E.X. Trooper Legends

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The announcement of Lost Planet 3 came as a bitter disappointment for fans of the franchise, the remaining fans Capcom has left. Though the first game sold very well and made plenty of fans, the second game was a complete departure from the first game’s formula. The original offered robust single-player and multiplayer modes (though more like it for the latter), but the second focused more on multiplayer, alienating everyone who enjoyed the original’s solo campaign. This disappointment was reflected in its sales, particularly in the west. It’s why LP3 is being handled by Spark Unlimited, whose resume includes gems like Turning Point: Fall of Liberty and Legendary: The Box. To say that’s a cause for concern is an understatement, even if it’s taking after the first game rather than the second.

 

But it turns out Capcom’s internal studios aren’t leaving the franchise behind. A new game from them called E.X. Troopers was revealed from them in this week’s Famitsu, which takes place in the same universe as the Lost Planet titles. This one could be more to fans’ liking, though that’s highly dependent on whether the audience can stomach some archetypal anime tropes. Some earlier reports suggested that it looked similar to Rival Schools because of its school setting, but it looks more like someone combined LP universe and gameplay with Valkyria Chronicles’ style.


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E.X. Troopers tells the story of a battle between snow pirates and Akrid aliens (the enemies from the other LP games) on the planet of E.D.N III (where the first two games took place, and the third game will). You’ll be playing as a pink-haired badass named Bren Turner, who’s recently arrived at the academy from E.D.N. II. His personality is hard to pinpoint at the moment, but there’s a good chance that he could be your typical shonen anime protagonist. Another character is TeeKee, a snow pirate possessing the ability to make contact with the Akrid. There are a bunch of other characters too, but their roles haven’t been elaborated upon just yet. Other characters include Chris Redfield Landbird, Julie Fliesher, and Luan Forest. The only Vital Suit (VS, the name for LP’s mechas) currently known is Gingira, who comes equipped with AI that lets it communicate with its pilot.

 

The story itself is told through manga panels, similar to Gravity Rush for Vita, but it’s not clear if those are voice acted just yet. Existing on E.D.N. III are three bases, and Bren has to choose one of them as his primary base of operations. Some of the other characters in the story come from other bases. Producer Shintaro Kojima, who previously produced some Monster Hunter games, said E.X. Troopers was developed with the intent of providing a third-person shooter for beginners. That doesn’t exactly say that it’s still aimed at beginners, but it wouldn’t be a surprise given the setting. The first trailer provides quite a bit of gameplay footage, and it looks pretty frenetic. We’ll find out the particulars pretty soon.

 

Upon seeing the previously-linked trailer, there was a familiar vibe some of us couldn’t quite put our finger on. Then it hit us: this game’s aesthetics, character designs, in-game animations, and music all seem heavily inspired by Mega Man Legends. This game could have very well been made from the ashes of the cancelled Mega Man Legends 3. You can hear the Mega Man fans rioting from here.


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There’s something to be said about the game’s unusual platform choices. E.X. Troopers has been announced for 3DS and Playstation 3, which is a first for a multiplatform title. The trailer footage looks like it’s from the 3DS version, upon examining the character models and environmental geometry -- or, in the latter’s case, the lack thereof. The PS3 version could simply be an HD upscale of that version, similar to Sengoku Basara: Samurai Heroes and its Japan-only expansion on Wii and PS3. Capcom’s internal game engine, MT Framework, powers games on both 3DS and PS3, so the theory makes sense. Both of those systems also happen to be the top handheld and console in Japan at the moment, so it’s a logical decision.

 

So now the question is: will it leave Japan? It’s possible. The “E.X. Troopers” trademark was discovered in America and Europe back in December of last year, so that could be a good sign. But just because the name is trademarked doesn’t mean it’s a lock for localization. The name “Last Ranker” was also trademarked in the west, but it didn’t leave Japan. Admittedly, Last Ranker was a game in a less marketable genre (JRPG) on a system that was pretty much dead outside of Japan (PSP). This game doesn’t fit those criteria, so the chances of it coming over are higher.

 

E.X. Troopers hits Japan later this year. The game will be playable at the upcoming Capcom Summer Jam event being held at the end of June in Japan, so we’ll see more of it soon.

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One doesn’t really know the true nature of a convention during his or her first outing, and usually it takes several years’ attendance to get an idea of what a convention is like.  Anime Central, or ACEN for short, was an event I had long wished to attend since my first anime convention, Anime Detour, in 2006.  Unfortunately, ACEN always managed to plop itself right squarely in the middle of finals week for college.  It wasn’t until after I graduated in 2011 that I had the chance to attend the convention, an event about 5 times larger than Detour.  By this time, I had become used to how things ran at Anime Detour, as I had started to transition from being a mere attendee for the past 5 years to helping out with a little staff work.  2012’s ACEN was an event I particularly was looking forward to not only because of my previous experience, but also because it was their 15th year of the convention.

There’s no getting around the size of ACEN, an anime convention bested in number of attendees only by Otakon and Anime Expo in the United States, and it is something that sits on one's mind during the entire weekend.  It’s a convention where one must manage meticulously both as staff and as attendee, with the plethora of events going on at the same time an invitation for things to go wrong.  Meeting new people is rather easy if you know where to look and which events to attend, but most importantly one should always keep in mind that because of the sheer number of people, the attendees range from friendly and welcoming to the downright strange and horrifying, but more on that later.  Other high notes include a huge number of events including concerts, autograph sessions, industry panels, a huge number of programming panels, and my personal favorite, photoshoots.  There are also an enormous number of artist alley participants and a gigantic dealer’s room.

