Saturday, February 27, 2010
With the hotness
With the quickness
Shooting Festa 2010 went down today in Tokyo. Cave wasted no time announcing that Deathsmiles II X will be hitting the 360 on May 27th. There will be standard, and limited editions available costing ¥7,140 and ¥9,240 respectively. The LE will include a bonus soundtrack of remixes by various game musicians. (Where's Go Sato at?). In addition, Cave's classic Guwange will be hitting Xbox Live Arcade at some point to be arbitrarily determined by the powers that be (Microsoft). I guess they've since reversed their "no straight arcade ports" stance, which was responsible for the whole DoDonPachi DOJ BLEX debacle, and why Ketsui X isn't even out yet. That one's coming in April, finally, while the DOJ patch is currently being tested by Microsoft.
Overall, the whole show seemed like a more respectable event. Bigger, with more notable announcements, and guests. Also, proper equipment, although the Hori sticks were from the low-end Fighting Stick line. Looking forward to Shooting Festa 2011!
Dengeki: Managed to get a pic (it's the last one in the article) of the KOF Sky Stage demo setup featuring two Tournament Sticks from Mad Catz/MSY. Good show. Although it is widely held belief that Seimutsu joysticks are better for shooting games than the Sanwa parts found in those sticks. Still, credibility +10.
3G's: I was curious to find out what monitor they used in that Ketsui demo. I'm fairly certain it's an EIZO FlexScan SX3031W. A $3,000 monitor for a shooting game? I like that style. Whoever made that call is my hero.
Friday, February 26, 2010
The End (?)
In Nostalgia, after the last bosses are defeated, the player is once again given control of the party. The dungeon is collapsing, so it's time for a hasty retreat. What surprised me here was that enemies are still roaming the halls, and the save point is still functional. I was able to level up a few of my characters and save AFTER the big bad guy blew up. Once the party escapes the crumbling dungeon, it's time to watch the ending sequence and credits. During the banter one of the characters mentions about going on an easier adventure next time, everyone agrees and has a good laugh. Then I was given the option to save. Cool, that's all standard operating procedure. I noticed the name of the save file was something like “Adventurer's Epilogue.” that sounded interesting, so instead of turning the DS off, ejecting the cart, and popping in Sands Of Destruction, I decided to load up the cleared file. Instead of putting me back in the last dungeon (after I killed the last boss), I started out in London, the origin town. I had all my equipment, experience, and party members. After running around town, and talking to people, it seemed like I was actually back home after the conclusion of all that saving-the-world business. I'm essentially playing the ending. I can fly around the world, revisit old places, look for new adventures. That's cool and all, but what's the point? The credits rolled already, when is this new episode going to end? And if it does, will the credits roll again? Why did they roll in the first place if that wasn't the end? I'd say this extraneous content, ironically, is my only gripe with what otherwise is a very competent and taut gaming experience.
Thursday, February 25, 2010
WRRYYYYYYYyyyyyy!!!!!?
Giga power
One reason they're being serious about it is that 2010 is the 20th Anniversary of the Neo Geo platform, where the King Of Fighters originated. To remind people that they were once a force to be reckoned with, SNK put up a Neo Geo Museum site with a brief history of the system, a game catalog, and print ad gallery and some new promotional goods for the 20th Anniversary.
It's a nice thing, but as a Neo Geo fan, I'd like to see something more in-depth. I recently had to do some internet detective work in order to find out which parts were originally used in SNK's Candy line of cabinets. It's nice to see a picture of it on the history page, but I'd like to see some more nerdy stuff on there. For example, the game catalog doesn't list the meg count for any of the games, something that was prominently used as a marketing gimmick back in those days. While that data can be easily obtained by anyone, some information that only SNK could provide, for example, could be the amount and size of the ROM chips used in the actual arcade cartridges. Something that can currently only be obtained from the MAME project's documentation (specifically its source code). And for the truly Neo faithful, finally finding out the missing NGH catalog entries would be a monumental event. Having an official source for _all_ things Neo Geo would be much appreciated by video game nerds the world over.
