Devil May Cry 5 — 4Q2020 issue

Fifth time’s a charm: DMC 5 hunts down payoff

“Devil may cry.” To some, it sounds like the lat­est quote from one of Hollywood’s biggest action stars. To me, it’s one of Capcom’s biggest fran­chises that does not involve “Street Fighter” and “Res­i­dent Evil” that is a labor of love to play. Nero and Dante are back along with some new faces to raise more demonic hell across next gen gam­ing con­soles with the hack and slash style of gam­ing that put it on the map. I waited five years to play the fifth install­ment of this series and the kick-ass pro­mo­tional song “Devil Trig­ger” helped move that wait right along. In April 2019, me and EIC Lyn­d­sey were on a spur-of-the-moment gam­ing shop­ping spree and not only did we pick up a PlaySta­tion 4 Pro, but also we picked up a bounty of games includ­ing DMC5. Could it sur­pass pre­vi­ous suc­cesses that defined the series?

In DMC5, years after the events in DMC4, Nero has got­ten Dante’s bless­ing to jump in the demon-hunting busi­ness but one May night, Nero is accosted by a famil­iar foe who has not only taken the demon sword Yam­ato, but also Nero’s demonic arm. Vow­ing vengeance, Nero pur­sues the foe to Red­wood City where he is intro­duced to a new evil known as Urizen. He, Dante and fel­low demon hunters Trish and Lady are swat­ted instantly by Urizen. Now hav­ing a HUGE chip on his shoul­der, Nero returns with a new arm and part­ner in crime, Nico, and sets out on his sec­ond adven­ture filled with old and new allies and ene­mies while mak­ing his name as a mas­ter demon hunter to sur­pass his infa­mous uncle.

Game­play in DMC5 fol­lows the same high-speed action for­mula found in pre­vi­ous games in the series. Con­trol­ling Nero, Dante and the newest char­ac­ter V is per­fect. Nero still has his trusty sword Red Queen and revolver Blue Rose, but instead of his Devil Bringer he uses a pros­thetic arm called a Devil Breaker, which was devel­oped by Nico. It has extra punch than the Devil Bringer and can be upgraded after bat­tles with var­i­ous bosses.

Dante has his dual pis­tols Ebony and Ivory as well as his usual swords Rebel­lion and Sparta, but also has five addi­tions: Cav­i­lare (a motor­cy­cle that when sep­a­rated, becomes a buzzsaw-like weapon); Bal­rog (yes, THAT Bal­rog), gauntlets and boots that increases Dante’s melee power ten­fold; KalinaAnn2, a mod­i­fied ver­sion of the Kali­naAnn used in DMC3; and, Dr. Faust, a hat that shoots out red orbs when worn.

V has some tricks up his sleeve with his famil­iars Grif­fon, a demon hawk capa­ble of fir­ing light­ning bolts and pro­jec­tiles; Shadow, a panther-like famil­iar that is melee com­bat ori­ented, using its body to form blade and nee­dle weapons; and, finally Night­mare, a golem-familiar that moves slowly, but packs a MAJOR punch against giant ene­mies. I should also note that Night­mare can change his height to titan-level and use a huge laser beam to destroy enemy bosses, which allows V to use his Royal Fork cane and its copies to land the fin­ish blow.

Another fea­ture I liked in DMC5 was the train­ing ses­sion that allows you to learn and prac­tice avail­able skills before pur­chas­ing them, allow­ing you to decide whether to buy or hold off.

The RE5 engine brings every detail to life, com­ple­ment­ing Dolby Atmos sound’s abil­i­ties, which made me think I was play­ing a 3D movie instead of a video game. The voice cast is a mix of well-known and new voice actors led by Reuben Lang­don, Johnny Yong Bosch and Daniel South­worth repris­ing their roles as Dante, Nero and Vergil, respec­tively. Stephanie Sheh returns as Kyrie but in voice form only. I also give kudos to Brian Han­ford for voic­ing V and Faye Kingslee as Nico. Brad Ven­able as Grif­fon stole the show, and Kate Hig­gins (Bleach, Code Geass) and Wendee Lee were excel­lent as Lady and Trish.

The only neg­a­tive thing I have about the game is the cam­era con­trol. It has improved GREATLY, but it still takes some time to mas­ter­fully plan a character’s next move. The power-up sit­u­a­tion that occurred in DMC4 was fixed, but you still need to con­serve your red orbs, espe­cially if you use Dr. Faust.

DMC5 is wor­thy of replay because of its excel­lent blend of action, drama and envi­ron­ment. Cap­com is doing this series right again and while I don’t agree that milk­ing a fran­chise is the best busi­ness deci­sion, DMC fans can begin to for­give Cap­com for its lack of judge­ment for DMC: Devil May Cry. Let the heal­ing begin.