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Photoshoots of all series are at ACEN, even if they consist of 1 or 2 people.  Myself on the left, my friend on the right.  Taken by someone with my own camera.

At first glance, my initial impression was that this year, the convention would be better-run and fewer catastrophes would happen, as security staff (known as IRT) were enforcing an elevator capacity rule at the main hotel, the Hyatt Regency O’Hare, to prevent them from malfunctioning, a problem in the past.  This year and last year, I stayed at the Hilton across the street, a hotel that most don’t stay at, preferring the proximity of the Hyatt or free breakfast and better value at the Embassy Suites down the street.  If you do choose to stay at the Hyatt, be prepared for lots of noise due to the openness.  The Hilton is sort of a hidden gem, close to the action but not too close so you have a bit of a sanctuary.  The only complaint I had this year was getting a corner room, so more of the outside noise is filtered in, a factor considering the proximity of the convention to O’Hare International Airport. 

As for other positive first impressions, my cell phone which went haywire last year due to overloaded airwaves (a problem I later found out was shared by other fellow T-Mobile customers) was working with no major problems, and I had met many people who knew my most obscure cosplay (Lio Izumi, a dog-eared shinigami character from Full Moon wo Sagashite).  A key piece of advice on this note, however:  if you want to have pictures taken of you, either go as someone very popular or well known or someone in a flashy outfit to stand out.  Going in a discrete uniform such as a school outfit will generally invite fewer requests for photographs.  I had also met a person who introduced me to his close friends, whom I discovered we got along extremely well.  Registration lines for badges also seemed to go a lot smoother based on appearances, but it’s worth spending the extra $2 to have your badge mailed to you.  The dealer’s room seemed well-stocked as usual, especially considering this year I was able to locate multiple plushies I desired that I had previously been unable to find for a few years now, and many figurines seemed reasonably priced.  Cosplayers were aplenty, though many this year were cosplaying characters outside of anime (My Little Pony, Dr. Who, and Homestuck being the ones that come quickest to mind).  Also, as a result of the convention being scheduled in late April instead of May like last year, attendance seemed lower due to school schedules.

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My Little Pony cosplayers were aplenty this year at Anime Central

However, the inherent problems of a large anime convention were still present at ACEN 2012, and one that I had successfully avoided last year and did this year as well was the sheer delay of some large events.  To give you an example of this in 2011:  I had wanted to go to a concert which was supposed to begin at 6:00 and go until 7:00, which is when I wanted to go to a photoshoot before meeting a friend for dinner at 7:45.  The concert, which I skipped because I didn’t want to sacrifice so many other events, didn’t begin until 7:00 because the previous concert didn’t finish until that time and lasted until 9:00.  Expecting a similar event this year, I wasn’t too surprised when I heard a 7:00 PM concert on Friday night didn’t begin until 10:00 PM.  Basically, if you do wish to attend some of these large events such as concerts, autograph sessions, fashion shows and the masquerade, be prepared to wait a long time in line, most likely be delayed for several hours, be ready to give up attending many other events, and be ready to endure the possibility that you may not get into the event or get the autograph you wanted.  I’m still not used to this sort of delay, having gotten too used to Anime Detour both as an attendee and a staff member,  where heavy emphasis is placed on everything being scheduled down to a T, with gaps in between events for leeway and having near everything begin and end punctually.

Even smaller programming events had problems- there were 4 versions of a schedule in circulation, one acquired online, a programming book, a smartphone application, and schedules posted outside programming rooms, which a staff member said were the most up-to-date.  A panel I had wished to attend on importing merchandise Friday afternoon was listed on two sources but not listed on two others, and in the end I discovered was cancelled due to a miscommunication and double-booking.  It would not be the only event to encounter difficulties.  The same evening, a Wolf’s Rain panel I had wanted to attend was cancelled due to the panelists not bothering to show up, and a Mahou Shoujo Madoka Magica panel (one of 3-4 over the weekend) ended about 45 minutes earlier than expected due to one of the main panelists having to cover for a no-show and being short on material.  Perhaps the worst offender for me, however, was on Saturday.

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Perhaps the best part of going to the cancelled Wolf's Rain panel was getting this great snapshot of two people cosplaying as Okumura Rin and Okumura Yukio.

Now, Saturday is usually the busiest day with the most schedule conflicts and potential for catastrophes to occur.  A common occurrence is that events would either get rescheduled or the location changed, the latter of which occurred with a major photoshoot I was looking forward to greatly, Vocaloid.  The large problem was that the move occurred nearly 10 minutes before the photoshoot was supposed to begin so many attendees were left in the dark on the new location and unable to participate.  The leader of the photoshoot didn’t wait nor extend the event, nor put in the effort to try and salvage a compromised situation.  This event is perhaps a key takeaway from conventions, large and small.  Things happen and things change, but one’s experience is dependent on how others prevent it, react to it and manage it.  The key difference between a large convention and a small one, as I experienced, is that large conventions have a much larger opportunity for errors to occur but a much smaller window of opportunity to change it, causing a ripple effect.  For ACEN, as a result, you oftentimes put your experience not only in the hands of oftentimes questionable staff, plus attendees who oftentimes either don’t care or don’t know how to handle things properly.  It makes for a large “he-said, she-said” feeling.