Wednesday, February 24, 2010
Last resort
Wankster's paradise
Monday, February 22, 2010
Deadly rain
Unlike Heavy Rain, Deadly Premonition, or Rainy Woods as it was originally known, or Red Seeds Profile as it is now known, always aspired to be a low-budget release. It was developed for Marvelous Entertainment and will be released across both the PS3 and 360 platforms in Japan, but I guess Ignition got a few bucks from Microsoft to make this one a 360 counter-point to HR in America. I have a feeling this will backfire quite spectacularly. The reviews and comparisons will no doubt be more entertaining than the actual game(s).
Another game that's far more entertaining to talk about rather than play is Metal Slug 7. Released for the Nintendo DS two years ago, re-released with content that was supposed to have been there since day one on the PSP last year in Japan, it will finally see release in America, for some reason, courtesy of Atlus this week. To be perfectly blunt, the last good Metal Slug was the original on the Neo Geo. MS3 was decent fun too, but only because it had silly shit like aliens and giant enemy crabs in it. And zombies. After Nazis, aliens, and zombies, there really aren't too many enemy forces that one can shoehorn into a video game that can offer a fresh perspective on the action genre, except maybe lawyers?
Radirgy Noa, from Milestone/Lucky Co. hits Japan on Thursday. While I'm curious to see how a Milestone outsourced project winds up, I'm not willing to test it on my own skin. I'll wait for some other sucker to go for it.
That's enough for the riffraff. The real deal this week is Cave's latest, ESPGaluda II Black Label hitting the 360 on Thursday in Japan. As I mentioned last week, the standard edition will be region free, while the LE will be region locked. The reason is that Cave actually plays by the rules, and submits their code for certification across all regions where they what the game playable. Also, the way MS licensing works is that LE's are treated as separate versions from standard editions, and require separate certification. Unluckily for those who couldn't be bothered to pick up a J-360, the LE disc couldn't get certification in US/EU before the deadline.
Thursday was also supposed to be the release for No More Heroes Hero's Paradise for the PS360, but that one got delayed. Curses! So instead I bundled Zangeki no REGINLEIV with ESPGaluda II. Box-0-awesome incoming this weekend.
On Friday I get to do some movie shopping. Most importantly, I'll be picking up the Storm Warriors, AKA Storm Riders 2. The original Storm Riders was the very first HK action flick I saw, and is a very important factor in developing my tastes in cinema. It was also a pioneering effort in many areas of action film making, and it will be interesting to see if the original creators can still innovate and inspire the next decade of imitators.
Last and least, I'll be getting Vampire Girl VS Franken-girl. (Why DVD? Whhhyyyyyyy~!?) For the record, it's not because it's from the directors of Tokyo Gore Police. I hate Tokyo Gore Police. It's for Elly Otoguro, who played Aya in Onechanbara. You have to be a little bit crazy to take a role like that, and come back for more. I'll reward her effort, and maybe get some hot girl-on-girl action in the process. Everybody wins.
Saturday, February 20, 2010
Satoworks
Real fake
(Actually, I should join and try to buy one of these, just to see if this move essentially obliterated their regional restriction plans. Sexy Beach 2 + the Chiku Chiku expansion for half the price of a retail release. Not bad.)
Love Plus + XX
Insert... anything?
Friday, February 19, 2010
I've got THIS
I also tried out Barry in the new Mercenaries Reunion mode. I suck at Mercenaries, so I never did anything cool, but Barry is the same ol' Barry. Each character in this Mercenaries mode has a unique weapon load out, and Barry, true to form, packs not one, but two Magnum hand cannons. The bigger one shoots through schools. I think I took out like three guys with a half-assed shot, and knocked down everyone within ear-shot. I'll need to revisit this mode again after some practice. I can't wait to get my hands on "Heavy Metal" Chris in the next batch of DLC. Previously known as "Exoskeleton," this version carries a chaingun and ammunition pack as big as a Buick into battle. THAT'S the way I've always wanted to play me some Resident Evil.
Thursday, February 18, 2010
Break out!