Fun facts

  • Reuben Lang­don, Johnny Yong Bosch and Daniel South­worth have a con­nec­tion to the Power Rangers fran­chise. Bosch was the sec­ond Black Ranger in Mighty Mor­phin’ Power Rangers and the Green Ranger in Power Rangers ZEO and Power Rangers Turbo, while Lang­don did stunt work and South­worth played the Quan­tum Ranger in Power Rangers: Time Force. All have pro­vided voice and motion cap­ture work for the DMC series.
  • South­worth and Wendee Lee had dual roles as Urizen and Eva, Dante’s and Vergil’s mother.
  • If Red­wood City looks like Lon­don, you are cor­rect. Cap­com sent the DMC5 devel­op­ment team to Lon­don — specif­i­cally Mid­hurst in West Sus­sex, Rochester, Kent, Can­ter­bury and Leeds Cas­tle in Kent — for inspi­ra­tion in design­ing loca­tions in the game. Var­i­ous mod­els and clothes were acquired and scanned in Lon­don and Serbia.
  • In addi­tion to the RE5 engine, Cap­com used Microsoft’s Sim­ply­gon graphic soft­ware to assist with graph­ics and the inter­mis­sion graphics.
  • The most notable song of the game, “Devil Trig­ger,” by Casey and Ali Edwards, has had more than 2.8 mil­lion views on Cap­com Japan’s YouTube chan­nel. Ali Edwards was also the lyri­cist and vocal­ist for the game’s end­ing theme “Legacy,” with com­po­si­tion by Kota Suzuki.

Airwolf — 4Q2020 issue

Let this low-flying mess stay grounded

As a child of the 1980s, there was one major require­ment I had to know: the major prime time action shows and what nights and net­works that they came on. Two of those shows were Knight Rider on Fri­days on NBC and Air­wolf on Sat­ur­days on CBS. These two shows were so pop­u­lar that Acclaim Enter­tain­ment was able to get license rights from Uni­ver­sal Tele­vi­sion to develop video games for both shows. In a pre­vi­ous issue of GI, we reviewed Knight Rider for the NES in the Tor­ture of the Quar­ter sec­tion. Could Air­wolf break this curse of pop­u­lar shows turned into hor­ri­ble games? It was time to find out.

Air­wolf fol­lows the plot based on the TV show in that you take the role of Stringfel­low “String” Hawke, who is given a mis­sion by the CIA to res­cue pris­on­ers of war from unknown ter­ror­ist groups using the top-secret heli­copter known as Air­wolf. As String con­ducts the mis­sion, he finds out that one of the pris­on­ers being held is his long-lost brother who was declared miss­ing in action dur­ing the Viet­nam War. This gives him added incen­tive to carry out his given mission.

Airwolf’s game­play is a sim­u­lated first-person view that was applied to the Knight Rider game. You have the view of Air­wolf that is clear enough to see your ene­mies and to attack enemy strong­holds such as air­craft tow­ers, pris­oner camps and repair depots. How­ever, this is the game’s Achilles’ heel. Con­trol is not flex­i­ble when you need it to be dur­ing dog­fights with enemy air­craft. You’re required to shoot first or destroy air­craft tow­ers if you don’t fire your lim­ited mis­siles with pre­cise tim­ing. The inflex­i­bil­ity rears again when you land at a pris­oner camp land­ing gen­tly and still die.

The graph­ics were OK, but they were akin to flight sim­u­la­tor games that were highly pop­u­lar dur­ing the ’80s. To give Air­wolf a frac­tion of a chance for a good review, I found the debrief­ing scene excel­lent, giv­ing me the appro­pri­ate data of destroyed ene­mies, res­cued pris­on­ers and inter­cepted missiles.

Sadly, I was ENRAGED that Acclaim could be this sloppy with a fran­chise such as Air­wolf. Don’t get me wrong, Acclaim did go on to make bet­ter video games based on pop­u­lar fran­chises, but like Knight Rider, Air­wolf failed to show me any redeem­ing rea­son for replay.

Air­wolf — like Knight Rider — are games that are rec­om­mended only for the diehard fans of the ’80s that want to relive the action-packed nights of their child­hood. While I loved both shows, unfor­tu­nately their action-packed for­mula that pro­duced major rat­ings for TV did not trans­late well into video game for­mat. Acclaim did learn well from these mis­takes, but they gave the first Mas­ter­Class les­son in video gam­ing of being care­ful with pop­u­lar fran­chises. If you want my advice, skip both games and play them on read­ily avail­able emu­la­tors; you’ll save time and hard-earned money.

Fun Facts

  • Air­wolf was cre­ated by Don­ald P. Belis­ario, who was known for pop culture-worthy shows such as Quan­tum Leap, Mag­num, P.I., JAG and NCIS, which is still air­ing on CBS.
  • The actual Air­wolf was based on a Bell 222 heli­copter designed for cor­po­rate travel, emer­gency med­ical trans­port and util­ity trans­port. A full replica of Air­wolf was on dis­play at a Ten­nessee avi­a­tion museum but has since been sold to a pri­vate col­lec­tor in Bel Aire, Calif.
  • There were numer­ous ver­sions of Air­wolf made for var­i­ous home sys­tems, but a side scrolling arcade ver­sion was devel­oped by Japan­ese devel­oper Kyugo in 1987. Acclaim released the NES ver­sion a year later, after the show went off the air four years earlier.

