Tekken 7: Fated Retribution — Issue 38

Tekken’s fate unknown after mile­stone entry

Tekken is about a cer­tain sub­stance and style. The fight­ing engine is so deep in Tekken that if you’re just start­ing with the sev­enth game, you’re at an imme­di­ate dis­ad­van­tage because you’re behind. Way behind. Story-wise, you’re behind, too. There’s so much going on with the Mishima clan that you’re bound to be ask­ing the ques­tion: Why now? Tekken isn’t just answer­ing that; it’s pos­ing the ques­tion of what’s next?

For the Mishima clan — and Tekken’s ros­ter at large — the future is the ques­tion on everyone’s mind, but to get there, Tekken 7 stakes its ambi­tions on look­ing back to tell the story of the future. Spoiler alert: With Hei­hachi gone, there’s only Kazuya and Jin left to carry on the blood feud of the clan. The sur­round­ing enti­ties are on either side of the con­flict between father and son, and there will be casu­al­ties. But that isn’t Tekken 7’s main story to tell. Really, it’s two ques­tions: How did Kazuya become enmeshed in the devil gene fool­ish­ness, and how is Hei­hachi entan­gled in that as well? The answers lay with new char­ac­ter Kazumi Mishima, Kazuya’s mother and Heihachi’s wife. She plays a cen­tral role in unrav­el­ing the mys­tery of Kazuya’s trans­for­ma­tion using the devil gene and why Hei­hachi threw his child off a cliff more than 40 years before.

While Bandai Namco is set­ting up the pay­off, look around. You’re in a Tekken game and many things will be true at once: The sound will be phe­nom­e­nal, and the graph­ics will be stun­ning. After all, this is a Tekken title; the King of the Iron Fist tour­na­ment does not slouch. What’s strik­ing is, this is a four-year-old game and it still looks decent. Tekken has never been one to hold back when it comes to looks, and even with the upgraded PlaySta­tion 4 Pro, it’s still a good-looking game. Tekken 7 could look worse with the ben­e­fit of more pro­cess­ing power, and some sec­tions do show the age of the game. How­ever, it’s min­i­mal as far as Tekken is con­cerned, and Tekken 7 is still a pow­er­house when com­pared to every­thing else on the market.

The sound­track is excel­lent, though I wanted a lit­tle more from it. I real­ize that not every Tekken sound­track is going to be the first Tag, where every track was a banger. How­ever, this is Tekken, and a cer­tain bar has been set by past games that cur­rent games must live up to. There are some bangers here, but not nearly enough. For ref­er­ence, I have every Tekken sound­track ever released, arcade and home ver­sions. For the first four games, I have the entire sound­track saved on my iPod. As the series pro­gressed, I had fewer songs from each sound­track. As of Tekken 7, I have two tracks. It’s a good sound­track, but it just isn’t any­thing I haven’t heard before in a Tekken game. Tekken 8, or what­ever it will be called, will have to step things up in the sound department.

As far as Tekken’s playa­bil­ity, I can’t really attest to it on a hands-on level. Full dis­clo­sure: I’m not a good Tekken player. That said, how­ever, I find it a lit­tle eas­ier to pick up Tekken and play with the new fea­tures added in the arcade mode. I really like that there’s an easy combo assist fea­ture. It makes it far less frus­trat­ing to learn the combo sys­tem, and it makes it much eas­ier for begin­ners to under­stand how moves flow together.

Tekken, despite hav­ing only four attack but­tons, has always been about depth, and that’s scary for the unini­ti­ated like myself. With the assist fea­ture, I’m more inclined to take the time to learn and dig just a lit­tle deeper with the series. It’s a fan­tas­tic addi­tion that needs to stick around in future entries.

The char­ac­ter cus­tomiza­tion mode also deserves some praise as it’s com­ing along nicely. It’s been around now for at least three games, and it’s got­ten bet­ter each iter­a­tion. This is part of the depth of Tekken — along with its engine and combo sys­tem — that makes it such a great series. Tekken 7 takes care of the details, and the obvi­ous love and care put into the cus­tomiza­tion sys­tem gives the game con­tin­ued life, even as it gets a lit­tle long in the tooth. The fact that new char­ac­ters and upgrades are still being released is fan­tas­tic con­sid­er­ing the game’s age.

With the sto­ry­line dic­tat­ing growth and the graph­ics engine need­ing to catch up to other fight­ing game dar­lings, Tekken has its work cut out in keep­ing up with the sur­round­ing com­pe­ti­tion. Tekken 7 does an admirable job demon­strat­ing its sta­bil­ity and abil­ity to lead the pack as the King of the Iron Fist, and its longevity and intu­itive fea­tures con­tinue to make it an attrac­tive option for those need­ing a fix from Mishima and Co. Tekken 7 is good enough to keep its crown and can prob­a­bly shrug off new chal­lenges for the throne until its time for the eighth go-round. Long live the king.

