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Showing posts with label Review. Show all posts
Showing posts with label Review. Show all posts

Friday, December 7, 2012

Saber Alter Beach Queen Figure

The beach queen line up by Wave has been picking and choosing at random who to add. I decided to pick up the saber alter version for one reason only to be honest, and that's the almost uninterested expression she seems to have as she sits around eating an ice popsicle.

Originally inspired by this image:


What we get is this:
The figure comes with a rough yellow colored base plate which I assume is going to be sand, but she can very well sit on most, if not all, flat surfaces without any support.

The very first thing I notice off the bat is how surprisingly small she is. I'm well aware that this figure is 1:10 scale of an already short character (154 cm which translates to about 60.6 inches aka 5 feet) but I admittedly wasn't expecting something THIS small. Here's a comparison between her, the super posable Saber Nendoroid, and a mini nendoroid that I recieved from comptiq:

As you can see, even with the bonus height from the difference in the base plates, Saber Alter is STILL shorter than Raging Saber and barely taller than Strike Witch Konata (who happens to have an additional base of her own). Admittedly she IS sitting which would account for much of the height difference, but she's surprisingly lean.

I'm not complaining though, there's some solid detail on the sculpture and paint that make up for it. Hands and feet are well done and there's even dots of a lighter shade of pink on the tips to indicate fingernails/toenails. Then there's her straight face as she consumes that popsicle that really add bonus points to the overall figure. I would've honestly preferred saber alter to have whiter hair just because I think it then accents the blue popsicle better. Also, her yellow eyes would strike a contrast with her hair but that's a bit of nitpicking on my end.

Overall it's a happy purchase, and another figure that'll sit comfortably on my shelf. (No pun intended).

Friday, November 11, 2011

Fate/Extra - First Impressions



Inverseman and Laevatein over at moar powah! happen to be people I know outside of the internet and it seems that we all pre-ordered and started Fate/Extra with different characters. So as a result, Inverseman suggested we do a collab first impressions of the game as it will be different from each perspective. I personally don't know what's entailed in a "first impression" but I'm guessing that it's just a few paragraphs rather than an 8 page long review. This probably also means that I'm going to have to be very terse and skim over parts like how the game's music was great but the volume balance was bad without being specific....I'll give a full proper review once I finish the game.



Being a huge fan of Type-Moon's "Fate" series, I preordered Fate/Extra the moment I heard about its license in the States. I first heard about this game when it was announced in Japan and cursed my fate that I was still not proficient enough in Japanese to be able to play it without aid. As you know, story means a lot to me and while gameplay is easy to figure out, it's the Type-Moon narration that draws me to this game. 

Fate/Extra's story is as follows. You are a student who attends Tsukimura Acadamy who realizes that your entire life so far has been fake. It was all a pre-screening process to decide who was eligible to participate in the Holy Grail War that was about to start in the world you've been "living" in. The war consists of "Masters" and "Servants." Masters are the main competitors who have the ability to summon a Servant, the soul of a legend, who are catagorized into 7 Classes: Saber, Archer Lancer, Rider, Beserker, Caster, and Assassin. Forming a team, they will compete against other Master/Servant teams to come out on top.

I started this game with a few facts in mind: The main character's gender could be chosen (as it seems popular with all the games nowadays) and there was a choice of 1 of 3 Servants to use throughout the game. Saber, Archer and Caster. Coincidentally, that is also the game's projected difficulty level from easy to hard respectively. Not only having a thing for fox-girls, I also have a general mindset that games should be played on the highest difficulty as the challenge is what makes a game enjoyable but the satisfaction of playing a game using as much skill as possible is what makes it "fun" for me, with the exception of Cheating AI, so I decided to choose Caster and wow, what a difference that made....


Player commands on top. Enemy command list on bottom


Battle consists of simultaneous turns that are broken down into 6 moves. Each side submits a move order and then the battle commences depending on what both sides submitted. Basically, there are one of three commands you can submit per move: Attack, Guard, and Break. In a rock, paper, scissors fashion, Attack beats Break which beats Guard which Beats Attack. If the same command was submitted on a move, two things can happen. Both sides take damage or both sides cancel each other out resulting in no damage. If one side successfully manages to land the superior move 3 times in a row, that side deals an extra blow separate from the turn.

Here is where difficulty comes into play. First off, the player is unaware of what the enemy pattern is. Usually at first encounters, only one move is revealed, which means for a while the player has to guess the other moves. As the battles with the same monster repeat, there's a chance upon victory of having an additional move revealed slowly making battles easier. But what does this mean for Caster?

Most of the battles a physical punch fests. Caster being a magic type follows the general archetype of being weak regarding physical attributes, which mean that this can only spell disaster. Without a doubt, I felt the difficulty of my class rushing at me quite quickly. Having absolutely no information, I basically had to wing it and hope that I took minimal damage during the opening turns. Then by using deduction, I had to memorize my enemies patterns. Basically, by seeing which attacks went through and which attacks clashed or failed, I was able to learn what the opponent used during that move. Early on, weak inductive reasoning worked fairly well because each enemy had very few patterns so revealing key moves allowed me to assume certain patterns. Needless to say, this slowly got harder as I progressed on but luckily monsters of the same type but different tier seem to retain some of the patterns of the previous tier making it less dangerous.

DYNAMIC CAMERA ANGLE AND ACTION LINES

Which is great, except when I mess up because when I do... I'm dead. Literally. If I didn't memorize patterns immediately or figure out which pattern was weighted more early on, I'd be taking hits that remove significant chunks of my HP. One poor turn literally kills me and it's game over. It also doesn't help that when I improve the stats of caster, it makes minimal difference. It also didn't help that early on my caster would do such insignificant damage that battles with normal monsters would last around 5 turns.

When you're getting your ass handed to you by what appears to be two halves of a mechanical cube barely connected together by what appears to be some form of Dark Matter and named "MOONDUST", you've just hit a new low in player humiliation....


According to Laevatein, one of his friends pumped only magic into Caster which I can't say I'm supportive of considering how many battles I'm going to be in with normal monsters. Since Caster has limited MP, and it's much harder to recover MP than HP it would be better for me to balance my stats a bit.

No really, why are you SO weak?
WELL. If you got these kinds of scores on a test, you think you'd be doing well? You know that guy in the background? He's really plotting to kill you.

Still though, this is the kind of difficulty I don't mind. It's a nice challenge and mildly fun knowing that I have to concentrate constantly or else. I will admit though, I have simply ragequitted a few times after nearly clearing an entire dungeon only to be killed by a rare pattern that I didn't take into account for, but it's always temporary. The story is also very interesting and I'm loving Caster's personality and side comments which seems to every so often hint at who she really is, as well as her true wish and reason for being in this war.

Besides that

Saturday, August 27, 2011

Ichiban Ushiro no Dai Maou - Review



This week's review will be on the anime "Ichiban Ushiro no Daimaou" (Or "Daimaoh," for those of you used to the old transliteration). In a nutshell, This anime was a show based on the light novel that simply was produced and aired at the wrong time. What do I mean by that? If there was any show that helped indicate that the year 2010 would be a year that would push along the era of weak stories and gratuitous amounts of fan service, it would be Seikon no Qwaser. Seriously, it was released in early January of that year and simply had breast feeding scenes every other episode, and it's as if they're only following the trend of Queen's Blade that first aired almost a year before. And then once we get into the spring season of 2010, Ichiban Ushiro no Daimaou would only disappoint fans as it would further support the argument that anime was headed toward a deep dark, fanservice flooded road. Had it been only released perhaps 2-3 years before, this show could've ranked fairly high and been regarded as a "good" show overall. Maybe it would have also had a 26 episode budget instead of being filler until summer.