Castlevania III: Dracula’s Curse — 4Q2020 issue

Drac­ula slays in thirds

Castl­e­va­nia. The name alone is well renowned to vet­eran gamers world­wide as one of Konami’s mas­ter­piece fran­chises, hav­ing expanded from the NES to var­i­ous gam­ing con­soles and a glo­ri­ous revival in anime form thanks to Net­flix. As a video game vet­eran myself, I know of the many bat­tles between the GOAT vam­pire hunt­ing Bel­mont fam­ily and the infa­mous prince of hor­ror mon­sters, Count Drac­ula. Ever since I was exposed to the first Castl­e­va­nia game, I fell under its spell, want­ing my chance to place a stake into Dracula’s chest. I finally got my chance to do so when I got my first game, Castl­e­va­nia III: Dracula’s Curse for the NES.

In Dracula’s Curse, you take on the role of Trevor C. Bel­mont, fore­fa­ther of series hero Simon Bel­mont, who is called upon to save his vil­lage of Warakiya from Drac­ula and his res­ur­rected army of dark­ness. Trevor has one small but pow­er­ful advan­tage with him: the abil­ity to trans­form into three part­ner spir­its: Alu­card, Dracula’s for­got­ten son; Grant Denasty, pirate ter­ror of the seas; and, Sypha Bel­nades, vam­pire hunter/mystic war­lord. Along with this shaper-shifter abil­ity and equipped with the mys­tic whip and Pol­ter­geist ax bequeathed by the Pol­ter­geist King, Trevor sets off into the night ready to do bat­tle against Dracula.

Game­play is basic like most action-platforming games with sim­ple moves such as mov­ing left and right with the con­trol pad, jump­ing with a but­ton, and attack­ing with basic weapons by using com­bi­na­tions for spe­cial weapons. These con­trols have spe­cial des­ig­na­tions for Grant, con­trol­ling how high he can jump and climb walls, and for Alu­card, who can trans­form into a bat. To give this team of vam­pire hunters an extra advan­tage, Trevor can upgrade his mys­tic whip to a long-ranged chain whip and can use var­i­ous Warakiya items such as the ban­shee boomerang, bat­tle ax and a pocket watch that tem­porar­ily freezes ene­mies. Sypha has her magic staff as her main weapon in addi­tion to using ele­men­tal orbs that can pro­duce fire, ice and thun­der attacks. Grant has use of the dag­ger, but he can only use the mys­tic ax as his sec­ondary weapon. Alu­card has use of a destruc­tive ball that can be upgraded to shoot three directions.

While I appre­ci­ate these effec­tive tech­niques to dis­patch the undead, there were flaws such as learn­ing to time each attack or risk falling off a stage. Also, whichever part­ner spirit Trevor teams up with, the part­ner takes dam­age, cre­at­ing a strug­gle to sur­vive in cer­tain stages. I also learned that you col­lect stone hearts to power weapons and if Alu­card is your part­ner, he would turn into a bat. That’s fine but that skill eats up your hearts and if you run out, he could turn back into human form putting him and Trevor in a MAJOR bind.

Adding to the frus­tra­tion, there is a time limit to com­plete each stage, adding either chal­lenge to game­play or mak­ing you curse and smash your con­troller to pieces.

A word to the wise: Dracula’s Curse is chal­leng­ing but LOOK hard for spe­cial items such as leg of were­wolf, which refills your life meter; and, the invis­i­bil­ity potion that also gives tem­po­rary pro­tec­tion to give you the upper hand. Also, if you must go up a row of stairs, ALWAYS press up on the con­trol pad to walk oth­er­wise you will fall and lose a life.

The game’s music is excel­lent, stay­ing true to the series’ theme of clas­si­cal hor­ror. If you heard a Castl­e­va­nia theme before, you won’t hear any­thing new here. This isn’t Castl­e­va­nia IV just yet, after all. The replay value is there although it will require you to have patience to and excel­lent strate­gic skills when choos­ing paths to take and part­ner spir­its to work with.

Castl­e­va­nia III: Dracula’s Curse is an exam­ple of how Kon­ami built a respected fran­chise in its early days with­out dis­re­spect­ing their devel­op­ment staff and let­ting them do what they do best. Dracula’s Curse is good but not with­out its quirks and flaws. If you love old-school plat­form­ing in the Castl­e­va­nia con­trol vein, jump in and part­ner up to take on Drac­ula once more.

