fill is a new one: Walkthrough Editor. Walkthrough Editors, as you can imagine, will be the ones writing walkthroughs and other guides for the sites, so if you've got plenty of experience writing walkthroughs and you love to do it, send us an application and come aboard! Right now, we're looking for a few prime Walkthrough Editors exclusively for Zelda Informer, but it hopefully won't be long before Gamnesia is ready to welcome Walkthrough Editors with open arms.

Head past the jump to read about the rest of the positions and to see how you can apply today!