But instead it gets one cours instead of the usual 2 because it's only purpose is to stall for time. They're gonna introduce a wide array of characters, introduce the main antagonist by the... 8th or so episode and attempt to wrap it up in the last 2 episodes because episodes 9 and 10 must now about about the lame ass backstory of said recently introduced antagonist who's actually just another useless idiot (like the main characters of visual novels, except he DOESN'T get the girl, so now he's in a state of NTR rage). Christ, it's so formulaic you might as well add onto say that "it's not lupus."


Ichiban Ushiro no Daimaou is about a boy named Akuto Sai who is to transfer into Constant Magic Acadamy, a prestigious prepatory school that guarantees that graduates will attain a government position. His dream is to be a Grand Priest (apparently a high government position) to try and better society, but all of that crashes down on him when his aptitude test (a Yatagarasu that predicts the future of students) declares that his future occupation will be Demon King. All hell breaks loose (no pun intended) and the entire school panics as it will be educating a student whose goal in life would be to destroy them. Losing the trust of nearly around him, there are those that still seem to find themselves attached to a now reclusive Akuto. Which leads me to my next point.....


What the hell is up with the english title? "Demon King Daimao"? Really? You're going to repeat the same name except in a different language? How did that get even approved? I understand that saying Ichiban Ushiro no Daimaou is a bit hard on the english tongue but what the hell happened? I understand that this title was probably included in one of those batch licenses that companies seem to be forced into doing if they actually want to license highly rated productions but at least translate the title or something.

Titles mean a lot. Whether it's books, movies, TV Shows, or animations. It helps give the audience a first impression of what to expect from the show. As stupid as it sounds, people who watch "Saw" are going to be expecting something sort of key element of the story that will involve a Saw. It sounds stupid because of how obvious it is, but WHAT AM I SUPPOSED TO EXPECT WITH AN UNINFORMATIVE SHITTY TITLE?

Regardless, if you want to translate the title literally (like an idiot who's studying Japanese) it comes out to something like "The Demon King of the Most Furthest Back". Sorry, I dont' know why I'm so angry while writing this review...

My personal translation would be "The Grand Overlord in the Far Back". In this way, not much is lost in translation. In the show, Akuto's seating is in the seat at the back of the classroom which explains the title. While all Japanese school anime seem to feature fixed seating arrangements, such is less likely the case in American schools however, the multiple implications of the translated title still work. While sitting in the very back row can denote deliquency, it can also seem to imply those who are shy or anti-social. This double meaning works well for the main character and would have the audience expecting something from the show. Speaking of which, although "demon king" is the literal translation of Maou, I've always thought that Overlord worked quite well. It has a strong enough negative connotation that isn't too harsh (such as tyrant). It also makes fun


Considering the over arching story, shows like these tend to be very wide open and normally result in multiple mini arcs that then make up the series. Because of how short this show is, one would expect better/faster pacing and a need for efficiency to get main plot points out quickly but that doesn't seem to be the case. In fact, it seems hellbent on accomplishing as little as possible while attempting to introduce the large array of secondary characters. There's even a goddamned "school trip to the beach" episode which more or less guarantees a waste of budget and an entire episode for fanservice.

It's a shame too, because the cast is fairly diverse and all fairly strong alone. The main character for once isn't some loser, or a reluctant genius. He's a developed, level-headed and self-motivated character who isn't prone to random counter yelling during perverse situations and works well as a decent tsukkomi for comedic relief. The backstory and setting for the world isn't too half-assed either. The ultra-religious undertone existent within the government has been done before, but there's less emphasis on the strong religious aspect which works well to hide the cult-like society and Akuto's goals as well as his actual beliefs that are explained later.

There's also the SINGLE moment when Akuto acts sadistic and evil which counters his general personality but considering the length of the series and the actual main focus of the show, this never gets embellished and the deep infusion of technology with magic is also never explained which left me with many questions. However, as the show progresses on, Akuto's acceptance of the situation around him and his more level headed personality countering the hysteria around him is something interesting to watch. It's quick development in a short period of time but it strengthens Akuto as a good main character.


Considering that airing in 720p is almost standard now, not much can be said about the animation quality except that I'm seeing a lot of stills. It's not noticeable because many of us are used to seeing them in animation, but the very first episode is a good judge of how you'd expect the budget to be spread out. The main and secondary characters are very detailed, and their animation is extremely crisp, while most background characters will stay that way and pretend they're stuck in a landscape painting. Effects are done extremely well. While the 3D modeling needs work (as always. There's never been a case where an anime had well implemented 3D modeling except for Panty&Stocking) particle effects, bloom and general compositing is extremely fluid and nicely meshed into the animation. Actual fight scenes and the use of magic are animated quite well although explosions could use a bit more work. If you look closely enough you can see the repeated layers.

Good CG

Bad CG (Seriously, when will animators realize this looks REALLY bad when everythign else doesn't look that spotless?) The track looks great.... but the train.... just... urgh.


The humor is quite well done. Because of the dynamic range of characters, the comedic points of this show have a bit of extra flair, especially with the observational AI Korone. Not only that, the constant stabs at Akuto's actions and assumptions about the uncanny link to evil is amusing to watch. It's a bit of Schadenfreude as you laugh at Akuto's earnest attempts to establish good rapport with his classmates only for it to backfire on him and help him dig his own grave.

I'm not sure what to say about the music. It seems that since Disgaea, any other show involving Maou seem to follow suit in terms of music. Same instruments are used and similar melodies are borrowed. It's not particularly bad but it does mean that the music then becomes easily forgettable. Oh, and the opening theme is misleading. I have yet to see any part of the show get that dramatic or mindblowing....


It's not a heavy recommend from me. If there's a second season released, I would watch it to see if it improved but I simply can't deal with how much lost potential there was in this show. Regardless, this is currently streaming on hulu via Anime Network, and the DVD and Blu-ray are both out. This show IS visually appealing so the blu-ray will make a significant difference in quality over DVD.

Saturday, August 6, 2011

C: The Money of Soul and Possibility Control - Review





First off, let me say "Yes, that is the title of the show." I'm sure you're aware of the tentative grasp of the English language Japanese have, and evidence of such is littered throughout the internet and the country of Japan. So, do I have any idea how to translate that title into something that's understandable? Absolutely not. Nor will I even try. That is simply too much effort and considering I don't have any connections with the industry, I can't even begin to guess at what they were attempting. Funimation's official title is [C] Control - The Money and Soul of Possibility, but even that falls shy of making "perfect" sense. It's just a re-arrangement of where "control" goes and I can see why the title is named as such, but something about it still irks me.