Wednesday, February 17, 2010
Aggrandizing returns
The invincible tiger VS the raging dragon
Tuesday, February 16, 2010
Gial force
Super fun time
Monday, February 15, 2010
Space marines VS hair
This weekend we'll get a few paragraphs, and lousy pictures, about the new crane game machines from the Amusement Operators Union trade show. Next week is looking brighter. At least in terms of quantity, if not quality. US gets Last Rebellion. It's by Idea Factory. I don't even know if this one is out in Japan yet. Don't really care anymore, either. Most importantly, ESP Galuda II Black Label is hitting the 360. Oddly enough, the standard edition will be region free, so bitches can stop bitching, but the LE will be region locked, so bitches can keep on bitching. In other shooting news, Radirgy Noa is hitting the Wii on Thursday. Shooters for everybody, except the PS3, lolz. Then on Friday I get to buy a new DVD. Why am I still buying DVD's in the year 2010 Japan? At least Hong Kong figured that shit out by now.
How embarrassing: Whoops! I totally forgot that Resident Evil 5 Alternative Edition is hitting PS3 in Japan this week. Mainly since it was a complete waste of time and money until about Thursday of last week, when Barry Burton was revealed as a guest character in the new Mercenaries mode. Since the mainline RE game seems to get watered down more and more with each new iteration, Mercenaries is emerging as the biggest reason to pick up these games. Plus Barry is fucking awesome. The J-360 is not getting AE on a disc, but all the extras will (allegedly) be available as DLC. To celebrate instead, RE5 is getting the Platinum treatment. The game arrives as Gold Edition in America sometime in March, across both platforms. (The 360 Gold Edition disc will not contain the additional content. lol DVD.)
Also: Nippon Ichi's Classic Dungeon. Gonna wait on this one.
Friday, February 12, 2010
I'm not dead yet
But I did run out of stuff to post about. Thanks, in part, to (A) my own damn stupidity, and (B) fucking lawyers. I went ahead and jumped the gun in regards to picking up some Japanese XLA points from JapanVideoGames.com. That part worked great, and they emailed me the code in a few hours of hitting the PayPal button. I was going to use the points for Shooting Love 200X. Since the game was going to be a digital download, I wouldn't have anything to take a picture of. I decided to make a funny thumbnail of "nothing," the one you see up top. It still applies, since I didn't get jack shit out of this. Shooting Love is IP locked. There appears to be no way for me to download this on the American continent. I still have a small chance to game the system, but I don't have much faith it will work. Microsoft recently added the ability to purchase Marketplace items via the xbox.com website, which would be automatically downloaded the next time the user logged into Xbox Live using their console. The Xbox looks like a farly bulletproof system, but the PC is anything but. I was trying to use an anonymous proxy server in Korea to authorise the purchase online, then hoping that the Xbox didn't bother to check the IP with the mothership before downloading. Korea unfortunately is still not close enough. I need a server physically located in Japan to try again.
Monday, February 8, 2010
Burn cycle
Bad dudes VS Norse gods
The only thing of barely marginal note next week is the Data East Arcade Classics collection for the Wii. On that Amazon page, you'll notice that the game's release date is listed as this week, but do to the incompetent nature of American distribution channels, next week is the most realistic date for when boxes will actually appear on shelves. Data East is easily a fourth string dev, and exactly how "classic" their games are is up for debate, but anything that keeps the old 16-bit arcade magic going is OK in my book. If I find a few extra bucks in the couch cushions, I'll grab it. The Year Of the Wii continues.
Friday, February 5, 2010
Left behind
Thursday, February 4, 2010
Cellphone games = justified
Wednesday, February 3, 2010
Stacking the deck
The memory remains
The battle with Ryuji, while a poorly implemented and unnecessarily aggravating ended quite nicely. The supermarket level and boss fight with Margaret was the sole shining moment in the entire game. The no. 2 ranked assassin, Alice, and her level were very well designed and excelled in everything, until the actual battle started. A bit of fanservice in the forms of fighting against the giant-brain-in-the-machine, Letz Shake, and getting control over Shinobu and Henry round out the list of things that were impressive. The last time I remember making a list of things that didn't suck about a game I was playing Final Fantasy VII.