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.

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.

Animal Crossing Pocket Camp — 2Q2019 issue

Camp­ing with friends

My love affair with Ani­mal Cross­ing began in 2003, a year after the Game­Cube ver­sion was released in the U.S. It wasn’t enough to merely start a life with a char­ac­ter — known as Rubes(kitty) — in my pro­ce­du­rally gen­er­ated town known as Tokyo; I had to col­lect every­thing in my cat­a­logue, build my house into a man­sion and catch every insect and fish just for com­ple­tion sake. In the ensu­ing 16 years, I have played every iter­a­tion of Ani­mal Cross­ing avail­able. So, you can imag­ine my pal­pa­ble joy when a mobile ver­sion of Ani­mal Cross­ing was announced in 2016. Cue Ani­mal Cross­ing: Pocket Camp in 2017, and I’m still going strong in my quest to build the per­fect camp.

Pocket Camp is a spin­off of the main Ani­mal Cross­ing series but retains ele­ments of the series. Famil­iar tasks such as pay­ing off your debt for your liv­ing quar­ters, com­plet­ing requests for ani­mals that visit or improv­ing your finances through item sales are abun­dant in the Pocket Camp land­scape. New to the series is the timed rota­tion of the ani­mals that are in one of four loca­tions scat­tered around the land­scape. Four ani­mals will be in these loca­tions with options to talk to you and request items; whether you choose to give them the spe­cific items they request or just chat it up for expe­ri­ence points is up to you. Also new are the afore­men­tioned expe­ri­ence points. Each ani­mal has a meter that gauges their friend­ship level with you. The higher the level, the more rewards they give in exchange for items they request. The rewards are also new, usu­ally in the form of Leaf Tick­ets and raw mate­ri­als that are used in craft­ing fur­ni­ture and clothes that can be used to dec­o­rate your camp site and RV.

Pocket Camp, in its most sim­plis­tic form, is a dumbed down portable Ani­mal Cross­ing main game that requires inven­tory man­age­ment and micro trans­ac­tions. And it’s a sat­is­fy­ing way to get that quick Ani­mal Cross­ing fix. Much like the main series, it’s relax­ing and fun to pop in and check with the camp site to see what’s hap­pen­ing, pick up some gifts or get involved in fes­ti­vals and events at my own leisure. Time is still mea­sured real­is­ti­cally, and insects and fish are still viable at cer­tain times, though the sea­son require­ment is not in use. Money is still prac­ti­cally around every cor­ner, and it’s eas­ier than ever to pay off the debt of upgrad­ing your hum­ble abode when rare bugs and fish are more plen­ti­ful this time around. It’s also quite nice to be able to buy items from other play­ers world­wide in an item mar­ket­place with the Mar­ket Boxes option. The econ­omy that has devel­oped still has some work to do, but the abil­ity to find rare insects, fruit, shells and fish for sale from other friends and strangers is a great start.

For a long­time Ani­mal Cross­ing player, the fun in Pocket Camp is imme­di­ately there but not with­out some caveats. After a cer­tain point, the in-game cur­rency of Bells ceases to be a prob­lem. While scarce in the early going, Bells aren’t an issue once the final upgrade for the RV is obtained and paid off. I now reg­u­larly have about 1.8 mil­lion Bells on hand daily and can’t spend it fast enough on things other than craft­ing and a rare item inven­tory econ­omy that has con­ve­niently sprung up in my friends list. This is like the issue of Bells in the main series so while it’s not sur­pris­ing, it’s still an issue that needs to be reme­died with more things to do. And, the price of Leaf Tick­ets is a bit much. Their addi­tion is help­ful, but their pric­ing should be adjusted. Also, in-game cur­rency should be allowed to be used to buy Leaf Tick­ets. That would give another rea­son to hoard money later in the game.

While it might not be a main­line game, Ani­mal Cross­ing: Pocket Camp is still a neat and wel­come addi­tion to the Ani­mal Cross­ing fran­chise. With its con­tin­ued updates and addi­tions, the Ani­mal Cross­ing pop­u­la­tion is still growing.

BlazBlue: Continuum Shift Extend — 3Q2018 issue

Guilty Gear suc­ces­sor cleans up nicely in fight­ing game arena

Fight­ing game con­nois­seurs have a robust buf­fet to choose from these days. There’s Mar­vel, Street Fighter, Tekken and Mor­tal Kom­bat for tour­na­ment purists, a new Soul Cal­ibur has been announced, and a new Smash is on the hori­zon and the older games in the series are still played in some cir­cles. Guilty Gear, which has always been qui­etly in the back of the lunch­room, was a mix of tour­na­ment and casual, so it stands to rea­son that its spir­i­tual suc­ces­sor — BlazBlue — would mimic that notion.