[C] (which is how i'm going to refer to this show assuming wordpress doesn't freak out and assume it's HTML code) is about a college attending economics major named Kimimaro Yoga, who's having financial troubles as he works at a convenience store in attempt to pay the tuition. With a father who disappeared from his life at an early age and a family who can't support his studies, Kimimaro curses the circumstance he's in. It is during one of these days of self-reflection that he meets a man who brings him into the "Financial District," a place where "Entrepreneurs" invest their future (not the financial term, the ambiguous time frame term) and battle with others in an attempt to gain money. However, like in life, even gaining money in the Financial District isn't as easy as it sounds.


If there's anything that should tell you to watch this anime, it's probably that it's one of the few anime in the last couple of years or so that have involved the main character(s) being older than the overused high schoolers. We're finally getting characters that are dealing with their own lives, and trying to find out who they are and what they want in life (high school can get too superficial sometimes).

[C] is an original short 11 episoder meant to be a season filler as well as a testing ground for Tatsunoko Production (I'll explain later on). The budget is fairly solid, story works pretty well and and a as a show overall, it's a good time sink. Nothing award winning but it has a fairly good script, character designs and doesn't get too heavy.



While supposed to look like an average background character, Kimimaro does a pretty good job at looking ordinary yet unique at the same time. The color scheme is probably the saving grace and helps him from blending in too much with the background. His bright sky blue hoodie contrasts pretty well with the lonely, grayed urban backdrop of the normal world and the ultra high-tech appearing, neon flooding Financial District. His primary companion in the Financial District named Mashu is also very distinct, and problematically one of the few humanoid companions of the Entrepreneurs of the Financial District.


I dunno, but for some odd reason, every time I saw Mashu, I was reminded of Nekomusume from Gegege no Kitarou


I say problematically because this creates the "unique identity isolation effect" if that were to ever be an actual term. Because most of the companions are beast-like beings and the limited cast of main characters seem to have humanoid beings (who also have comparable traits) the art itself unintentionally (or purposefully) isolates these characters into being unique and emphasizing the main reason why they're the main characters. It's irritating to watch sometimes I 'm not one for figurative giant scrolling marquees indicating that because this trait is unique, the character is special.



We also need Johnny Depp to reprise his role as Willy Wonka...



The world where this show takes place is developed but not quite complex. There are a lot of aerial shots as well as long pans which seem to indicate that they were trying to show off the "large world" that exists within the show, and there are discussions regarding what's happening in other countries with actual English voice actors speaking proper English in an attempt to emulate foreign companies but it's simply not good enough. Development of characters are still far too shallow with the exception of the leads and a select few secondary/tertiary characters but too many of them are far too easily forgettable, which indicates a large problem especially for a show this short. There's also the discussions of morality, the value of future and ethics which seems to bolster the world a bit, but in actuality, it just creates a small "sphere of influence," if you will, around said section that's drifting along somewhere in the world with no concrete connection, especially since most of the show is spent on Kimimaro being wishy-washy. Hell, even the entity that is Kimimaro's father, who is supposed to have some sort of major influence to how Kimimaro became the way he is along with their connection to the Financial District is blurry. If anything, I'd say that's a big problem.



The production values regarding the animation are pretty well distributed.... I think.... Maybe? As I mentioned earlier, this show seems to have been a testing ground for Tatsunoko Production. What I mean by that is the show elements that take place in the Financial District (Mashu, Masakaki) switch between from being rendered in 3D or 2D. Not only that, it seems that quality assurance is inconsistent. One thing is for certain though, the battles and the rendering of the Financial District is very well done and does show off a high budget, which leads me to believe that the inconsistency with characters moving between 2D and 3D is a result of the production team testing something with the models. What's even more unusual though, is that sometimes it's hard to tell that the character is in 3D because of how well they're rendered along with high quality compositing but other times it's very noticiable as the cel-shaded model sticks out in a 2D environment. Tatsunoko isn't an unknown company (to Japanese at least). They may not be as strong as Kyoto but they have some money making cows that can help them fund production for newer shows. Seeing this kind of work from them only leads me to believe they were rushed and were trying different methods during production. I'm expecting this to be fixed into a more consistent style during DVD/Blu-Ray release, SHAFT style.



For the spring season, [C] wasn't too bad. There were a couple others that I was following simultaneously and despite all its issues [C] held up fairly well. I ended up dropping, or not even watching, a handful of shows during the spring season for different reasons but I decided to stick with this one. The development and relations between the main characters of the show were fairly well developed but there was always a feeling that something was missing, and it's a lack of depth with many other characters that have had repeat appearances. Granted it's 12 episodes and thus it's a given that it's going to be missing some content, and depth but this is too much. It's a matter where they're supposed to "show not tell" but they're keeping it too straightforward and simple at times which is keeping this show from being better. The music is too forgettable, while the OP and ED themes fit and showed off the high quality that Tatsunoko is capable of, the actual soundtrack was lackluster. The pacing I would say was pretty good overall, so if this show had gone to 15 episodes or so, it may have helped fix all the problems I mentioned (excluding the animation issues)



I watched this show through Funimation's simulcast stream. If I recall correctly, Anime News Network seems to be in some sort of partnership with Hulu. You should be able to watch the episodes there until DVD/Blu-ray media is released.

Sunday, May 15, 2011

Sekirei & Sekirei ~Pure Engagement~ - Review




Minato Sahashi has failed his college entrance exams twice and is basically branded a loser. He meets a girl named Musubi who's under attack. Giving her shelter and time, she then tells him that she is a being known as a Sekirei and that he is an Ashikabi, one of a arbitary number of masters who have the ability to contract with some of the 108 Sekirei in existence. Forced into a secret "Sekirei Project" that involves him, Musubi and the city, Minato does what he can to get by.

I know..... It's hard to read. There are so many things that flash warning signs: loser protagonist, random girl falling on him, secret projects, 108 people unrelated to the chinese novel.... In fact. It's a spoiler but to be expected, let me add harem in there as well...


Simply put, if you were to mash Mai-hime and Ikkitousen together, you'd get Sekirei. Without giving too much away, Sekirei are these super human beings who have specific abilities such as controlling fire or being a skilled martial artist. Sekirei also seem to need to be "winged" to fight properly. To "wing" Sekirei, the most general way is to kiss them in which they will then stabilize and follow their Ashikabi, though apparently contact between the mucus membranes also counts.


...


...


YES, the anime is massive fanservice.
By the way. I'd like to mention that it's one of the male sekirei mentions that they could go "further" than just kissing, even if he is a bishounen.

I've been trying to figure out a way to deal with this but I'll break it down in the usual manner.

First off, the art style itself isn't bad. Generally the eyes are very round and it's really to each their own. Character designs for the protagonist and main support characters are fairly solid, they all fall into a generic archetype which is kinda annoying.

Moving onto the characters themselves, the protagonist basically forms a harem of cookie cutter girls who have unique abilities which is basically the only thing that's keeping them from being mistaken with another person, and the creator can't seem to decide on whether he wanted a 108 harem fest or if he wanted to actually create 108 distinct "heroes" as you see a handful of male Sekirei, two of which are significant characters though it's still about a 11:1 female-male ratio.