Dynasty Warriors Gundam 3 — 3Q2020 issue

Gun­dam, Dynasty War­riors carry on tradition

“Gun­dam, what a strong sound­ing name.”- Lacus Clyne, Mobile Suit Gun­dam SEED/SEED Destiny

Next to my love for Mega Man, I’m also a fan of the Gun­dam series. Since 1979, the space mecha anime has brought thought-provoking per­spec­tives on issues of human­ity and war, and has cre­ated a stan­dard for all sci-fi series, espe­cially anime with sci-fi and mecha ele­ments. Through var­i­ous series, mer­chan­dise (includ­ing video games for var­i­ous con­soles) and other media, Gun­dam and its stu­dio, Sun­rise Inc., has secured its place among the GOATs of global pop cul­ture. Lyn­d­sey and I have also taken a lik­ing to the Dynasty War­riors game series. I thought: “What would hap­pened if a Dynasty War­riors game was made with Gun­dam ele­ments?” I got my answer in Dynasty War­riors Gun­dam 3.

In DWG3, you play as a cho­sen indi­vid­ual who has been selected to a pass a test of skill and deter­mi­na­tion. Your requests come from a mys­te­ri­ous Gun­dam suit that asks why humanity’s exis­tence in the uni­verse should con­tinue. This test is con­ducted in four orig­i­nal story arcs that pair char­ac­ters from var­i­ous Gun­dam series such as the MS Gun­dam, Gun­dam Wing, G Gun­dam, Gun­dam 00, Gun­dam Uni­corn and oth­ers who have heroic, vil­lain­ous or neu­tral opin­ions to this mys­te­ri­ous Gundam’s test. These arcs also con­tain side mis­sion that explains each rep­re­sented series’ his­tory, rein­force a group’s cama­raderie or dis­plays each mobile suit’s spe­cial abilities.

Con­trol of these suits is easy whether you use the PlaySta­tion 3’s ana­log sticks or con­trol pad. Shoot­ing and melee attacks are flaw­less, and good con­trols help to pull off some dev­as­tat­ing com­bos to drive oppo­nents back for a moment. In true Dynasty War­riors form, your char­ac­ter will have a part­ner or part­ners with sim­i­lar abil­i­ties and lesser suits to help take down cer­tain key areas of stages. I’m sug­gest­ing three pieces of advice when play­ing: Plan to take places such as repair hang­ers, suit fac­to­ries and com­mu­ni­ca­tion tow­ers ASAP; know when to team up with your com­rades to take on stronger suit; and, keep an eye on your side map to avoid being lost.

At the end of each stage, your char­ac­ter will be shown how many expe­ri­ence points he or she earned and how much gold was col­lected. These ele­ments help you to earn new skills and more stronger suits. To help your char­ac­ter out, there is a tuto­r­ial stage with prac­tice mis­sions that will help them earn more points or to refresh basic skills.
The graph­ics were designed as if you are play­ing in an actual Gun­dam episode with spe­cial detail given to the suits and their sur­round­ing envi­ron­ments. Namco Bandai and Koei did a great job with keep­ing the game’s for­mula sim­ple: Keep Dynasty War­riors ele­ments intact while adding Gun­dam elements.

The sound is on point with the addi­tion of Dolby Dig­i­tal Sound ensur­ing that every sound effect stays true to Gundam’s legacy of high-level anime action. Credit should also be given to the Ocean Group for assist­ing with voice cast­ing, which included some of the orig­i­nal anime Eng­lish voices per­form­ing their respec­tive char­ac­ters for the game. The replay value of DWG3 is very high and is per­fect for a Gun­dam enthu­si­ast or for a friendly scrim­mage at your local anime convention.

Gun­dam is and will always be the absolute stan­dard bearer in sci-fi mecha anime. DWG3 is an exam­ple of how to build an anime mas­ter­piece and present it for a dif­fer­ent medium. With its 40th anniver­sary, the Gun­dam name has earned the respect of many anime fans new and old with a qual­ity title such as Dynasty War­riors Gun­dam 3 to carry on the Gun­dam tradition.

Fun facts

  • Gun­dam was not Sunrise’s only smash hit. They con­tin­ued the trend with the Big O, Cow­boy Bebop, Out­law Star and Code Geass, dis­play­ing Gun­dam design traits in each of those shows.
  • Gun­dam has made its Hol­ly­wood appear­ance recently in the movie “Ready Player One” and will do so again in a live-action movie being devel­oped and co-produced with Leg­endary Pic­tures (Pacific Rim, Poké­mon: Detec­tive Pikachu, Hang­over trilogy).
  • Brad Swaile, Richard Cox, Brian Drum­mond, Michael Adamwaite and Kirby Mor­row are five mem­bers of the Eng­lish voice cast that reprised their orig­i­nal respec­tive roles. Swaile and Cox played Amuro and Kai in the orig­i­nal Gun­dam and returned to voice Set­suna and Allelu­jah in Gun­dam 00. Mor­row and Swaile also played Trowa and Qua­tre while Drum­mond voiced Zechs/Milliardo Peace­craft in Gun­dam Wing. Adamwaite voiced Rib­bons in Gun­dam 00.