Strangely enough, the grand finale of surprises wouldn’t occur until around 7:50 PM that evening, just as I was about to wrap up a photoshoot for Rurouni Kenshin cosplayers.  The fire alarm sounded, and as a result the main hotel had to be evacuated, a daunting task considering most photoshoots, programming panels, and large events were being held there, plus snaking lines for future large events.  The temperatures were also not to everyone’s favor, being in the mid-40s all weekend, though I didn’t complain due to being dressed up as Takuto/Ginga Bishounen from Star Driver at the time.  I didn’t know until later that someone had decided to wrench a fire extinguisher from the wall which set off the alarm, an event which concluded about 30 minutes later when everyone was allowed back into the main hotel.  The straw that broke the camel’s back, however, was the shortening of the masquerade to allow for a 7-hour long dance/rave to start on time.  Despite not having gone to a masquerade event since 2009 and avoiding dances and raves altogether whenever possible, this seemed to be a devastating blow to the convention, a revealing of the true colors and priorities of the staff at this convention and which triggered the angry reaction of hundreds of attendees.  Keep in mind the rave/dance is an event where the lines are long, police and ambulances are oftentimes involved, and generally includes behavior which brings out the worst in attendees.

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The fire alarm evacuation was orderly and well-coordinated, but unwelcome nonetheless.

Despite all the catastrophes, however, strangely enough, I managed to have a rather good time.  The only problem is that the reason I had a good time was mostly due to my own planning and not entirely because of the convention itself.  For 2012, inconsistent programming, questionable priorities, and a lack of acknowledgement that a 15th year milestone is something special dulled the experience for me compared to 2011.  The measure of a convention’s worth should be first measured on how much the events that the convention puts forth itself to the attendees and how well things are handled.  For ACEN, it’s a matter of the combination of events you choose to attend, luck, events which are beyond your control, and the people you spend time with that will determine whether you have a good time or not.  It’s a convention which requires a lot of effort to be exerted by the attendee and a lot of meticulous planning and crisis management to ensure you have the chance of having a good time.  Compared with a smaller convention, the inherent value of a quality convention seems to be more easily baked in for a smaller convention due to much easier logistics and required effort.  What made the convention worth the 7-hour trip drive down to Chicago were the friends I met, the friends I went with, the cosplay, the photoshoots, and the dealer’s room.  Would I attend again?  Absolutely.  Would I recommend this convention to friends?  To some, yes, with reservations, but to others, no.

For a full gallery of my pictures, check out my Flickr here.  Photoshoots attended:  Ao no Exorcist, Star Driver, Tiger and Bunny, Vocaloid, Gundam, Durarara, Code Geass, Rurouni Kenshin, Mahou Shoujo Madoka Magica

They're Bringing (an old) Pikmin

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Do you remember New Play Control: Pikmin games? Similar to the first game offered through the same program, it gave everyone who experienced the Pikmin games on Gamecube a chance to relive the experience with improved Wii controls. And anyone who didn’t play them got a chance to experience two of Shigeru Miyamaoto’s most creative games of the last decade at a more affordable price.

 

Well, aside from one territory. The New Play Control games unfortunately didn’t do anywhere near as well as Nintendo expected, meaning some territories missed out on some games. For some silly reason, in their infinite wisdom, the always-excellent Nintendo of America didn’t bother to release New Play Control: Pikmin 2 in their territory, despite it reaching Japan, Europe, and Australia. This was around a time where the Gamecube version was perpetually climbing in price on bidding sites due to its scarcity, meaning anyone who planned to pick up its cheaper alternative in America was out of luck.


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Well, until now, that is. Though it was mentioned in Nintendo Power a few weeks ago, NoA officially confirmed that NPC Pikmin 2 is coming over for Wii. But there’s a twist: it’s not coming under the “New Play Control” label. It’s possible they don’t want that failed branding associated with something like this anymore, so it’s releasing as a “Nintendo Selects” title. That also means it will be retailing for a mere $19.99, which is supposedly compensation for them taking their time.

 

But this begs the question: why are they bringing this over now? There are two possible reasons for this. The first is that they have very little to release on Wii at this point, since Nintendo Ltd. clearly has no further significant developments planned for the system. The second is that it’s highly possible that Pikmin 3 is in development for Wii U, so NoA wanted to make both games available for a good price so people could jump into the third game when it eventually arrives. An HD collection for Wii U including the first two games on one disc would make more sense if they want potential customers to easily play the first two games before the third one, but this is Nintendo we’re talking about. Baby steps, right?

 

Also being rereleased under the Nintendo Selects label is Mario Power Tennis, which was also previously rereleased as an NPC title. These are the first additions to Nintendo’s budget line since mid-August of last year, which is still entirely comprised of Nintendo-published titles. Additionally, though Super Smash Bros. Brawl and Donkey Kong Country Returns aren’t joining the line, they’re both getting their MSRP reduced to $29.99. It’s worth noting that the former has maintained its $49.99 price for well over four years. Pikmin 2 and MPT for Wii hits America on June 10, and the above prices will also go into effect on that day.


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So what else can NoA still publish for Wii, aside from the previously-announced Kirby 20th Anniversary disc? They recently released Xenoblade Chronicles as a Gamestop and Nintendo Store-exclusive after moronically ignoring it at first, while XSeed is handling the release of The Last Story. But there’s still no word on the status of Pandora’s Tower in America. And while Project Zero 2: Wii Edition (Fatal Frame in America) is releasing at the end of June in Japan, Europe, and Australia, it still hasn’t even been announced for America.