And as usual, we've got a male protagonist, with a self-esteem issue, is a pushover, next to useless, somehow wins the heart of a handful of Sekirei, and would be a "good" character if he only pushed himself.....right. This is probably the biggest turn off for anything for me. I'm so absolutely sick of useless protagonists who have no strengths except for being some sort of arbitrary moral support when he "decides to do something." Christ, even having him attend college would improve my view, but no. He's gotta fail TWICE and be a loser rounin cause "that's when you pick yourself up!" He's also a terrible reluctant protagonist (Saito from Zero no Tsukaima does a better job) and the voice actor is pretty bad.


Setting up the usual harem scheme, this is also supposed to mean massive fan service, and to be honest, I'm on the fence here about this. Having been released a couple years before the "moeblob" and the Seikon no Qwaser/Queens Blade censor pushing era (July 2008 and July 2010 for the first and second seasons respectively) Sekirei was not subject to the stupid pink, airy background with the character yelling "iiiiyaaaaaa" the annoying time wasting scenes we see today. I think I've only seen maybe one or two of these ridiculous glorified scenes that are purely for fanservice only.

That isn't to say there aren't any breasts. There's lots of breasts, so many of the characters are so endowed you'd think there was some sort of disease going going around, and likewise there are also many bathing scenes and instances where breasts are exposed, and while that may seem to be the focus for some people, it feels like one of those cases where the animation production is simply just going along with following the manga and its respective scenes. There's not much glorification on the fact that there's exposed skin (except in the first few episodes) and it almost becomes like an everyday thing where even major plot points are discussed in the nude. There's no frame cut, dynamic angle changes, or change in music, and for that I'm grateful because in some sense, it's actually tasteful, or used as humor. There's one scene where the main characters are discussing something harem related and all you see filling up the frame from different angles are the breasts of the characters talking.

The other type of fanservice is the ikkitousen style of exploding clothes during fight scenes. I don't think it ever gets as bad as ikkitousen where I recall in of the OVAs one of the characters just straight up yells that there aren't enough exposed breasts in the scene but it's on that kind of level.


Moving on, the production values for Sekirei is fairly solid. You do see the occasional still shot, panning corner cutting but most of the fight scenes are crisp and generally don't repeat clips. But it's obvious that they also have a limited budget and know how to evenly distribute it (unlike SHAFT...) but it does also result in some unintentionally hilarious scenes such as this:

I... um....uh.... I think the answer is C? I mean I think I see something regarding phenotypes but I'm not too sure what a ""oquckdame" is... or the rest of the page for that matter.... You know... maybe Minato really isn't that stupid.
Also with 108 characters, it gives the creator some freedom in the different kinds of battle characters she can create. It's good animation overall and CG rendering was pretty well done. Kyoto animation probably holds the title for best 3D rendering followed by J.C. staff but Seven Arcs is a very capable and competent production team, even if they haven't been the main team for many series.


The story and some of the execution of the plot needs work. Lots of work actually. There are questions that I had about plot points early on that were never addressed, such as "What happens when a Sekirei shuts down?" There are apparently rules that govern fights between Sekirei but it's never explained as of yet about the result. It seems akin to death as that's how the characters in the show are reacting but then there are hints that they can come back or something.... It's sketchy. There's also the issue where in the second season, there's a constant recurrence (almost to where it becomes an inadvertent gag) of the "bad timing" device. The one I'm referring to is where there are two characters who are looking for each other but have bad luck and never do meet resulting said characters being at the same place at the same time but looking in opposite directions or alternating their arrivals at a same place. In general, this isn't a bad device UNLESS THEY NEVER MEET. In that case, it's simply downright irritating and a waste of time. One can only have so much tolerance before it gets annoying, and it occurs throughout an entire season. Overall, however, the main plot is hammered in fairly well (I think...) but it's specifics that get somewhat problematic.

The biggest part about Sekirei that keeps it from being the absolute trash it's over arching plot is supposed to make it out to be are the inter-character relations. In addition to supposedly being all different Sekirei seem to also have been "born" in chronological order starting from number 01 all the way to 108, and within the numbers there are elite groups and members who work under different organizations and are in different political areas of the city the show takes place in. In addition, there's a strong emphasis on "fated" destinies and the belief that Sekirei actually choose their master based upon their reactions to certain people, and of course there are Ashikabi who initiate the "winging" through brute force resulting in a large range and mix of characters that can exist in the world. Putting the main protagonist's harem aside, the show gets fairly deep into tertiary characters, but unfortunately, not deep enough. It falls just short of a complex and well crafted world.


Before I wrap this up, one final thing that amused me (I couldn't really find a place to put this anywhere else) was Kusano's character. She's the 108th Sekirei and the youngest in the entire story I believe. She's supposed to be about 5-8 years old and is one of the few incarnations of the old school "moe" device. For those of you who are unaware. There are actually two uses for "moe." The old school/generation version was used to describe characters (mainly girls) who evoked a platonic love from the viewers for the character. Basically the main difference from the old "moe" and the lolita complex was that moe was non sexual. Nowadays, it's used fairly plainly to mean something that's cute but closer to sexual emotions. Anyway, Kusano is a pretty plain and generic character standalone, but the execution by the creator along with the voice actor made this show a bit more amusing with the occasional jealous fits that Kusano has.



Sekirei is a show that needs work. It's good but not great. It's bad, but not terrible. Depending on your point of view, I would generally say that it ranges at either below average or above average but not the middle itself. It isn't a bad time sink and the physical quality of the show is pretty good. Assuming the manga still runs, Sekirei will probably go for a third season as well.

Monday, January 25, 2010

Black Lagoon - English Dub - Mini Review

I've recently watched the entirety of Black Lagoon in English. Although I'll attempt to refrain from any serious spoilers, in general, this review will be mainly for those who have already seen the anime.


As I have mentioned before in my earlier review of Black Lagoon as a whole. The entire anime was meant to be spoken in English. The main giveaways being that the characters speak with English figures of speech (particularly American) and that most of the main characters have backgrounds from America. That said the transition from Japanese to English isn't much of a stretch here. I would say that it would actually be quite comfortable.


In general, you have to get used to the characters again. Pretend you haven't seen it before. Otherwise, you'll get an odd feeling when you hear the voices. Rock particularly sounds vastly different (and honestly, he should be. Not that I'm saying that Rock's voice should be different but that the tone used by the voice actors is different). Brad Swaile puts a different spin to Rock and it will take some time to get used to. He's good at his job but there will be some bias if you've heard his voice already.

Maryke Hendrikse as Revy will be a big change for everyone. Her style is vastly different than Megumi Toyoguchi's. She's more raspy and the range of Revy's emotions are somewhat wider. Toyoguchi has a more flat, jaded tone that gives Revy that almost constant feeling of a cold distant character whereas Hendrikse gives us a character that's also cold but has openings that pierce harder than the Japanese counterparts. Regardless, they both show off their skill and both pull through as one of the (if not, THE) strongest actors throughout the entire series.

Get a black guy to voice a black guy. This would be Dean Redman's only anime role so far and he does a pretty good job. Good range of emotions and solid work overall. His inexperience does often show up as he sounds too flat during tense moments. At one point, I remember him "yelling" "Get down!" only to be quite disappointed that the line was delivered with such mediocre emotion. There's a moment in the Second Barrage where Dutch swears profusely and angrily. Redman comes up with a line that sounds fairly tame. He's skilled at witty lines and dry humor and so I'm interested to see what other roles he will cover. He needs to work a bit more, but he's definitely potential and he's got a great starting point.