Mega Man X Collection — 2Q2019 issue

A mega col­lec­tion of Blue Bomber greatness

I’m a huge Mega Man fan. If allowed to, I would dec­o­rate GI head­quar­ters in every room with gear resem­bling Capcom’s infa­mous Blue Bomber. After Mega Man’s last adven­ture on the NES, I found that dur­ing the tran­si­tion from 8-bit to 16-bit gam­ing a new char­ac­ter known as Mega Man X would appear, giv­ing the Mega Man series a new chap­ter set years after the orig­i­nal. While I played a few MMX games when it was on SNES and PSOne, I real­ized that I liked the X series but won­dered if Cap­com would do a col­lec­tion for the PlaySta­tion 2. My wish was granted in Mega Man X Collection.

MMX Col­lec­tion is sim­ply as adver­tised: A col­lec­tion of the first Mega Man X games released. It con­sists of MMX and MMX2 from their SNES debut; MMX3 — another SNES game that was ported to PSOne; and MMX 4, 5 and 6, which were released for PSOne. There is also an unlock­able game, “Mega Man Bat­tle and Chase,” an exclu­sive never released out­side of Japan.

In each MMX game, you take con­trol of “X,” a new ver­sion of the Blue Bomber cre­ated by Dr. Light years after the orig­i­nal Mega Man. X is a more pow­er­ful ver­sion of our blue titan but with free will. 100 years later, after Dr. Light’s death, X was found by Dr. Cain, a robot­ics expert who devel­oped robots based on X’s design known as “reploids.” How­ever, this began a rise of rebel­lious reploids, known as mav­er­icks, which led to the for­ma­tion of a group known as mav­er­ick hunters to stop them. Alas, the mav­er­ick hunter’s leader Sigma became a mav­er­ick (and the series’ main vil­lain), forc­ing X to team up with another mav­er­ick hunter named Zero to stop Sigma’s plan for global domination.

Con­trol of X is sim­ple as any reg­u­lar side-scrolling game, espe­cially with the option of switch­ing between the ana­log sticks or direc­tional but­tons. X’s main weapon, the X-Buster, and other weapons he acquires from a level boss can be pow­ered up in addi­tion to find­ing upgraded boots, hel­met and armor via secret areas in each level. Using a sub screen, I appre­ci­ated that it was under­stand­able and sim­ple in orga­niz­ing items and weapons since, in other side scrolling games, look­ing for needed items is time con­sum­ing and morale-draining. Zero is also playable in MMX 4, 5 and 6 where con­trol­ling him is a guar­an­teed good time as he is not only equipped with his own Buster weapon, but also his sig­na­ture Z-Saber cuts ene­mies down to size.

The graph­ics have been refreshed, ensur­ing that a thought­ful bal­ance of action-adventure and anime-styles ele­ments are intact. Capcom’s music depart­ment did an awe­some job remix­ing each game’s sound­tracks. With the amount of detail put into this game, the replay value is high, espe­cially if you’re want­ing to get deeper into the Mega Man lore.

The Mega Man X Col­lec­tion is the per­fect answer for a devoted fan­base of the Blue Bomber. While the MMX series may be in ques­tion, I hope Cap­com hears Mega Man’s fans’ calls to con­tinue his leg­endary return to gam­ing as the MMX col­lec­tion is a great way to con­tinue Mega Man X’s hunt.

1942 — 2Q2019 issue

Pacific bat­tles fly in 8-bit form

Capcom’s warfight­ing 1940 series reminds me of the good times when arcade gam­ing ruled my week­ends and I was for­tu­nate to find some rare gems that later became gam­ing clas­sics. Dur­ing that time, I played 1942 in the arcade and on the NES and walked away from this expe­ri­ence with some valu­able infor­ma­tion: 1. The first game in a series may or may not guar­an­tee future suc­cess; and, 2. The cre­ators of some of our favorite games had to cut their teeth on low-tier games before they received the big breaks that made them what they are today. One of those games is 1942.

1942 is a vertical-scrolling shooter that takes place on the Pacific front of World War II. You take con­trol of a P-38 Light­ning plane assigned to go to Tokyo and destroy the Impe­r­ial Air Force fleet.

Game­play of 1942 is sim­ple: You can move either ver­ti­cally or hor­i­zon­tally. Con­sist­ing of 32 stages, the P-38 will be chal­lenged by Ki-61s, A6M Zeros, and Ki-48s with a long-range bomber known as G8N as level bosses. To give the P-38 Light­ning a fight­ing chance against these planes, it can do air rolls or ver­ti­cal loops. If you time your attacks right, some planes will drop upgraded fire­power or an escort team of two smaller fighter planes to com­bat the relent­less assault from planes that WILL attempt to knock you out of the skies, espe­cially if you’re just tak­ing off from your air­craft carrier.

While I liked 1942, there are some issues that annoyed me. Tim­ing of move­ments, includ­ing the ver­ti­cal drops and air rolls, must be pre­cise because of the high chance of being shot down by enemy planes. Also, you must watch for attack­ing planes in front and behind as the Ki-48s are mas­ter­ful at get­ting the unsus­pected into close-area shootouts, which will reduce the num­ber of lives quickly.