 

That’s not to say those games won’t come over -- we’ll find out at E3 in three weeks -- but it’s more proof that NoA is still lagging behind after all of this time. It’s enough to make you not want to give them any of your money.

Today, You Will Experience Another Kind of Hell (Updated)

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While today's highly anticipated releases of Diablo 3 and Max Payne 3 are likely dominating your free time today, there’s another game hitting store shelves that’s bound to fly through a hail of bullets under everyone’s radar. The Cave-developed shoot ‘em up Akai Katana is also releasing for 360. This is the latest console port of a Cave arcade game, and is the first one to release at retail in America since Aksys Games’ release of Deathsmiles way back in June 2010. Deathsmiles II released through Games on Demand, and is, to date, the only 360 game to release through it without receiving a retail release in the same territory. And that’s not including the HD ports of Resident Evil 4 and Code Veronica X, which made it on there because their original iterations sold over one million copies.

 

The 360 version of Akai Katana comes with a bunch of extras over the arcade version, a normal trend for Cave’s home ports; it was known as Akai Katana Shin in Japan to signify this. The home version’s visuals have been redone in high definition, and now support 16:9 resolutions. It also has a new stage that culminates with a new boss. But for anyone who wants the original, authentic experience, the arcade version is also included on the disc, which also has an option for higher resolution graphics.

 

This is the first game coming from America’s newest publisher of niche games: Rising Star Games. You may have heard of them before, as they’ve been publishing a bunch of niche games in Europe for many years now. They recently established a base of operations in America to localize games for Japan. Aksys, who released the aforementioned Deathsmiles, is distributing their games for now. Hopefully they’ll stick around for a good while, because we could always use more niche game localization companies -- especially in a time when localizations becoming increasingly scarcer.

 

Upon taking a glance at the artwork, you might have noticed the prevalence of samurai. Akai Katana takes place in a fantastical, over-the-top version of Japan’s Taisho period, one whose inhabitants have discovered mysterious weapons known as Blood Swords. This is where the title comes in, since “Akai” means “Red” in Japanese. The swords possess incredible and destructive power, and have been acquired by a malignant empire to crush anyone who stands in their way. You heroes are a small band of brave rebels who have made it their goal to fight back against them, whatever the odds.


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And man are the odds massive. This a Cave shoot ‘em up, meaning you’ll have to dodge loads of bullets your enemies spread out on-screen with quick reflexes, and whose levels all have a gargantuan foe waiting at the end. This isn’t really new territory for Cave, but it’s the kind of skill-based, intense gameplay fans appreciate, and it could be a little intimidating (but not impossible) for newcomers for get adjusted to. If you need any help, there are some tutorial videos on the game’s official website. They’re not quite as comprehensive as the ones on the Japanese website, but hopefully they get the job done.

 

The game should have shown up in all stores today, but some (like Amazon.com) may not get it until tomorrow. It’s also a niche game, so some may not stock it at all. The game’s cheaper than the standard price at $39.99, so that should make it easier to swallow on your wallet.


Update: Apparently Cave is currently experiencing a kind of hell too. In the last twelve hours, we've received plenty of evidence that they're not in good financial shape. Word from this week's Famitsu is that Cave cancelled both games they had in development for Vita. It also looks like their stock has been tumbling considerably in the last few months, partly due to the recent social game controversy in Japan. Lastly, we heard the company's Chief Operating Officer, Miko Watanabe, will be resigning at the end of this month. They're also in the midst of closing their online store, and will be having clearance sales this weekend. Hopefully they power through it, but with no more games in their back catalog that can be ported to 360 the dwindling arcade market in Japan, the situation looks dire for them.

The Final Showdown Occurs in Three Weeks

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Do you like fighting games? Have you been anticipating Virtua Fighter 5: Final Showdown? I’m just going to assume you said “yes” to both questions (or the opposite), and give you the good news that the game has been given a release date of June 5 and 6 for Playstation Network and Xbox Live Arcade, respectively. That’s less than a month from now!

 

As you can see, it’s dropping a little earlier than the initially-announced summer 2012 release date -- June 5 and 6 are technically within the spring season -- and it will curiously be releasing amidst the chaos of E3 2012 announcements and conferences. But it’s a good date because it’s releasing within a safe distance from the other fighting games of summer and early fall (Persona 4: Arena, Dead or Alive 5, and Tekken Tag Tournament 2).

 

And it’s coming for the bargain price of $14.99/1200 MS Points to boot, lower than many expected (my initial guess was $20). But don’t worry. It was previously explained that they had to remove the costume customization options from the game in order to keep it within Microsoft’s 2GB size limitation for XBLA games. We’ll see if that’s true when the game releases, when we can see how big the download size is. Sega will be selling that to you as DLC alongside the game, where you’ll be able to get customization parts for each character (of which there are 19) in one pack for $4.99/400 MS Points a pop. You’ll also have the option of getting them together in two bundles for $14.99/1200 MS Points each. Yes, the DLC costs more than the game.


If that doesn't sit well with you, each character already has six outfits in the game for no charge (boss character Dural notwithstanding). You can see all of them on the official Japanese website under their character bios. It will also include soundtracks from a bunch of prior VF games to select before going into a match.