I've always felt that Benny was the weakest character of the series. He has history and his character shows, but with only about one to two episodes where he's a major role, it's hard to judge the actors. Regardless, Brian Drummond seems to suffer from the same problem that Redman has in that his voice lacks a sense of urgency. When he called over to Dutch to drive because the boat was being targeted by TOWs, it seemed very flat. I really don't know how else to put it. There weren't any accents on any particular word (maybe "TOW?" I mean, it's not something you expect.... right?).


Then we have the supporting cast of characters who all give flavor to Black Lagoon. Patricia Drake gives more life to Balalaika than Mami Koyama. She speaks no Russian (which is a bit that I was particularly fond of in the Japanese dub) bu makes up for it in tone. She has a few roles overall but gave Balalaika exactly what the show needed. Her voice fit the character and emotions worked well together. This is definitely one of the best matches to date. To be honest, I forgot how Balalaika sounded in Japanese. Her greatest moment has got to be when Revy is running chores with Rock and they head over to Balalaika who is filtering and editing porn. Right before the cut, you see Balalaika clearly bored out of her mind and Ms. Drake delivers the memorable line "Someone shoot me."





The first season was a great watch and I loved it, but the second season is really where the test is for both dubs and I focused more on that because it proved to be quite brutal in for me in both languages.

You see, the main problem lies in the last arc of the show where Rock and Revy head over to Japan for business. Rock is to be Balalaika's interpretor in which he has to speak Japanese for the Yakuza and here is probably the big spoiler that everyone in Roanapur was speaking English the entire time. This would also be where Toyoguchi fails and she tries to speak english. The rest of the series is fine in Japanese as one my favorite lines are in there.

For the english cast however, it seems that the entire season was painfully hard. I think I realize why Ms. Drake didn't speak Russian. Perhaps it was because she didn't feel comfortable or the director didn't. Regardless it's painfully obvious that the voice actors for Hansel and Gretel, the romanian twins, couldn't speak.... whatever they were trying to speak. It's odd. Jocelyne Lowen (Gretel) isn't particularly new. She has a major part in Galaxy Angel and while Ashleigh Ball (Hansel) didn't have much experience, he had far fewer lines which wasn't much of a problem. However, voices here didn't match very well and then there was the entire part where the director wanted the actors to give off the hints of where they were from by saying (I think) Fratellimeiu?

The Japanese dub covered this particular problem by having the twins speak normally but then Watsup ( the police officer) give the specific hint of how the twins addressed each other. In the same way they were speaking Japanese but actually English, the twins were addressing each other accordingly. They sounded perfectly normal to the viewers but to the characters around them, they were speaking a different language. Regardless, the English dub sounded very off, and it was really a pain for me to hear through all of that...


Greenback Jane arc was fine, so let's leave it at that.


Now here's the moment of truth. All wits put together to give us....
I'm not really sure what to say here.
The way this chapter was handled in English was so completely different than the Japanese one I'm not really sure what to criticize or where to start. But.... I guess I'll start off with the main sequences involving the interpretor.

One thing's certain. Brad Swaile has next to no grasp of the Japanese language and neither does the person they hired to translate. Not only is it extremely rough in tone and mellifluence but the grammatical structure itself is very primitive. Why is this a problem? Rock is Japanese. It's not going to be weird if he can't speak english properly, but it IS going to be weird if he can't speak his native language properly (Probably one of the advantages of having japanese dub anime set in Japan). You can make fun of the Japanese for not being able to speak English properly, but then you better be able to speak Japanese, cause you sure as hell have no right judge. Was it a mistake for the Japanese director to try and make Toyoguchi try to speak English? Yes... Very yes. Does Brad Swaile speak japanese. No.... Very no. The english director has made the same exact mistake. Don't try to squirm your way outta this. If someone hired a coach for Brad Swaile, that would be a whole different story.


Another thing is certain. More often than not, Japanese who speak English have an accent and people in Japan are usually uncomfortable speaking English (surprise). I'm not making fun of anyone for it, I'm looking at this from an objective stance. Here's the directional/fundamental problem here. There was a major language barrier between Ginji and Revy in the Japanese dub (well.... Revy and everyone....) because:

A. Revy can't speak Japanese.
B. Japanese can't speak Revy (English).

But miraculously in the English dub everyone can seem to communicate perfectly fine with the exception of Balalaika and the Yakuza, because either:

A. Revy IS speaking Japanese in the English dub, or
B. Everyone is speaking English with the exception of the yakuza, who speak exclusively Japanese.

Either way, something is really wrong (and B is just downright stupid).


It's quite hard to miss a plot hole like that, and it's even harder to tolerate Lalainia Lindbjerg's role as Yukio Washimine. Never (strong word here) have I heard a role so off. This isn't even a problem with direction. Lindbjerg's voice acting was something else. Never mind language barriers or plot holes, what about acting in general? Her role throughout sounded awkward, filled with an unusual tone followed by flat lines and almost a pure lack of emotion throughout. Or maybe there was emotion, but that was misplaced. What I mean is that her role as Yukio was completely amateur. Let me get this straight. I don't know who she is. Seriously. I didn't know who she was until I went over to anime news network and looked up the English cast for Black Lagoon. Apparently she was Bulma? I don't really follow DBZ at all so I can't judge her work there but her work here was atrocious. Her voice itself fits the role to some extent. It has the mature character that Yukio needs but that's really it. No one speaks like that. If anything a foreigner speaks like that (which wouldn't make sense story wise since Yukio and Rock would be speaking Japanese).

I gotta say, The Second Barrage was a surprise. Not in a good way. The first season was great, this one needs a revision or something.....



As a final side note, something that confused me was the scene between Takenaka and the Japanese tourist at the airport. It was understandable that the tourist had that weird accent when trying to ask for a light, but Takenaka can speak Japanese. His conversation with Rock proved that, so it's awkward that he'd speak English to the tourist when he's (Takenaka) the one that started the conversation. Something that I've known (almost inherently) is that people are comfortable speaking their own native language with others who can also speak it with equal comfort. It SOUNDS stupid, but apparently that doesn't prove to be true in Black Lagoon-land.



Why do I focus so much on the English dub for Black Lagoon? Because it's one of the prime examples of where English dubs can be of equal grade to those who speak english as many Japanese dubs are to Japanese. In all honesty, it's painful listening to English. English itself is a very ugly language being such a frankenstein. This is why singing in English requires many sacrifices (extend vowel sounds, negate hard K sounds, avoid "errrrrrrrrr"). So when something sounds off in English, it's a piercing tone as opposed to Spanish (or japanese, except when you get emphases wrong) or Italian. This is why English dubs need to be polished. Look at Spongebob or Chowder. They get voice actors who work with the characters and it shouldn't be any different for anime.

Sunday, January 10, 2010

Some Thoughts on Myself

This is actually me stalling for time but in another sense I need this some where to look back on to improve my own writing.


As a casual writer, I try to make my reviews "good." I admit, this doesn't always happen, and occasionally I miss points that I originally meant to mention but forgot. Perhaps its because I'm starting to rush more often, which is usually a bad thing. I need to start dedicating time in my schedule that's purely dedicated to thinking reviews out and writing them.


