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.

Onimusha 2: Samurai’s Destiny — 3Q2015 issue

Onimusha 2 has ele­ments of sat­is­fy­ing sequel

Pre­vi­ously, I reviewed the first game in Capcom’s crit­i­cally acclaimed series Onimusha, where his­toric fig­ures and moments in Japan­ese his­tory were mixed with action/adventure gam­ing, third-person com­bat and brief moments of puz­zle solv­ing. After play­ing the first game, I won­dered if the sec­ond install­ment would keep the suc­cess­ful for­mula and raise the bar for future install­ments. When I received Onimusha 2: Samu­rai Des­tiny, I put on my custom-made samu­rai armor and pre­pared to have my ques­tions answered.
Onimusha 2 con­tin­ues the plot of cho­sen war­riors work­ing to pre­vent Oda Nobunaga from uni­fy­ing Japan through the use of demons called genma. Set 10 years after the first game, Nobunaga has risen to power despite the defeat of his demonic bene­fac­tor Fort­in­bras, who was stopped by orig­i­nal pro­tag­o­nist Samanouske Akechi. With Samanouske in hid­ing to per­fect his new demon slay­ing abil­i­ties, it’s up to Jubei Yagu to take up the sword and acquire five leg­endary orbs and use them to stop Nobunaga before his dark plans of con­quest becomes real­ity and demons become the dom­i­nant species of Earth instead of man.
Game­play in Onimusha 2 remains the same but does have some new ele­ments. Dur­ing com­bat with ene­mies, you can still fight through ene­mies, but if timed cor­rectly, Jubei can per­form “Issen” (light­ing slash) on var­i­ous ene­mies, allow­ing him to con­tinue for­ward, giv­ing him a brief minute to defend him­self or retreat. Another ele­ment is the require­ment to solve cer­tain puz­zles to obtain cer­tain items or gain access to cer­tain areas. For these puz­zles, I highly advise uti­liz­ing patience and strong mem­o­riza­tion as they have a much stronger effect in Onimusha 2 than in the first game. The final new ele­ment is role play­ing that enhances the sto­ry­line. Jubei can not only inter­act with non-playable char­ac­ters, but also gain allies who will give infor­ma­tion or assist him in boss bat­tles pro­vided he is in con­stant con­tact with them or if his allies are not involved in their own plans to defeat Nobunaga.
In addi­tion to new allies, you will notice that Jubei is nor­mally equipped with his sword, but can acquire weapons such as bows and arrows, a matchlock gun and other weapons that use the power of nat­ural ele­ments. Jubei does have two other advan­tages to help as well: The abil­ity to tem­porar­ily trans­form into Onimusha with enhanced attack power; and, the power to acquire var­i­ous souls with­out the use of a ogre gaunt­let to upgrade his armor and weapons.
The con­trols will not present any level of dif­fi­culty espe­cially if the Dual Shock ana­log con­troller is used. You can appre­ci­ate the qual­ity of the char­ac­ters’ move­ments in game­play and in the cut-scenes which may make one won­der if they are play­ing a samu­rai adven­ture game or watch­ing a movie.
The music per­formed in this game is excel­lent as Capcom’s sound team always brings their best efforts, guar­an­tee­ing that the music will be a treat. If you enjoy instru­men­tal Japan­ese themes, you’ll prob­a­bly love the sound­track.
Onimusha 2: Samurai’s Des­tiny did exceeded my expec­ta­tions for a game to be con­sid­ered a true samu­rai mas­ter­piece. This not only shows that Cap­com can unleash their bril­liance if they really try, but also shows other devel­op­ers that in order to bring a superb gam­ing prod­uct involv­ing var­i­ous ele­ments of Japan­ese cul­ture, they must will­fully present his­tor­i­cal ele­ments prop­erly while craft­ing a high qual­ity sto­ry­line. I can not wait to start the next chap­ter of the Onimusha series where the next des­tined hero strikes another blow to Nobunaga’s ambitions.