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With today’s announcement, Sega also released a new trailer showcasing new features for the home version. Anyone who liked the comprehensive training mode that came with Virtua Fighter 4: Evolution will like the one being implemented here. Sega posted a video featuring a more in-depth look at FS’ training mode on their Japanese Youtube channel, though it’s, of course, in Japanese. But it’s still easy to see what it includes. It provides frame data for each technique, comes with a recording feature. Both of those should be mandatory for every fighting game released these days, but they keep getting left out for some reason.

 

Final Showdown’s home console version is one of the first games being released as part of Sega’s new digital-focused publishing initiative. Their losses during the last fiscal year weren’t that big, but they realized they had to change how they approach the current video game release climate before the situation worsened, mainly outside of Japan. The biggest catalyst for this change was Binary Domain, which sold a paltry 20,000 across both consoles in America as of the end of March. Couple that with the Virtua Fighter franchise never being that popular in America, and you can see why they went this route.

 

The Virtua Fighter games have never been big on flashiness or story. Instead, they focus on more important factors, which makes it one of the most refined and polished fighting games around. FS refines this even further for a low price, so hopefully anyone who’s never approached a VF game before will give this one a chance. Also, cross your fingers and hope its online play is as strong as vanilla Virtua Fighter 5’s on 360.

Franchise Reboots Entry #41: Duke Nukem Forever

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Duke Nukem Forever is one of the few games that will go down in history books for reasons outside of the game’s quality. There are few video game players today that aren’t aware of its lengthy, tumultuous development history, the result of a plethora of drama ensuing behind the scenes. No one could have predicted at the time of its announcement back in April 1997, a time where numerous Duke Nukem games released right behind each other with minimal issues. The biggest enigma here is the lack of details elaborating on precisely what caused this game to languish in development for over a decade. Hopefully it’s a story we’ll hear the entirety of sooner rather than later.

 

Duke Nukem is a popular franchise now, but there was a time when it wasn’t known for the crass humor the games and its title character are currently associated with. Duke Nukem 1 and 2 were mostly-inoffensive 2D platformers released for MS-DOS. The first game is set in the future year of 1997, in a world where Duke is enough of a fighting behemoth that he can stop an alien invasion with little assistance. The 2D games had some sense of humor (the second game states that he has an autobiography called “Why I’m So Great,” for instance), but the hammy comic relief we all know him for now started with Duke Nukem 3D. As its name implied, it was the third game in the series, and notably also marked a genre switch to that of a first-person shooter.


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You could tell how influential DN3D was upon glancing at its software progeny after its release, all of which contained elements from it. The franchise subsequently branched out to platforms outside PC,. Though every consoles received a port of ND3D ranging from great to poor in quality (the Saturn version being the best), some original games like Time to Kill and Land of the Babes -- which featured another genre switch to third-person shooter -- were made from the ground up for consoles. It was also around this time that Duke Nukem Forever was announced, but it wouldn’t be shown for years.

 

It seemed like the curtain was closing on DNF’s development after 3D Realms went bankrupt in 2009. Amidst that, however, rumors began swirling that publisher 2K Games handed the game to Gearbox for salvaging. This was confirmed when it made a surprise appearance at PAX 2010; a playable appearance, at that.

 

Despite being an FPS releasing in 2011, DNF adhered to some old school conventions of the genre, ones that existed before Halo changed its landscape. DN3D took inspiration from games like Doom and Wolfenstein 3D, albeit with an added sense of humor and “badassery,” and DNF continued that trend by having levels is rife with enemies whose concern is nothing more than killing Duke, and that culminated with a boss that had to be toppled. But it’s not completely like an old school FPS; no, it borrows elements from current FPS titles as well. Being able to hold only two weapons at a time was popularized by the aforementioned Halo over ten years ago, and it’s still a common convention these days, even in other genres. Duke’s health also regenerates over time.


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Though Gearbox’s attempt to save it was admirable, it sadly wasn’t enough to make it an enjoyable game. The level design and handling of the shooting mechanics were both a step down from DN3D, making exploration and gunplay boring in comparison. The combination of old and new conventions also didn’t mesh well either, and enemy encounters were nowhere near as fun without having a huge arsenal on hand. (Note that the PC version was patched to increase the weapon cap to four, but the console versions were left in the cold.) The game was also loaded with glitches and long loading times, and was criticized for misogyny. It may not have been successful critically, but it was commercially.

 

No one knows what the future holds for Duke Nukem, but DNF’s sales proved that the franchise is still popular. It’s possible that another game will be made, perhaps developed from the ground up by Gearbox this time around.

Rayman Origins -- The Field of Dreams

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It’s possible that we, as a subset of individuals who mostly call ourselves “gamers” (but not all of us!), may have failed Rayman Origins. (And I’m going to go ahead and throw myself under the bus for this, too, for just getting around to it.) Forget celebrating the chance that a game like this getting made at all. The majority of complaints that swept message boards consisted of whining about why they should pay $60 for a 2D game. It’s a legitimate beef in the “$60 is too much for a game,” sense. But what these people were really saying is that 2D games should be worth less, solely because of the point-of-view it utilizes. This is not acceptable. And if you’re reading this, don’t be one of these people.