I have this notion of attempting to avoid as many spoilers as possible making the review not spoiler-free but good enough that it won't reveal too much. The main problem with that however (and I've been seeing this in my reviews) is that I make these super broad sweeping statements that make my reviews look terrible. Game wise, I feel that I can be more specific on certain things that would allow me to personalize it a bit (such as gameplay). But for anime that don't really have anything unique about it or don't' make it to my absolute top or bottom. I noticed I've often just ended up writing such broad statements that when I try to look back on it, I make this mental note of "oh, that was some time ago, I shouldn't worry about that anymore."

I know I shouldn't distance myself from my writing and I know I have to take this head on but goddamn... Some reviews just suck. It's so stagnant and void of any character that I'm mildly ashamed I wrote such filth. I frequent the Anime News Network and I often read Theron Martin's and Carl Kimlinger's work. They refer to key characters and explain certain points that make a show strong or poor. They get very specific into the details of some characters to explain why they think that concept works.

I think that I may have to change up how I write and take a look at this from a different approach. Maybe I have to work on applying a little more focus and spoiling a bit more than what I usually do. The main thing that holds me back from doing that is my "philosophy." Because of how story driven anime is (supposed to be). I believe that minor spoilers in conjunction with a higher frequency of them are just as bad as major spoilers because it's these small tidbits that give3 you the small bit of insight that makes you go "oooooooooh." Figuring something out? Yeah, that's a good feeling.

So I'm a little bit at a loss here because I'm somewhat unsure how to approach this. Do I spoil more to give more character (no pun intended) to my reviews? or do I potentially screw up my own reviews and make them sound pathetically generic and lifeless with no specific key points?


I have an agenda when I write a review. It's quite easy to see that. But just exactly how far to I have to stick to it to get the kind of review I want?



In other news. I'm going to add CD Japan's links to the board. I've been accepted into their affiliate program. It's a really great site. You can get Japanese soundtracks for retail price in Japan. All you really do is play EMS shipping (which is cheap) and the standard conversion rate.

Thursday, November 26, 2009

Borderlands - Review



Excuse me for the late review. I've finally finished my work for a while and I've recovered most of my sleep debt, which means now I can actually start writing again (woohoo!). This week's review is on Borderlands.


Borderlands is a First Person Shooter with RPG-like elements. I would consider it to be a game similar to Mass Effect with a bit more freeflow and less protagonist to environment dialogue (actually there's no dialogue between the protagonist(s) and the environment).

Borderlands is about 4 treasure hunters looking for this entity referred to as "The Vault." It supposedly exists on Pandora, a planet under the supervision of a research corporation, who have abandoned their mining operations there leaving it to be controlled mostly by bandits who once were prisoners working there. A guide, referred to as the "guardian angel," tries to lead the treasure hunters to the Vault. The plot itself is very open ended and leaves room for a lot of content (some of which is apparently DLC now)but I'll get to that later. In this kind of game, I believe highlighting gameplay is key here.





As I said before, it's a First Person Shooter with RPG like elements. What does that mean? Well, this game is generally played like a first person shooter. Your HUD shows your compass, HP, Shields, EXP, Class Mod and ammo. Also when you switch weapons, stats for your weapon temporarily appear.





All your weapons have in-depth descriptions such as the weapon's damage, accuracy, fire rate, and magazine size. The item name's color indicates rarity going from least rare to most rare: white-green-blue-purple-light orange-dark orange-pearlescent (which is actually white, but the weapon comes with special traits). The modifiers in the weapon description don't mean additional modifiers, but describe the stats which have been modified from the "base" model. Any red text refers to a special trait the gun may have.

Accuracy actually refers to how large the crosshair is and determines the spread of the bullet when in iron sights/scope. That is to say, you can't just aim in the general vicinity of an enemy and assume it'll hit because the weapon's accuracy was 80%. To be honest, I'm not even sure if the number next to the accuracy refers to a percentage, just a general number system to use to compare one weapon's accuracy to another.



All the characters have been broken down into 3 "subclasses." These subclasses generally determine how you play as the skills (all of which are passive) affect certain weapon types or boost a certain stat that would make another weapon type better to use.

All characters are given on active skill referred to as the "action skill." Needless to say, this action skill varies per player and most likely each character has one subclass tree dedicated to boosting the action skill.




In addition to skills, there are items known as "class mods" which modify skills and apply other effects to complement a certain skill tree or class type. Like skills, these class mods will enhance a certain playing style and generally do not have any adverse effects. The only one I've seen to be a problem is Brick's berserker mod which occasionally gives negative bullet resistance.



Finally, you have the Proficiencies tab which basically tells you which weapons you like using, since the more enemies you kill with a weapon type, the higher your proficiency is with that weapon, the better the boosts you get for that weapon. Just exactly how you can improve weapon damage by using a certain type of weapon multiple times is beyond me, but I really couldn't care less.



If I were to put it bluntly (and I will), the entirety of the game consists of fetch quests, kill x amount quests, go here or "kill this guy" quests. Yes, gameplay wise, that's all. It's actually that monotonous. It's probably one of the most linear "MMO-style" games. There are hardly any cutscenes. There's a lack of plot (or rather, it's so weak, you hardly realize there's a plot) and it tries to pick up but just crumbles.


The difficulty curve is also pretty bad. If you actually play "normally" and generally kill enemies as you progress the story, more often then not, there's going to be a major gap between "recommended" levels and your actual level with you being a good 3-5 levels higher than the target level. Each quest has a "recommended" level that is a marker of the general level you should be. After running through the game with a few characters, my friends and I have figured out that you will BARELY be under the difficulty curve if you ONLY complete the quest and kill NOTHING unless required. What does that mean? The beta testers were picking their noses and twiddling their thumbs when testing this game. More often than not, it's the enemies that initiate attacks (unless you're a sniper) and so the most logical course of action would be to shoot back until said danger was no more.

There's an easy fix for this, either increase the experience tables or reduce the amount of experience you get for completing quests.

So what's keeping this game from being scum of scum?

4 player coop. Probably the saving grace. This kind of gameplay warrants multiplayer and 2k games delivers.

Next would be the unique art style. Cel-Shading isn't anything new, but it's not common either. The art in this game is really well done and the textures are really nice. Animation wise, everything is extremely clean and very visually appealing. It's easy to just throw something like this away for another game when it attempts to go for some kind of realism, but it's worth noting when there's a bit of artistic value to it.

Next would be immersion and flavor text. Despite the core of the game being really boring. The extra effort for dialogue, sound clips, and quest justifications make the game quite amusing. More often than not, I found myself chuckling at certain moments in the game. The developers know how to write well (to an extent. Like I said, the main story sucks). Reading quest descriptions and listening to sound recordings are definitely worth your time and improve the overall experience.

The game mechanics are well organized. They're simple, relatively easy to use and don't require a massive learning curve. The developers know what they wanted from this game and the players can expect the same thing.