Tatsunoko vs. Capcom — 2Q2015 issue

Tat­sunoko takes on Cap­com in Wii brawl

Every­one who reads GI knows that I’m an otaku. I’m also a big fan of clas­sic anime that has set the stan­dard for today’s anime. Most of the awesome-level anime old and new has came from Japan’s world-renown Tat­sunoko Pro­duc­tions. So, when I heard that Cap­com was reviv­ing its “Ver­sus” series, I thought that Cap­com was run­ning out of gam­ing ideas. That was until it was announced that Tat­sunoko would play a major role. I thought it was a joke, but I was in shock when the rumors were true and thus the ques­tion came about: What would hap­pen if Capcom’s heroes met Tatsunoko’s heroes in a gam­ing for­est? Tat­sunoko vs. Cap­com: Ulti­mate All-Stars for the Wii answered that ques­tion for me.

Devel­oped by Eight­ing and pub­lished by Cap­com, Tat­sunoko vs. Cap­com is a 3D game that places var­i­ous char­ac­ters from both com­pa­nies’ top-selling series into a exclu­sive fight­ing game treat. Inspired by the Mar­vel vs. Cap­com series, TvC allows duos from either Capcom’s or Tatsunoko’s ros­ters to fight against other char­ac­ters with the win­ning team going on to face Yami from Capcom’s adven­ture title Okami. If you like to mix a Cap­com char­ac­ter with a Tat­sunoko char­ac­ter, that’s also pos­si­ble as a way to give the game­play more vari­ety. In addi­tion to the orig­i­nal arcade mode, there are sur­vival and time attack modes that allow you to test your skills via lim­ited health regen­er­a­tion and defeat­ing your oppo­nents in the short­est time pos­si­ble. An addi­tional fea­ture includes a mini-game shooter called “Ulti­mate All-Shooters.”

Con­trol is han­dled with three but­tons, which greatly sim­pli­fies the learn­ing curve. It’s sim­pli­fied even more thanks to the Wii’s Clas­sic con­troller, Game­Cube con­troller, third-party arcade sticks and the reg­u­lar Wii remote. You will love the char­ac­ter ros­ter con­sist­ing of each com­pa­nies’ top fran­chises such as Street Fighter, Rival Schools, Viewti­ful Joe, Lost Planet, Darkstalkers/Vampire and Mega Man for Cap­com while Tat­sunoko is rep­re­sented by Karas, Tekka­man, G-Force and Yat­ter­man. There are other char­ac­ters that can be unlocked via use of money (Zenny) earned in each game, which also will allow pur­chase of alter­nate end­ings, cos­tume changes and other unlock­able surprises.

The music is top-notch in each stage, but the intro and end­ings songs are fun to sing and dance to. In par­tic­u­lar, the Gesellschaft (Clear Skies) and the Daigo Tem­ple (Cherry Blos­som) stages are favorites.

Tat­sunoko vs. Cap­com: Ulti­mate All-Stars is an answered prayer for fans of fight­ing games and anime. As a first-time con­nois­seur of this type of crossover, TvC is delight­ful game expe­ri­ence. As an otaku gamer, Cap­com can work on my damn nerves at times with their no-thought deci­sions, but in this case, they worked with a renown anime com­pany to bring a qual­ity prod­uct to a sys­tem that was in SORE need of well-rounded games. Now only if Cap­com can make amends with Keiji Ina­fune. They might be respected once more.

2UP EVALUATION

All of the raz­zle daz­zle hype aside, Tat­sunoko vs. Cap­com is some­thing I want to play. I’m already a fan of most Cap­com fight­ing prop­er­ties, and I love the Ver­sus series, so I’m going to play what­ever they come up with next to join forces with and cre­ate magic. In this case, it’s anime related as well, so there’s a win­ning com­bi­na­tion all the way around.

I didn’t know much about Tat­sunoko before play­ing the game, but after spend­ing a lit­tle time immersed in the super sen­tai world, I learned that it’s some­thing that’s com­pelling to return to time and time again. Nice mechan­ics, an inter­est­ing ros­ter and gor­geous atten­tion to detail with the envi­ron­ments and sound­track make it a nice pack­age. My only gripes are that the story doesn’t really make a whole lot of sense (really, Yami from Okami, Cap­com? That’s it?), and that not know­ing that much about Tat­sunoko actu­ally works against me. Other than that, there’s isn’t a rea­son why I wouldn’t play this con­stantly, even if it is a Wii exclu­sive. That’s just another rea­son to go out and buy the now-defunct console.

TvC trivia

* The orig­i­nal title for TvC was Tat­sunoko vs. Cap­com: Cross Gen­er­a­tion of Heroes.