 

And we’re talking about an audience that should know better, given the rich history of the genre, and Rayman Origins is part of their spiritual progeny. Ubisoft’s original plan was to offer the game in a series of episodes digitally, but its scope grew so much that the developer and publisher agreed to put all the content on one disc and sell it though that venue. That’s similar with what happened with Shantae: Risky’s Revenge, albeit with a retail release -- to the chagrin of Wayforward, who couldn’t find a publisher willing to take a chance on it. It’s tough to imagine Origins being sold through the aforementioned episodes after playing the entire game, because its balance feels as if the player was meant to go through the levels all at once, after they’ve learned and mastered all the game’s techniques.


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Seems like an unfair advantage, but they'll get their revenge later.


And this game does offer quite a challenge. The start of the game is easy compared to later levels, but it begins by throwing some tough platforming and tricky enemies at you in from the first world. Though it can get pretty frustrating in later parts, it will never push you to the breaking point due to frequent checkpoints. In a way, it feels like a game from the 90s, transported through time. Origins was welded together with that in mind, and polished to a sheen with modern conventions.

 

Like a platformer from the 90s, there isn’t much story to speak of. Origins takes place in a world called the Glade of Dreams, created by a mysterious being known as the Bubble Dreamer. While Rayman and his pals are resting at the Snoring Tree, an old woman decides to unleash her evil forces because their collective snoring is too loud for her liking. Her forces, known as the Darktoons, capture the Electoons and imprison the nymphs. Rayman and his friends manage to free themselves, and are immediately tasked by The Magician to free this world. Silly? Absolutely, but that’s part of the fun.


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And just think, it looks even better in motion.


Despite its name, this isn’t an origin story, though it was originally intended to be. It actually takes place between Rayman 2 and 3. It’s called “Origins” because it marked the return of old-school 2D Rayman, one which hasn’t been seen since the PSX era. Not to mention that Rayman hadn’t been the star of his own franchise since the Raving Rabbids games rose to prominence. There’s a good reason it feels like a game from the 90s, aside from the addition of beautiful HD graphics.

 

You can play as either Rayman or any of his friends -- or all of them if you’re playing with others. Origins has a multiplayer mode that lets players drop in and out at any time. It’s similar to New Super Mario Bros. Wii in that it’s balanced so it’s enjoyable and challenging either solo or with up to four other partners, and it’s bound to be utter chaos with the latter. There are small, collectible objects called Lums (this game’s version of coins) that you’ll collect in every level. The more you go out of you way to grab, the bigger the reward will be at the end of a given level. Some of these are attached to Skull Coins, which will give you 25 Lums each. They’re difficult to collect from the very start of the game, and you’ll have to be near-suicidal to get them later on. We don’t have anywhere near as many games that really test your skill these days, especially in 2D (and especially at retail), but here’s one that serves that purpose.


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You have to admire how they can all remain happy amidst utter chaos.


You might have a little trouble getting a handle of how Rayman and his pals control, though, especially if you’re used to the recent New Super Mario games Nintendo’s been churning out lately. Origins’ jumping controls aren’t quite as tight as Mario’s, and the characters float a little more. Attacking enemies will also take some adjustment, since there’s no way to attack enemies that threaten your health diagonally. Holding up-right, for instance, on the d-pad will cause Rayman to attack as if you were only holding right. Keep in mind I’m talking about the PS3 controller here. This isn’t considered a flaw, but an alternate approach to how platforming mechanics can handle.

 

What also will help drive you is the music. Origins’ soundtrack is composed by Christophe Heral and Billy Martin (no, not that Billy Martin, of course), who provided some excellent, catchy melodies to accompany each level. The tracks all fit the themes of the stages, providing the feel that the composers were actually present during the game’s development. The soundtrack may be worth a listen on its own, but it’s a special experience when heard in tandem with the game.


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It's as tough as it looks, yes.


Origins may not have set sales charts on fire, but it apparently sold well enough for UbiSoft to profit on its development. That’s quite an achievement, not only because of the previously-mentioned stigma surrounding 2D games, but because good old Ubi had the good sense of releasing the game right in the middle of November -- on the same day as Assassin’s Creed: Revelations to boot. Sure, it may have been discounted shortly afterward, but that’s typical for a Ubi-published game. If you haven’t played it, know that you’ve yet to experience one of the best 2D platformers released this gen.

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It was hard not to be skeptical of using Kickstarter to assist in funding for games, especially upon visualizing how it could be exploited by other companies. Double Fine, who started the trend, had nothing but amicable intentions when they asked for $200,000 to help fund an old school-style adventure game, one from a genre whose best days seem behind it. This is something fans of both the company and genre realized, and it’s why they were able to raise around 3 million in the end. They also knew that Double Fine, with the name “Tim Schafer” attached to it, was a company they could trust.

 

This trend continued with titles like Wasteland 2, Shadowrun Returns, and one Jane Jensen’s Pinkerton Road project (unless they get a ton of funding in the next week), but that doesn’t mean we didn’t have any duds along the way. Gaijin Games/Monkeypaw Games’ Kickstarter for Class of Heroes 2 on PSP was both poorly conceived and incredibly naïve. For their efforts, the New Class of Heroes game announced for PSP in Japan recently, which is far more “traditional” than CoH2, would have been a better option. By far the worst offender was Mythic, a game promised to be coming from a team of expatriate developers from other companies. It was exposed as a scam due to some logical inconsistencies and because all of the assets from the Kickstarter page were stolen.