This critique isn't so blatant but after a couple playthroughs is very noticeable. The developers play favorites with the characters, particularly Mordecai, the hunter. Upon close inspection, nothing seems wrong. His skills are relatively fine, and considering his weapon types, nothing is drastically overpowered. But certain weapons throughout the game make him a very cheap, broken character. Each one of his skill trees combined with a certain mod can allow him to generally stand still and watch everything around him explode. The trees at full skill allotment Allow him to effectively be a one man army at long and mid-to-short range, or short and mid range with damage dealt easily giving him 1 hit kills. If you look above at the screenshots, you'll notice the sniper rifle equipped along with my proficiency. The red text allows me to fire the sniper rifle like a fully automatic rifle (Meaning, I don't have to press the mouse button for each shot). Combine that with my proficiency and I can fire 13 shots faster than the Soldier class with battle rifles. Not only that, I deal more damage and if combined with a passive skill that decreases cooldown time for my action skill per hit, can use my action skill endlessly. THE ONLY drawback ( and I hardly call it a draw back) is that At the end, players can only have 120 sniper rifle ammo. Meaning that ammo is the only thing holding this character back from completely annihilating the game, but that's easily fixed with at least 1 character having a ammo regeneration support mod.


Overall gameplay is really short. One playthrough takes about an hour and a half, and second playthrough takes shorter totaling around 2 weeks. DLC will probably extend it but gameplay is exceptionally short. The only replay value this has is the post game monster modifications. All enemies enter a third tier of difficulty and are set to level ranges from 49-51.

It's fun for a short while but may not offset the price tag. The coop is definitely fun but with people generally being computer illiterate, joining an online game is somewhat boring. People don't really talk much and voice settings are either on or off. It's better to play with friends then trying to find a good online game.

Saturday, October 10, 2009

WET - Review



I actually ordered this much earlier, it's just that both college and DFO have been taking up a bit more time than I expected. So it took much longer than it should have to beat this game.

Wet is a third person alternative shooter developed by Bethesda Softworks, responsible for some pretty recent titles such as Elder Scrolls: Oblivion and Fallout 3. They've also had a hand in Call of Cthulhu: Dark Corners of the Earth which is a first person shooter based on the HP Lovecraft novels.

Wet is about a gun for hire named Rubi Malone who is famous for her acrobatic gunplay which resulted in people likening her to a monkey.


Wet was more of less everything I expected it to be. It's a stylish third person shooter where you (and mostly a set of dual pistols) take on everything. (sigh) Because Rubi is badass and tough as a brick and people who are badass and tough as a brick don't care about anything....
The gameplay in the game is pretty solid. While the flow of it is pretty much the same throughout the game, it mostly involves firing two guns while jumping through the air, firing two guns while sliding on the ground and seemingly not wreaking your jeans, or using a sword to remove people from the game. Of course, Rubi also has some skills that allow her to move from point A to point B more efficiently, while firing two guns. She can wall run, hang onto cliffs and then run along it, slide down ladders hanging by her feet, run up and jump off of enemies, use enemies as launching platforms and enter a state of pure "pissed-offedness...." to wreak havoc. (I don't see how the last one relates of movement.)

The flow the game seems to generally follow a pretty structurized level design. There's a small gunfight that usually doesn't mean much and is just there to make sure the trek from point A to point B isn't too boring, then there's some form of arena fight. Rinse and repeat and add a few action scenes that involve a lot of quick-time event usage.

You get four weapons, all of which have their purposes and add more fun to the game. Unlike Wanted, where you're stuck with two weapons, which basically do the same thing, while the the enemy has a variety, you have about the same amount of weapons the enemy has. I think the only thing you're really missing is an assault rifle, and instead of that you get twin bowguns that fire explosive bolts. Good trade. They all have somewhat specific uses but after a while, that seems to matter less as it almost feels like ammo is attempting to tripwire you everywhere. Simply break open a box and you have about 1/4 of your total ammo.


The action packed quicktime event scenes are honestly the highlight of the game for me. The very first time I encountered this, I basically wet my pants. Rubi Malone is basically trying to hunt down a guy who stole her package and through a series of events, you find her on top of a car, driving along a bridge. In the meantime, there are other cars with enemies trying to kill you. You take control of Rubi and every so often she has to jump from car to car or pull off some flashy stunts to avoid getting roadkilled. So it's a combination of a rail shooter style gameplay combined with quick time events that appear frequently.

Speaking of which. I think that the quick time events handled in this game are probably the best I've seen. The quicktime command is pretty intuitive as the buttons aren't randomized and they generally correspond to basic controls. For example, let's say the car Rubi is on is about to crash into another car. The game goes into slow motion, and X (the button to jump) appears. She jumps and wall runs a truck, vaults over and jumps to another car with a guy sticking out of the window. As she's in mid-air, time slows down again to display the square button (the button for sword attacks). Once the event clears, she slashes the guy in midair and lands on the car.
In addition, I feel that the game gives players pretty ample time (about 1-2 seconds) to press the command. There are times that I simply fumble because I wasn't expecting it but it's not that big of a deal. In addition, the cut-scenes that include quick-time events are pretty well done. After a quick-tiome event is cleared the camera usually stays in the same "shot" so the transition looks very smooth. It also doesn't transition the moment you press the button so when you clear an event, a green circle appears around the button you have to press and the event continues on until the timer runs out. Because of that cutscenes aren't really choppy, the main problem I had with Resident Evil 4.


Music rocks. Enough said. Dialogue is pretty solid and the voice acting is really nice. Eliza Dushku voice fills Rubi with life.

The loading screens are actually kind of creative. I didn't realize until about halfway through the game that they were loading screens. Excluding the main loading screen chapters where there's just a single shot and a small loading animation at the bottom, in chapter loading screens consist of 70s movie theater commercials and small shots of what Rubi does when she's waiting in an elevator. It was humorous and entertaining so I didn't think much of it, but when I considered that at one point, the animation was looping and that they were placed in key areas involving doors, I realized it was a loading screen. Pretty clever.


Of course, there are issues with the game. One such issue would probably be the obscene precision required to move from place to place (feels reminiscent of Tomb Raider...). Rubi generally has a set running speed. It doesn't feel fast but when she jumps it's much further than expected. So what usually happens is that either you jump too early and fall to your death, or you screw up a simple combination of movement tricks which also features you falling to your death (wall running, jumping off, and then hanging onto a cliff). Other times the frustration of missing a simple chain in a link of moves during an arena fight warrants a save load. (Jumping off a ramp, killing two guys before swinging on a pole.... only to miss the pole and land on the ground where your combo has now been trashed). Because this game is so combo/chain-time sensitive, it's as if the developers were expecting you to know how to pull off everything you do at the start.... which is ridiculous.

I recieved a "poor" ranking in the first major fight that involved spawn points because I didn't utilize all the acrobatic tricks properly which would also help my time as the acrobatic elements help you reach the areas that contain the targets which you need to cut to kill the spawn point. COME ON.


Another issue would be how rigid the gameplay is. You hardly see any enemies when you're moving from one "arena" to another. While the gameplay is linear, and there's nothing wrong with that, having too rigid gameplay only emphasizes how linear the game is. In addition, I want some practice during the transition from point A to point B. It's somewhat annoying that I can't try out certain moves unless there's a target I can test on (i.e. flipping off enemies, or going for a super fast slash from a wall) and the game doesn't accommodate me with such a chance other than in an area that's grading you for your performance. It's as if you just learned how to drive and know the fundamentals of driving, but the only time you can drive is when you're taking a test. Unless your ability to adapt is that of god, OF COURSE YOU'RE GOING TO SCREW UP.