* While the game devel­op­ers had the OK to add any char­ac­ter from Tat­sunoko or Cap­com, Tat­sunoko did deny some choices because of licens­ing issues; orig­i­nally, Phoenix Wright was sug­gested, but was pulled because of dif­fi­cul­ties with find­ing proper attacks for him.

* Most video game review­ers such as G4’s Adam Sessler and IGN’s John Tanaka were doubt­ful about an outside-of-Japan release because of Tatsunoko’s final approved ros­ter of char­ac­ters. They were licensed in other coun­tries, despite being owned by Tat­sunoko, and the level of recog­ni­tion of some char­ac­ters was a concern.

* As of 2012, Cap­com USA senior vice pres­i­dent Chris­t­ian Svens­son has stated that Cap­com could no longer sell the game in phys­i­cal or dig­i­tal form because licens­ing rights with Tat­sunoko expired.

Devil May Cry — 1Q2015 issue

Capcom’s instant action plat­form­ing classic

In pre­vi­ous install­ments of Otaku Cor­ner, I reviewed manga based on Capcom’s Devil May Cry. Ever since DMC’s arrival in 2001, it has grown from a crit­i­cally acclaimed series to writ­ten and visual adap­ta­tions in comics, writ­ten nov­els and other var­i­ous mer­chan­dise. Orig­i­nally set in the Res­i­dent Evil uni­verse, because of tech­nol­ogy restraints and an expand­ing reverse sto­ry­line from Res­i­dent Evil, the series was ported to the PlaySta­tion 2. Hav­ing enjoyed expe­ri­enc­ing the manga’s action, I won­dered if I would feel the same when I played the first DMC game? I was about to find out.

Devil May Cry has ele­ments that are sim­i­lar to Res­i­dent Evil; the only dif­fer­ence is that you will be deal­ing with super­nat­ural ene­mies instead of those who were cre­ated by uneth­i­cal sci­en­tific exper­i­ments. You assume the role of Dante, a demon hunter/investigator who uses his skills to exer­cise demons for profit and to avenge the loss of his fam­ily from said crea­tures. One night while work­ing, Dante is hired by a mys­te­ri­ous woman named Trish, who after a brief but amaz­ing test of Dante’s skill, hires him to go to an aban­doned cas­tle where Mundus, the demon who is respon­si­ble for the death of Dante’s fam­ily, is plan­ning a return from hell. Unknown to our badass hero, he has taken on a a job that starts out as an oppor­tu­nity for vengeance, but soon will unlock an ancient birthright and his true des­tiny as mankind’s newest pro­tec­tor against demonic forces.

Game­play in DMC is a com­plete 180 from Res­i­dent Evil as the bat­tle style is more melee com­bat that run­ning and hid­ing from zom­bies. I found the con­trols pretty easy to use, thanks to the ana­log sticks that allow plenty of free move­ment to jump and take full advan­tage of Dante’s sweet com­bat moves. You will love it when Dante gets to busi­ness imme­di­ately with use of his twin hand­guns that can infict dam­age rapid-fire style and his awsomely designed sword Alas­tor that can be upgraded to unlock new attacks. He also has a BIG trump card to really make the demons howl with the use of “Devil Trig­gers” (think Goku or Veg­eta going Super Saiyan with an arse­nal of weapons and being in god mode).

The graph­ics are beau­ti­ful as Cap­com devel­oped a great game engine and made great use of the PS2’s tech­no­log­i­cal capa­bil­i­ties to bring out the action with­out using the god-awful cam­era angles found in Res­i­dent Evil. I per­son­ally liked how each cutscene brought DMC’s sto­ry­line together with­out any over-the-top drama. The enemy vari­ety is good, too, rang­ing from demon mar­i­onettes to giant owls and other demonic crea­tures. I enjoyed the voice act­ing because it was not forced, flow­ing in sync with the game’s plot. I am proud to say that I would def­i­nitely replay this game when I’m feel­ing like I want to rip some demons apart.

Devil May Cry is a stand­out orig­i­nal game that is wor­thy of its praise from gam­ing crit­ics the world over. I find this another tes­ti­mony to the fact that Cap­com can do them­selves and their cus­tomers jus­tice by being true to their craft. I was pleased with my first DMC gam­ing expe­ri­ence and await more in future install­ments of this series.