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But one of the most intriguing projects pitched through Kickstarter recently was Republique, a game developed by Camouflaj and directed by Ryan Payton. The studio’s name is no coincidence; prior to establishing it and before his brief stint at current-Halo developer 343 Industries, Payton worked for Kojima Productions in Japan for a fair amount of time. There, he assisted in the development of several Metal Gear games, and was responsible for the refined  controls found in Metal Gear Solid 4. That game also required players to use camouflage. See? No coincidence.

 

In fact, Republique is in the same genre, too, but with a noteworthy twist: there is no killing in this game. The main character is Hope, a woman who finds herself trapped in a clandestine and unwelcome location. Desperate to escape, she calls you via a stolen phone to help her through hacking into the surveillance system. As you guide Hope along in the game, you’ll have to manipulate the environment so she can sneak through undetected. The most appealing promise the game posed was bringing back the 32-bit-style experience, albeit with a twist.

 

When the initiative launched on Kickstarter requesting $500,000 in funding, it was coming only to iOS platforms, with the promise that it was a AAA-style game developed from the ground up for phones and tablets. This, sadly, didn’t take off, either because iOS gamers really don’t want this kind of experience or because this game wasn’t the one to test that theory. The game was later announced for PC and Mac, and while funding picked up for a short time, it was still only hovering around a total of $100k. It looked like a lost cause.


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But that was until they enlisted some serious help, one that extended further than friends in the gaming industry. Payton had some connections from his KojiPro days, and enlisted Solid Snake voice actor David Hayter for assistance. He was also able to get Jennifer Hale, who voiced Naomi in the MG games, in addition to the Female Shepard from the Mass Effect games, and…well, why don’t you just look at her credits. It was the “kick” it needed, one that, combined with the aforementioned help, made it pull in $230,000 in the last three days alone. So yes, it successfully cleared $500,000 and more.

 

The difference between this Kickstarter project and the others was that whether they succeeded or not was a foregone conclusion. This one barely cleared the finish line. Though it can be used for nefarious means, the point here is that Kickstarter is something that can be good for some potential projects some investors think are too risky, and you shouldn’t feel bad about contributing to one if you see an idea you like. Just make sure it’s not a scam first.

Devil May Cry 3: Dante's Awakening HD -- It's Got Style

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I have played through Devil May Cry 3 way too many times.

 

And this dawned on me upon going through it again in the Devil May Cry HD Collection. It was so bad that, I could recite lines spoken in its cutscenes with relative ease (in perfect pitch, even!). It helps that the game’s tone is a return to the delightful cheesiness the first game reveled in, something welcome after the boringly serious turn in Devil May Cry 2. Though the second game’s tone was still corny in the sense that it wasn’t a good story, but it wasn’t the endearing kind of corny we came to like in the other games in the franchise.

 

The stunning achievement in DMC3 is that it involves the input of most of the same staff involved with the second game. Rumor has it that director Hideaki Itsuno joined DMC2’s staff late, and didn’t have enough time to salvage what the team had produced so far. And that’s despite Hideki Kamiya’s team from the first game not being involved with it -- though they might have given them some advice, they were knee-deep in Okami’s development at Clover Studios then. They showed what they could do after studying what made the first game resonate with everyone who played it. In comparing the two, it feels like the reason why the second game was included on the disc was to make the third game look that much better in comparison.


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DMC3 is an origin story that shows how Dante became the person he was in the first game -- and maybe the second, though Capcom goes out of their way to ignore it, for good reason. This means he’s a juvenile here, making it a good way for the developers to portray him without his devil trigger capabilities and weapons from the previous games so the player feel overpowered at the start. But that doesn’t prevent him from performing techniques in the cutscenes that you can’t do yourself. The antagonist of the game is his brother, Vergil, who intends to break the seal on the demon world imposed by their father, Sparda.

 

The mere appearance of his brother creates a few incongruences with Devil May Cry’s plot, something far more noticeable upon playing the games right behind each other. The first game says Dante lost his mother and brother to war, which this game proves isn’t true. Not to mention the character of “Lady” is mysteriously and entirely absent from that game despite being quite prominent here. Plot isn’t important in these games, of course, but consistency is always a welcome trait.


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But we can let the development team’s decision slide here.  They went as far as retconning certain events of the first game just to feature Vergil as the villain in DMC3. And it was a good decision considering how the team’s story writers developed him, and the feeling of coolness he exudes -- another important trait in a game like this. He’s the most popular villain in the franchise for good reason.

 

The biggest contributor to DMC3’s replay value is the sheer number of options Dante has at his disposal. You can choose from one of four styles at a time, each of which cater to different gameplay styles. The Trickster style is aimed at anyone who favors dodging attacks, especially if the one present in the game (lifted from DMC1) isn’t enough. That style’s dodge travels further, but leaves Dante more vulnerable because it takes him longer to recover. The Swordmaster style is for anyone who favors more options for melee attacks, while Gunslinger gives Dante more long-range options. The potential in both of the aforementioned styles open up as you acquire more weapons. The final initially available style is Royal Guard, for anyone who wanted to have defensive and  parrying options in a DMC game. It’s also incredibly timing-dependent, making it one of the hardest styles to master.


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Again, those are just the “initially available” styles. Dante acquires two more during the game, both of which are very different from the above ones. Tinkering around with every style to find out which works best for you, along with finding out what weapons work best with them, is one of the most appealing aspects of the game. You’ll have to play through a sizable number of missions to level up styles, too, which will unlock even more options. This is the draw that makes the game very replayable. It’s also part of what made Devil May Cry 4 such a step down, due to the lack of options.

