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Exile (XZR series)
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Exile (XZR series)
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===''Exile: Wicked Phenomenon''=== [[File:Xzr3-final.png|thumb|The series' games feature [[Side-scrolling video game|side-scrolling]] areas where players fight enemies. This is the final battle from ''Exile: WP.'']] The last game in the trilogy was released for the [[Turbo Duo]] in 1992, and translated by Working Designs in 1993. It was released in North America on July 31, 1993.<ref>{{cite web|url=http://www.gamestats.com/objects/006/006211/index.html#|title=Exile: Wicked Phenomenon|last=|first=|coauthors=|date=|publisher=GameStats.com|accessdate=2009-11-06}}</ref> It was published by Nihon Telenet in Japan.<ref>{{cite web|url=http://games.ign.com/objects/619/619929.html|title=Telenet Japan at [[IGN]]|last=|first=|coauthors=|date=|publisher=IGN.com|accessdate=2009-11-06}}</ref> Although Sadler returns as the main character, this was the only game in the series that allowed the player to use other characters. Although the previous games featured heavy religious elements, Sadler is now striving to defeat chaos and solve the mystery of an ancient tower.<ref>{{cite web|url=http://cheats.ign.com/objects/006/006211.html|title=Exile: Wicked Phenomenon [[IGN]]|last=|first=|coauthors=|date=|publisher=IGN.com|accessdate=2009-11-06}}</ref> Characters who perished in earlier games were revived with little or no explanation.<ref name="HG101"/> The game was also considerably shorter than the previous entries in the series. The game's cover art featured a photograph, a rarity for North America, of the game's final boss, handcrafted. Vic Ireland commented on it, saying that "The Exile 2 cover is polarizing. People love it or hate it. It's basically aping a style of diorama that was really popular to advertise games in Japan. NCS/MASAYA did quite a bit of it, and I wanted to bring that to the US as well. So, I chose Exile 2 as the game to try this on. The practical effects guy who did the little models on the set in the ad, had done FX work for movies like ''[[Tremors]]'' and has since done work for WETA in Australia. The smoke was a time exposure to give it a thickness and glow. When we ran the ad, EGM or Gamepro (I can't remember) sent us a survey they did months later with their readers that had that ad listed as the 'most remembered' ad from the whole magazine, which, I think, justified the experiment. We tried it again for Vasteel, but the results weren't that great, so we only used part of one of the space scenes on the back cover of the jewel case."<ref name="HG101"/>
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