The music qual­ity of 1942 is an acquired taste as the repeated use of a snare drum made me think that Cap­com phoned in a lack­lus­ter drum beat, which made me turn the vol­ume down to con­tinue play­ing. The chal­lenge is decent since you will be on your toes to avoid enemy fire non­stop. It has strong replay value and would be a great time-killer as a nos­tal­gia trip for arcade vet­er­ans. Also, it’s a great exam­ple for those who want to know how side-scrolling games played a major impact in the gam­ing world.

1942 serves not only as an icon in gaming’s hall of fame but also dou­bles as one of Capcom’s entries into the gam­ing world. It helps that 1942 was the start of look­ing at Cap­com as an up-and-coming game com­pany want­ing to expand beyond its home of Osaka, Japan.

Fun facts:

    • The P-38, Ki-61, A6M and Ki-48 were actual war planes used heav­ily in the Pacific Con­flict between the U.S. and Japan. The com­pa­nies who built them — Lock­heed Mar­tin, Kawasaki, and Mit­subishi — are well-established in the defense indus­try and con­tinue to play vital roles in var­i­ous areas of aero­space tech­nol­ogy.
    • 1942 was Yoshiki Okamoto’s debut game for Cap­com. He was also the orig­i­nal game designer of Konami’s Gyruss. Because of inter­nal dis­putes involv­ing pay, he was fired from Kon­ami. After 1942’s suc­cess, Okamoto remained at Cap­com where he played an impor­tant role in pro­duc­ing Final Fight, Street Fighter II and Biohazard/Resident Evil. He retired from game devel­op­ment for con­soles in 2012 and is cur­rently devel­op­ing games for var­i­ous mobile devices.

Naruto: Ultimate Ninja Storm — 3Q2018 issue

The ulti­mate beginning

Naruto Uzi­maki. From 1999 to 2017, Shonen Jump Magazine’s hyper­ac­tive ninja knuck­le­head had a major impact on the geek cul­ture scene as well as anime and manga. From graphic nov­els, to other nov­elty mer­chan­dise and video games, many anime fans world­wide fol­lowed his rise from out­cast of his ninja vil­lage to its leg­endary sav­ior. Dur­ing Naruto’s rise, there were many video games for var­i­ous sys­tems that fol­lowed every adven­ture of our blonde, blue-eyed hero and his friends. I got the oppor­tu­nity to play one of the Naruto-based games after a recent game shop­ping expe­di­tion when I found Naruto: Ulti­mate Ninja: Storm.

Ulti­mate Ninja: Storm is a hybrid con­sist­ing of fight­ing and role play­ing game ele­ments. Free Bat­tle mode allows you to choose one main fighter with two backup char­ac­ters against another player or the console’s choice of char­ac­ters in var­i­ous stages taken right out of the Naruto uni­verse. Free Bat­tle also allows you to earn extra cash if you defeat their oppo­nents using var­i­ous moves known as nin­jutsu. The extra coinage will be needed in the role play­ing mode, Ulti­mate Mis­sion Mode, dur­ing which you con­trol Naruto in var­i­ous mis­sions that involve episodes 1 to 135 of the anime series.

I found every­thing from the cin­e­matic intro to actual game­play excel­lent. Namco Bandai brought their expe­ri­ence in mak­ing games like Tekken and Soul Cal­ibur and com­bined it with Masashi Kishimoto’s guid­ance in devel­op­ing the per­fect exam­ple of a video game based on a pop­u­lar anime fran­chise. Every stage, land­mark and char­ac­ter are por­trayed per­fectly in the game mak­ing me as if I was trans­ported to the Hid­den Leaf Vil­lage. The con­trols are easy and will help you pull off some up-close cool com­bos when cer­tain but­tons are dis­played. They’re also great dur­ing the explo­ration of Ulti­mate Mis­sion Mode as you’re try­ing to find hid­den items and mis­sion locations.

Another cool thing about the game was that the music from the anime series was not only kept intact, but also was done in Dolby Dig­i­tal Sound. The voice act­ing in the game is high cal­iber thanks to Namco Bandai work­ing with Viz Media and Stu­diopo­lis Inc. to bring together the orig­i­nal Eng­lish voice actors to reprise their respec­tive roles. Even with the excel­lent Eng­lish voice act­ing, you can also play the game in Japan­ese with Eng­lish sub­ti­tles for a more authen­tic feel. Any­one who has not played a Naruto video game will find it per­fect for either a hot or rainy-day after­noon, or a friendly fight­ing game tour­na­ment at any anime convention.

Namco Bandai did an awe­some job of bring­ing Naruto to the PS3 in addi­tion to pub­lish­ing addi­tional games based off this iconic fran­chise. For now, Naruto’s jour­ney to be hok­age has ended suc­cess­fully, with a son ready to take up his own chal­lenges. Ulti­mate Ninja: Storm is a great start show­cas­ing Naruto’s early adventures.