 

My personal experiment with this DMC3 playthrough was to see how different my play style would be in the interim between my last playthrough and now. It took a little while to readjust to the game’s difficulty, at least on “Normal” difficulty; this is a game pulls no punches, something made immediately noticeable upon reaching the first real boss: Cerberus. Fortunately, this was the first game in the series to allow for replaying previous missions, which made the readjustment process a little easier. Playing this game immediately after DMC2 also ended up making the readjustment process harder, since that game was mostly effortless.


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I went with the Trickster style in my first playthrough back in 2005, but switched to Swordmaster after I realized I’d rather have more melee options. That also makes it easier to raise the combo meter. Unfortunately, switching meant I had to start my progress over, since you can’t equip two styles at one time. There aren’t enough buttons on the pad for that.

 

After how nice the HD facelift made DMC1 and 2 look, the third game naturally follows in its footsteps. And like those titles, you can really tell the difference between in-game cutscenes and an FMV. DMC3’s FMV scenes are bizarrely stretched for this version, a stark contrast to the first (which left them entirely in 4:3) and the second game’s (which take up the full 16:9 screen); this means the worst game fared the best in this department. It also doesn’t benefit from an HD remaster as much as the first game because its art direction isn’t quite as strong as that one’s, but it looks better than the second game.

 

Nevertheless, having one of the finest action games to release on the last generation of consoles in HD is enough to satisfy fans, especially anyone who’s still feeling bummed after laying eyes on Ninja Theory’s reboot: DmC: Devil May Cry. It’s well worth a replay in HD if you have fond memories of the game. Or seven.

The Comcept of Soul Sacrifice (Updated)

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Soul Sacrifice is due to be revealed on a conference on May 10th in Japan, an event they teased with a trailer showing a snippet of gameplay footage. Unsurprisingly, however, the game was actually revealed via Famitsu magazine before it could happen, with a seven page feature to boot. The question on the minds of everyone who saw the teaser site was what kind of game it would be, since it gave very few clues. I posted a speculation piece of what it could be, where I said it could either be a new handheld Souls game from From Software, a dark Monster Hunter clone from Sony, or (jokingly, I admit) a new game in the vein of Lord of Arcana/Apocalypse from Access Games and Square Enix.

 

The winner? Well, the second hypothesis is the closest to being correct. Remember when Keiji Inafune said he was working on a Playstation Vita title at GDC and during the first Playstation Vita Game Heaven? It turns out this is that project. This will apparently be Inafune’s first big post-Capcom project. Planning for the game was handled by Inafune’s new company, Comcept, while Marvelous AQL is handling development. In case you didn’t know, Marvelous AQL (aka AQ Interactive; “AQ” meaning “Artistic Quality”) was formed with the remnants of three development houses: Artoon, feelplus, and Cavia. They also own North American publisher XSeed Games. This game is presumably being handled by whatever’s left of feelplus, since it has their style -- which is especially present in the Shadow Hearts-esque monster design. Sony is publishing and funding it.

 

The concept art portrayed this as a rather dark title, sure, but no one was prepared for how dark and grotesque it could be. Famitsu posted a plethora of screen shots and artwork on their website, and it looks as if someone wanted to give God of War a run for its money in how grotesque a game could be. If you can’t stomach the sight of, for example, a character pulling out his spine to use it as a sword, I would recommend NOT clicking on the link above. You have been warned.


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The story is that your player character is a slave for an intolerably cruel sorcerer who starts off locked away in a dungeon, prepared for a sacrifice. While locked away, a mysterious object known as the Golam Book appears before the character, which turns out to be a demon in disguise. It offers to let them experience the story within, depicting past battles between sorcerers and monsters. Those battles are game’s quests, which can be played with one-to-four players simultaneously. As the pictures at the top of this post show, you can choose to play as a male or female, with further customization options available.

 

The characters must make sacrifices in order to use powerful magic. This can involve inanimate objects lying in the background like sticks and stones (because they’ll break the bones of your opponents, you see!). But to use big magic, you’ll have to perform some self-mutilation. This is where the aforementioned “pull out your spine for a sword” aspect comes in. You also have the option of chopping of your fingers to perform and extended punch, pulling out your eyeballs to blast magic beams, and using your bones and nerves to attack. If you mutilate your body too much, you’ll become disfigured. Yes, it’s quite disgusting.


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This is an interesting tone they’ve chosen to go with for this game, because it’s definitely going to get a “Z” rating from CERO if the actual game is as violent as the descriptions. CERO is Japan’s video game ratings group, the equivalent of our ESRB and Europe’s PEGI. A Z-rated game is the equivalent of an Adults Only game here, meaning it can’t be displayed on retail shelves. Z-rated games have progressively become less taboo there, but putting one out is still a risky move unless it’s a rather niche title. And that’s part of what makes this game so interesting.

 

Soul Sacrifice hits Vita in Japan this winter, and it’s highly likely that it will get a western release. Stay tuned for the Japanese conference if you want to see some supposedly significant gameplay footage. This post will be updated with the trailer tomorrow morning, Eastern Standard Time.


Here's the first trailer. This is one of the rare instances where the teaser trailer had more gameplay footage than the full one. That's disappointing, but someone captured off-screen footage of the single-player mode and provided a lengthy multiplayer gameplay video. Note that game itself doesn't look quite as violent as the concept art would have you believe.

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