BlazBlue arrived in the fight­ing game scene as a new entry in the port­fo­lio of Guilty Gear devel­oper Arc­Sys­tem. Tak­ing what they learned from that series, Arc­Sys­tem improved upon the for­mula they’d cre­ated with gor­geous visu­als, a rock­ing sound­track and impres­sive game­play options that ensure you’ll have plenty to do.

BlazBlue CSE starts off rather intim­i­dat­ingly. From the begin­ning, there are quite a few modes to choose from. If you’re not informed, you might be a lit­tle lost try­ing to under­stand just where you should start. With a var­ied plate to choose from, at the very least the modes are inter­est­ingly designed and add value to an already-packed game.
The stand­out fea­tures, how­ever, are the graph­ics and story. As with Guilty Gear, you’re get­ting a treat visu­ally. The level of detail in each char­ac­ter and the back­grounds make the game worth sit­ting down and study­ing. If you’re into anime, the aes­thet­ics were designed with you in mind.

The story is also wor­thy of com­par­i­son to most mod­ern anime. It’s con­vo­luted and com­plex and has twists and turns involv­ing a multi-layered cast. There’s a lot about the search­ing for a sav­ior and magic — which isn’t out of place for an Arc­Sys­tem game. It feels famil­iar but it doesn’t detract from the fact that it’s lay­ered and deep.

Learn­ing the mechan­ics for most fight­ing games is a mixed bag. Some games expect you to be able to jump in and mas­ter the basics as if you’ve done noth­ing but play fight­ing games all of your gam­ing life. Oth­ers like to give you a tuto­r­ial so that you’re not lost and quickly putting the game down, never to return. BlazBlue CSE is in the lat­ter cat­e­gory: So con­cerned is the game about you learn­ing to play and mas­ter all that it has to offer that it throws a sur­pris­ingly deep tuto­r­ial mode at you. It slowly increases the level of com­plex­ity and the mechan­ics are spot on and easy to grasp. All fight­ing games need the type of learn­ing tool that’s offered here.

If you love Guilty Gear or if you just want a deeper sto­ry­line than what’s cur­rently offered by the larger more well-known titles on the mar­ket in fight­ing games, BlazBlue promises to deliver a rich expe­ri­ence. It deliv­ers on that promise with a com­mit­ment to extend­ing beyond just the reg­u­lar fight­ing game expectations.

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.

Super Mario Maker — 1Q2016 issue

 