Devil May Cry 4 — 3Q2018 issue

Devil’s in the details: DMC4 a nice break from Dante

Capcom’s “Devil May Cry” series is a game that has basi­cally rede­fined the term “hack–and-slash” in video games. With the first three games using hack-and-slash style as well as action-adventure ele­ments, I won­dered what new sur­prises would the fourth install­ment of the series bring and to which system?

DMC 4 fea­tures demon-hunter extra­or­di­naire Dante, but the story and main char­ac­ter has changed for a more intense expe­ri­ence. Tak­ing place in a remote island town called For­tuna, you assume the role of Nero — a younger ver­sion of Dante — who is a mem­ber of the Order of the Sword. The Order of the Sword is a mil­i­tant reli­gious orga­ni­za­tion formed to destroy demons based on the actions of the Demon-Knight Sparda, who rebelled against the demon under­world to pro­tect human­ity. At a recent cer­e­mony to honor Sparda, Dante smashes though a sky­light and kills the priest lead­ing the cer­e­mony, set­ting off a chain of events that would not only put Dante and Nero on a col­li­sion course with each other, but also would lead both demon-hunters through a greater mys­tery to find out the true inten­tions of the Order and to stop a more vicious plot of a demon-invasion.

While Dante’s role in DMC 4 is not as the main char­ac­ter, he does still play a key role in the game as a playable char­ac­ter in cer­tain scenes. Nero is not to be taken lightly either as his arse­nal con­sists of his Devil Bringer arm, his mechan­i­cal sword Red Queen and his dou­ble bar­rel revolver, Blue Queen. Nero can gain an extra advan­tage to accom­plish his mis­sion by gath­er­ing “Red Souls,” DMC’s orig­i­nal game cur­rency, and “Proud Souls,” a new cur­rency. After a mis­sion is com­pleted, Pride Souls can power up Nero’s tools rang­ing from extend­ing the Devil Bringer’s reach to more pow­er­ful shots from the Blue Queen. The con­trols for Dante and Nero are easy to use thanks to the PS3’s Six Axis controller’s built-in ana­log fea­ture, which I found help­ful with cam­era issues from time to time.

The excel­lent detail that is used in each level comes to life in the back­ground and cin­e­matic scenes. These were done with high def­i­n­i­tion tech­nol­ogy that will make you feel like you are play­ing with a mas­ter­piece of art instead of a video game. Capcom’s sound team brings their A-game again. Each sound and vocal effect com­bined with Dolby Dig­i­tal Sound gives an orches­tral qual­ity to the game. Cap­com did a great job in voice and motion cap­ture for DMC 4. Johnny Yong Bosch (Bleach, Street Fighter IV) brought Nero to life and Reuben Lang­don repris­ing his role as Dante.

Devil May Cry 4 shows what Cap­com is capa­ble of doing when they let their devel­op­ment team do its job: make their games enjoy­able. DMC4 is a chal­leng­ing, but enjoy­able way to kill free time when you want to get your demon-hunting on. The replay value is strong espe­cially if you are a vet­eran DMC player; this game is worth your hard-earned cash.

Maximo: Ghosts to Glory — 1Q2017 issue

Pho­tos cour­tesy of GiantBomb.com

Max­imo con­tin­ues the quest to res­cue the princess

I have a love and hate rela­tion­ship with Cap­com. For every game they develop and pub­lish that will be a smash hit by being more cre­ative and stick­ing to the basics, they churn out five or six copies of the same game with­out break­ing any new ground (i.e. Street Fighter V). I won’t even men­tion how they stud­ied the Kon­ami code of dis­pos­ing of one of their great­est game series and its leader. With this view of Cap­com off my chest, let’s look at a game that is orig­i­nal and has become a suc­ces­sor to the clas­sic games Ghosts ‘N Gob­lins and Adven­ture Island: Max­imo: Ghosts to Glory.

You take the role of said char­ac­ter, Max­imo, who, after return­ing from a bat­tle to pro­tect his king­dom, finds out that his main lady Queen Sophia is cap­tured by his once-trusted adviser, Achille. To make mat­ters worse, Achille has devel­oped a drill that has pierced the under­world, allow­ing him to cre­ate an army of undead mon­sters to ter­ror­ize the king­dom. All is not lost as is seems that as Max­imo was free-falling, the Grim Reaper makes a deal for him to return to the liv­ing world in exchange for return­ing the lost souls to the under­world. Max­imo accepts and begins his quest to free Sophia and restore the peace taken by Achille.

Max­imo retains the ele­ments from Ghosts ‘N Gob­lins and Adven­ture Island but allows free­dom to explore all of the stages thanks to its 3D design. Max­imo has the abil­ity to run, jump and crouch to avoid ene­mies and is eas­ily con­trolled with use of the ana­log con­trol stick. Max­imo is also ready for bat­tle with his trusty sword and shield, which can be thrown at approach­ing ene­mies and capa­ble of wip­ing out all ene­mies on the screen if the right power-ups are applied. In addi­tion to his sword and shield, Max­imo has his armor which, if all the parts are gath­ered, he becomes invin­ci­ble for a brief period.