Another thing I was unhappy about was that there wasn't a "new game +" after you beat the game. Meaning after you complete the first runthrough of the game, you can't start a new game without removing the upgrade data from the old character... which is annoying because I'm pretty sure a bunch of the extra mini-stages that you unlock after, use the story mode clear data. You also don't get multiple save files, and there's no chapter select screen. I guess, if you count the Point attack mode (how many points can you score in a particular screen), that would count as "chapter select" but I would prefer something a little less competitive.


Some of the characters have VERY short appearances despite their importance to the storyline. Other characters aren't explained properly which almost makes you feel as if you're missing something or skipped a scene or entire game. The storyline, while fairly thought out is missing key plot points and explanations. As a result, what would have been a classic, yet overdone, story is filled with holes and information leaks that aren't necessary. They degrade the feel of the game overall and to top if off, it seems as if they left it as a cliffhanger for a second game...



Overall, Wet has that kind of Kill Bill feel to it, except that instead of a sword, Rubi is more about guns. The music sets the game's tone really well and I think because of it, I like the game a lot. There are a handful of game flaws in terms of technicalities, but in terms of flow, it plays really well. It's shorter than expected but it's nice. It's much better than the Strangerhood and being able to shoot two people at once, and seeing how well she changes the direction of the guns is pretty awesome.

Saturday, August 29, 2009

Braid - Review



Braid is a platformer that my friend notified me about. It's a fairly basic one in terms of game mechanics in that it's a straight up 2D sidescroller. You jump on enemies to kill them and to go to jump higher.

What's unique about it is its mechanics with the other function: the rewind/fastforward function. If you do happen to die the game will politely ask you to press a button (in this PC gamer's case: shift) and time will rewind until you let go. At first I thought "Oh how clever" but then I came to realize that the rewind function was going to be one of the main parts of the game.

Levels are divided into worlds which then have smaller segments (rooms) that focus on a certain platforming puzzle. Worlds themselves have rules that change up how the game is played. For example, some rooms are designed where time will only move if you move (left or right) which can result in dead enemies respawning and some stubborn key mechanisms of the game.



A good portion of the platforming puzzles rely on the rewind feature to help you progress. There are puzzle pieces along the way that if you collect all of, will form a small picture that I will assume is a memory of our protagonist "Tim." Technically, you can breeze through the levels not particularly caring for any of the puzzle pieces but that seems to ruin the fun of the game as many of the pieces are the heart of the game and utilize the worlds' messed up rules.


The story itself is laid out in a sort of book format. It's an all encompassing room with books on pedestals. Each book represents a page and you, the player, moves forward onto each pedestal to go to the next page.

To be honest, I haven't finished the game yet, but I'm near the end and I've loved the platforming aspects of it. Some puzzles have a very particular timing to the platforming which is mildly irritating but none are too hard that I've simply quit, yet. I would write a longer review but I'm actually tired as I'm writing this late at night before this is actually published. I will be away for a week and return next sunday which means there will be no post next week. I hope you all have a good start to your school year (if you're starting school) and I'll see you all next week with a modified review.

Sunday, August 23, 2009

Fat Princess - Review





As you can see Fat Princess is about two princesses who found a cake growing out of the ground. These two princesses then overstuffed themselves to problematic proportions. Believing it to be a curse, the king wages war on the other kingdom to secure his princess's hand in marriage which would supposedly break the curse.


A friend of mine first showed me the trailer on PSN and almost immediately I realized I had to get this game. The "main" game mode is a basic class-based capture the flag style gameplay. What makes this unique is probably the running speed of your character based on the weight of the flag.....


You spawn as a peasant, with customizable eyes, hair, facial hair, hair color and voice. As the peasant you need to pick up hats from nearby hat factories or off the corpse of a dead enemy to change job classes. There are five job classes which are fairly straight forward: worker, archer, warrior, mage, and priest. Workers are equipped with an axe to chop down trees and mine for metal. By collecting these materials, workers are then able to upgrade factories to improve job classes or build siege weapons.

All classes have an upgraded form which also gives them a second weapon. Workers are given bombs for small anti-gate/personnel AoE (area of effect) and their hat factory also drops a larger version of the bomb for anyone to pickup and throw. Archers have access to fire arrows and are given a shotgun-esqe musket rifle as a second weapon for short range attacks. Warriors are given spears which have a longer range and give them a dash attack. Mages are given an ice staff in addition to their fire staff and their hat factory now pumps out potions that turn players and enemies alike in a small area into chickens... Finally, Priests are able to turn into dark priests and steal health from enemies instead of healing allies.


There are four game modes if I remember properly. There's a capture the flag mode in which all you have to do is take the enemy princess from her throne and toss her into your dungeon. Conquest mode, in which you have to rescue your princess and have her sit on her throne while having the enemy princess in your dungeon for a certain period of time. King of the hill, where both teams have "life points" and players have to capture and hold more outposts than the other team for a certain period of time to reduce the enemy team's life points and finally deathmatch mode where there are a total number of points on a team representing the total number of lives on a team and the objective is to simply kill.


The unique (and amusing) part about Capture the flag (princess) and conquest mode is the ability to feed the princess (whether it's the enemy princess in your custody, or your own princess) cake pieces that appear all over the field. By feeding the princesses cake, they get fatter making it harder to actually carry the flag back to your base. This is where teamwork shines, because other players can help increase your carry speed by "escorting" (escorts are indicated with a heart talk bubble above their heads) you and thereby helping you get back to the castle. If I were to somehow logically justify the concept. It would be like... they're helping you carry that fat princess and occasionally letting go to use their weapons...


What really surprised me was the blood and gore in the actual game. I thought it was weird when PSN asked for me to input my birthday before seeing the trailer and later, it made sense. To put it simply: so much blood. For any hit, blood splurts out and dyes the ground for a while. Many players in a confined area = pools of blood.

The menu system is made with a bit of wit. The top menu listings are "Play with yourself, Play with Others, Bragging Rights, Twiddly Knobs." The thing that got me though was when you were playing a single player custom map and in the options, it said "25 imaginary friends."


There were some things I didn't find that great. First off would be the quick tips and the tutorial in general (rather, lack of tutorial). Running the storyline on single player helps you familiarize yourself with the game, the maps and the different game modes, but I noticed I had spent significantly more time in the first level than the rest of the campaign. I read through the in-game manual only to realize it didn't really help much as there wasn't any interactive element to help you understand the concept better.

Some of the maps are very small and seem a bit cramped in a 32 player game. The best way to see what "cramped" means is to load up the soccer mini game and watch all the AI swarm the soccer ball resulting in a chaotic mess. Other maps are more suited for more players and so the maps vary in size and players simply have to estimate a suitable amount of players.


I'm not sure whether this would be a bad thing or not, but it's very simple. Not in terms of concept but the overall game is one of those games that you just pick up and play for a little while and leave after. With so few maps, it somewhat limits game longevity. Seeing as there's a "fat downloads" option, I assume that downloadable content will arrive soon, so it must be simply a matter of time before more maps and features are introduced.



In related news. A PSP port is said to come out.