When the main enemy is introduced we were shown a shadow of a little troll at the top of a skyscraper. After fighting to the top of the building hours later, we're greeted by the little troll, who sounds just as annoying as he looks. The battle starts of on an interesting note, which gets squashed before it can even become relevant after his first stage is defeated after about a minute. Following that little diversion, the real fight starts against his powered up second form, which uses all the game's technical faults to his advantage. Did you know that an enemy can register damage to Travis while he's just beginning to get up from being knocked down? You'll learn that one very quickly. Combine this with an attack that knocks Travis back down, and a corner, and you've got a brilliant new meta game, 'give the player a heart attack,' it's like the last boss is actually trying to kill _me_. The difficulty of the game seems to be based around punishing certain actions the player can learn to over-rely on. If the fourth hit of a sword combo knocks the opponent down, instantly counter with a move that instead knocks the player down. This strategy fails when the player switches tactics to something the developers didn't account for. If the boss knocks me down on the fourth hit, I'll just hit him three times, run around, jump back in, hit him three more time, repeat. This is lazy and boring game design. When the last boss battle is phoned in, you've got to worry for the rest of the game. Once that headache is out of the way, we get to the dumbest part.
In case the first two forms weren't annoying enough, we get the third. Usually, in boss design, each successive form is more powerful (harder) than the previous one. Sometimes the designers throw a curve, where the final form is much weaker, but that's usually after a marathon battle where they want to give the player a little extra emphasis on the victory. The final form of the NMH 2 last boss is more powerful, in that his attacks do more damage, but he is not harder. For his final form the boss grows to many times the size of Travis, who stays at his original size. Due to this some compromises had to be made to the way they interact with each other. Basically the giant boss floats conveniently next to the platform Travis runs around on, and lets the player pound on him until he reels back for a big swing or a beam attack. If you get hit by those, you're pretty much hosed, but they're very easy to dodge. This form lasts less time than even the first form, and feels therefore, completely unnecessary. I didn't accomplish anything but finally end this annoying event, and can finally watch the following cutscene, which just further waters down the impact of what just happened.
Immediately after the boss dies, Travis is falling off the building he was just fighting on. He's saved at the last minute, as per cliche. In this case, it would have had more impact, pardon the pun, if he simply fell to his death after climbing to the figurative and literal top. That is irony. Anything else, is sabotaging any attempt at relevant storytelling. If the player felt the whole game experience was a waste of time, as I did, he'd be satisfied to finally have it end, and see everyone involved get what they deserved for putting us through that. I think it would be what Suda would want. I have a feeling the quality control issues with this game all stem from the fact that Suda had very little hands-on time with this game. (Which makes me wonder just what the hell he's been doing?) His name is always last in the credits, and only mentioned in some sort of lofty ceremonial position like "executive president" or some shit. Sort of like SEGA or Sony CEO's get top billing on the games their company puts out, even though they likely have zero programing experience, or talent of any sort. I have a feeling this was not something Suda wanted his name on to begin with. It wouldn't surprise me if it was in fact Ubisoft who were responsible for fast-tracking this project. No More Heroes I'm sure was much more popular in the West than Japan. I know Suda is a genius creator, but he is also smart enough to know that bills need to be paid. Even though I was not happy with Grasshopper Manufacturer's latest, I hope it goes on to be a success, and helps fund that Michigan remake.
Redundancy, redundancy, redundancy
Tuesday, February 2, 2010
Discount love
(Also, Dream Club is getting Platinum'ed in March...)
Monday, February 1, 2010
Reverting to old-style weaponry
Since WKC is the only RPG on the PS3 that isn't made by Idea Factory, I'll be picking it up. Also, Zangeki looks like a serious effort by Nintendo to have a "gamer's game." I'll check it out, heard good things about Sandlot. On the flipside, I think I'm done supporting Milestone. They've given me four half-assed games over the years, and have had their output distributed worldwide across multiple platforms. That's more than most other shooting game devs, who are arguably more deserving of the exposure.
Nevermind: My order was slow to ship out, which gave me plenty of time to sleep on it, as well as do my homework. After which I've come to the conclusion that White Knight Chronicles is not the game I've been looking for to justify Level 5's existence. I gave them plenty of chances, I think I'm done with them.