A heads up: Make sure that Max­imo keeps his armor as long as pos­si­ble since like Arthur in Ghosts ‘N Gob­lins, if Max­imo takes too many hits, he would be down to his box­ers, which would lead to his death if he takes another hit. Also, con­trol­ling Max­imo is not dif­fi­cult, but some prac­tice is rec­om­mended to get adjusted to mov­ing around.
The stages are excel­lently designed and guar­an­teed to make you feel that you’re in Maximo’s world. The game’s music is an enjoy­able mix of orig­i­nal and remas­tered tracks from the orig­i­nal Ghosts ‘N Gob­lins. The chal­lenge level is ridicu­lously high, guar­an­tee­ing great replay value.

Max­imo: Ghosts to Glory is one of those type of games that will please fans of old-school adven­ture gam­ing who want to play the genre with the lat­est tech­nol­ogy. In my opin­ion, Max­imo is also a exam­ple of what Cap­com can do when they allow cre­ativ­ity to flour­ish instead of always milk­ing their golden fran­chises to death.
Well done, Cap­com. Well done.

Devil May Cry 3 — 1Q2017 issue

Pho­tos cour­tesy of GiantBomb.com

Dance with the devil in Dante’s rebound adventure

When I finally got my own copy of Devil May Cry 3, I read that it brought back the melee action that made the first game awe­some to play, but it raised the bar for future install­ments of Capcom’s demon-slaying series. Was the praise heaped upon DMC3 well deserved or was this another way of Cap­com milk­ing a great game series dry for more cash? I got my answer in Devil May Cry 3: Dante’s Awak­en­ing, Spe­cial Edi­tion.
Set as a pre­quel to the orig­i­nal DMC, we find our fear­less demon hunter Dante begin­ning to set up shop when a mys­te­ri­ous man named Arkham arrives with a invi­ta­tion from Dante’s brother, Vergil. This “invi­ta­tion” turns into a demon-style, reveal­ing that Vergil has not only helped in res­ur­rect­ing a ancient demonic tower, but also he wants Dante’s amulet to open a por­tal to con­nect the human and with the demon worlds. Dante, of course, is not pleased and sets off to stop Vergil and his plans of world domination.

DMC3 starts from the begin­ning as an explo­sive non­stop melee with brief but impor­tant tuto­ri­als for play­ers to mas­ter Dante’s moves and his sig­na­ture weapons. In addi­tion to the tuto­ri­als, four dif­fer­ent com­bat­ive arts called “styles” are avail­able to Dante, giv­ing him var­i­ous abil­i­ties to increase the power of var­i­ous guns, strik­ing weapons, dodge attacks, and unleash­ing hand-to-hand com­bat with dev­as­tat­ing results. Once Dante defeats a cer­tain boss, he will be able to use them in the form of unique, var­i­ous weapons. There is a lock-on fea­ture to directly tar­get ene­mies that, with prac­tice, will be a valu­able tool to rip ene­mies apart. Also in the spe­cial edi­tion, there are two modes of play: Nor­mal, which is basic DMC speed; or, Turbo, where EVERYTHING is clocked up 20 times the nor­mal speed of the game to test your skills. Also, you can play the game not only as Dante, but also as Vergil, who has some seri­ous weaponry and moves that would make Jubei Yagyu be in awe.

The game music fits each level with a Phan­tom of the Opera type of feel while the bat­tle scenes uses an electronic/heavy metal beat that heats up the bat­tles. My only issue is that it’s repet­i­tive every time I fight ene­mies, but it’s well done nonethe­less. The voice act­ing in DMC is top-notch thanks to Reuben Lang­don as Dante and Daniel South­worth (Power Rangers: Time Force) as Vergil. Both actors did the motion cap­ture and voice work for their respec­tive characters.

With the good comes the bad, how­ever. While I appre­ci­ate the use of ana­log con­trol in addi­tion to mov­ing the screen cam­era around, the con­trols are tank-like. That is frus­trat­ing because if I’m sur­rounded by ene­mies, I’m easy pick­ings. Also, the auto­matic fir­ing abil­ity of Ebony and Ivory is still in DMC3 but it requires rapid press­ing instead of the fluid ease found in the first game. I also had to stock up (and I mean STOCK UP) on red orbs to pur­chase power ups for Dante and his weapons or learn new moves since the game was try­ing to do a stick-up job every time I need to make some upgrades. For­tu­nately, I could replay each mis­sion to get more orbs or level up.

DMC3 lives up to its high praise guar­an­tee­ing plenty of chal­lenge and replay value when you just want to get medieval on things but legally. This Spe­cial Edi­tion is a no-holds barred adven­ture in demon-slaying with the best in the busi­ness. If Cap­com wants to do a movie for Devil May Cry, I’m for it, but do it right; in other words Cap­com, stick to the story and the pay­day bonanza will take care of itself.