A mas­ter­piece in the making

Super Mario Maker is the Mario game that isn’t quite the stan­dard Mario fare but is the game you didn’t know you needed. It is, along­side few oth­ers, the killer app for the Wii U.
Let’s start with what Mario Maker isn’t. This isn’t your reg­u­lar Mario hop and bop, save the princess adven­ture. In fact, lit­tle story if any exists and Peach is barely men­tioned or ref­er­enced. This is Mario stripped down to his bare ele­ments, show­ing how his adven­tures come together. It’s also really an excuse to revisit Mario’s past and get some of the newer enthu­si­asts up to speed, just in time for Mario’s 30th birth­day.
The stage is set by uti­liz­ing some of Mario’s great­est games. Mak­ing an appear­ance are ele­ments from the orig­i­nal plat­form­ing mas­ter­pieces Super Mario Bros. and Super Mario Bros. 3. Join­ing those are sec­ondary great­est hit Super Mario World and the more recent hit New Super Mario Bros. U. All four games rep­re­sent some crown­ing achieve­ment for the every­day plumber and thus have some merit for mak­ing you revisit these set pieces to cre­ate your own mas­ter­piece.
Cre­at­ing that mas­ter­piece is sim­ple and intu­itive. The level edi­tor focuses on lev­els, not worlds, and wisely makes the process quick and pain­less. Want to make a level with 10 Bowsers under­wa­ter only to face off against a lone Ham­mer Bros. before the end gate in Super Mario world style and graph­ics? That’s easy. But this is also where the only gripe that I have with the game rears its head. While you may want to make that stun­ning gaunt­let of pain imme­di­ately, you’re lim­ited because of the game’s unlock­ing sys­tem. Game styles beyond the initial two and ulti­mately the major­ity of your cre­ation library are unlocked via a time sys­tem that goes by days. You can speed it up, but it’s intended to make you the cre­ator spend sev­eral days try­ing out the sys­tem and get­ting a feel for new ele­ments in a paced envi­ron­ment. I can appre­ci­ate the sense of not want­ing too many ele­ments all at once, but the sys­tem is a lit­tle slow and frus­trat­ing when I have a mil­lion ideas that I can’t fully imple­ment for sev­eral days ini­tially.
Mario Maker looks fan­tas­tic for the most part. The non-level edi­tor graph­ics look great and are crisp. The game runs off the Wii U graph­i­cal power so while your newer game styles and non-editor graph­ics look good on the Wii U gamepad and on the TV, your older graph­ics for most of the styles are going to look a lit­tle bad at 1080p res­o­lu­tion on a newer TV. Nin­tendo took a risk in not jazz­ing up the older game styles and it paid off, quite hon­estly. I’d rather play a SMB3 level in the way that it would have looked on the orig­i­nal NES than a fixed ver­sion that’s been changed.
In addi­tion to the graph­ics, the sound­track is a mix of new and old. The main themes asso­ci­ated with each game style and level type (Ground, Under­wa­ter, Under­ground, Cas­tle, Air­ship and Ghost House) are remixed for use dur­ing the edit­ing process. They are found, though, in their orig­i­nal form when an actual level is played. The remixes are great and bring some­thing new to the table, while using the orig­i­nal ver­sion does a lot for immer­sion. The game’s illu­sions to spir­i­tual pre­de­ces­sor Mario Paint don’t hurt, either. It, too, had a unique sound­track and hear­ken­ing back to that era of cre­ativ­ity in sev­eral places such as the sound­track is a  wel­come inclu­sion.
What I love most about Mario Maker is its sense of Mario love. It’s not afraid to let the gamer take con­trol and it’s also about Nin­tendo let­ting folks in to see the wheels turn behind one of its most iconic fran­chises. Nin­tendo clearly loves Mario, whether it’s from a mon­e­ti­za­tion point of tak­ing its inter­nal level edi­tor and turn­ing it loose on the pop­u­la­tion, or from the stand­point that Mario is Nin­tendo and he’s been given the royal treat­ment for a job well done for the past 30 years. Super Mario Maker is the company’s love let­ter to Mario fans and well done let­ter at that.

LittleBigPlanet — 3Q2015 issue

Pho­tos cour­tesy of Gamespot.com

A class in mas­ter crafting

There are always games that come with a cer­tain amount of hype. These are the titles that every­one raves about but wind up on your never-ending pile of shame. You’ll prob­a­bly buy it but never actu­ally get around to play­ing it or play­ing it long enough to see what all the fuss is about. Lit­tleBig­Planet is one of those such games.
Quirky is the first adjec­tive I’d use to describe the plat­form­ing game fea­tur­ing Sack­boy, an anthro­po­mor­phic crea­ture that’s fea­tured front and cen­ter at the heart of the game. Sack­boy can be Sack­girl as well, and that’s part of the charm of the game. It can be what­ever you want it to be and do just about any­thing you want it to do, in the name of get­ting from point A to point B. The quirk­i­ness comes in the fact that the envi­ron­ment in which it does so is all about Play-Share-Create. The lev­els of Lit­tleBig­Planet are meant to be user-created and shared for online play among the LBP com­mu­nity, so the depth of the game is imme­di­ately obvi­ous and worth the price of admis­sion alone.
Con­trol­ling Sackboy/girl is sim­ple, yet not with­out its prob­lems. It’s much like play­ing any plat­former of the past 20 years and the con­trol scheme is sim­ple and intu­itive in let­ting you fig­ure out what to do and how to apply it later. Where it fal­ters is the jump­ing mechan­ics. While obvi­ous and sim­ple, the jump­ing does feel slightly off and floaty, which is a prob­lem in a game that relies on that mechanic to carry it. It’s annoy­ing to have to re-do sec­tions of a level solely because of a missed jump, and that detracts from the core expe­ri­ence.
While the mechan­ics could use tweak­ing, not much else needs work. The sound­track is fan­tas­tic and fits the game per­fectly. It’s a good mix­ture of indie folk and pop, and it imme­di­ately reminds of the bril­liance that is Kata­mari Damacy. The graph­ics are also in the realm of per­fect and evoke a cer­tain sort of charm that begs more playthroughs just to see what devel­oper Media Mol­e­cule could come up with next. It’s breath­tak­ing and sim­plis­tic, like a child’s world come to life, and begs to be admired.
Lit­tleBig­Planet is one of the few games of the past few years that demands to be played and war­rants pur­chase of sys­tem just to play it. If you haven’t both­ered to play it by now, you need to stop what you’re doing and get on it. It has its minor prob­lems but they’re noth­ing to keep you from enjoy­ing what’s con­sid­ered a mas­ter­piece. It’s worth every moment of its Play-Share-Create moniker.

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.