Yep.
Showing posts with label ARRRGH. Show all posts
Showing posts with label ARRRGH. Show all posts
Monday, October 21, 2013
DAMN YOU GAMES! TAKIN' UP ALL MY TIME!
So I'm supposed to still be totally blazing through all of the Final Fantasies. But then I got my hands on Pokemon X. And now my hands are tied. But on that note, I should have a review for that up soon, so that's a thing.
Yep.
Yep.
Wednesday, October 9, 2013
Wherein-which I muse on the Pokemon.
Okay.
So, here we are just days from release of the next generation in the Pokemon franchise: Pokemon X and Y.
Me? I am stuck at a strong crossroads. Well, not so much anymore, but I was. So I feel like talking about what kind of crossroad I was once stuck at. You see, I am a Pokemon fan. Very much, through and through. I look forward to every new generation, and this one was no different.
At least, at first.
When the Legendary Pokemon for X and Y were revealed, I was quite impressed. They showed a level of imagination a step up from Black and White, which in and of itself was leaps and bounds above Diamond and Pearl. This could only be a good thing. But as more and more designs were revealed, my enthusiasm dwindled. The starter Pokemon weren't anything of note. And save one or two designs, they just seemed to steadily go downhill from there.
But I wasn't too worried. Game Freak had only revealed some 15 Pokemon, and didn't seem keen on revealing anymore, so I assumed I'd see some cooler designs in game.
It is at this point that I feel I should touch on the fact that Pokemon designs are very important to me.
You see, the gameplay of a Pokemon game rarely if ever disappoints me. It is a tried and true method that I haven't found fault with yet, and so much of my anticipation and enjoyment of a Pokemon game does not come from that. It's nice, but adds up to about 20% of my overall love for the game, if that. No, my true passion for Pokemon stems from the Pokemon themselves. I love seeing new Pokemon to catch and raise and journey with. I mean, if it was the same Pokemon every time, the tried and true gameplay would require strong changes. There would have to be a much stronger story. But with the core of my love coming from the new blood, I never have to worry about that.
I catch the new guys, I fight the gyms, I beat the evil team, save the world, fight the elite four, become champion, go home happy.
All is well.
Carrying on from where I left off earlier.
Not long after making the decision to wait out the game for other designs, Mega Pokemon were announced. This blew my mind. New designs for older pokemon?! At first, I assumed these would be branch evolution chains. Lo and behold they were not. No, they were temporary forms granted by Mega Stones. Okay. Taking the Digimon route. Not my favorite idea, but I can live with it. Besides. MegaAmpharos was now an Electric/Dragon type with luxurious hair. Fine by me.
Not too long after this though, things began to go south.
More and more designs continued to be leaked. More New Pokemon, and more Mega forms.
And they sucked.
Like...
EXTRA hard.
They made a fucking key ring Pokemon.
A key ring...
Ugh. I'm getting off track. Anywho, the rather dismal designs began to crush my hopes for the games. Damnit, if my enjoyment of the game comes from the new damn critters, and the new critters suck hot eggs, what the hell do I want to play the game for? Surely not the story?!
Argh...
Not long after I had reached a point of disgust with the game (something that occurred after they made the decision to make one of my favorite Pokemon, Gyarados, Mega Evolve into a giant ass shrimp...), I came across an interview.
And to be honest, it changed my whole view of the game.
I find myself now thoroughly looking forward to the game. I have to know just what they're going to do with the world itself. It seems they've stayed true to the main formula, but have made enough changes to garner interest. Without needing a million new cool critters. And if I really think about it, there are already 600+ of the little dudes, so I kind of don't need more. But there's still a huge part of me that can't stand the idea of dealing with such craptastic designs.
Or at least, there was that part of me.
As I stand now, I've gotten over that. There are a couple of new dudes I can get behind, and, mixed with some of my old favorites, I'm sure I'll enjoy my journey through Kalos just fine. And with any luck, the game will surprise me, and be one of the better outings in the series.
Here's hoping.
So, here we are just days from release of the next generation in the Pokemon franchise: Pokemon X and Y.
Me? I am stuck at a strong crossroads. Well, not so much anymore, but I was. So I feel like talking about what kind of crossroad I was once stuck at. You see, I am a Pokemon fan. Very much, through and through. I look forward to every new generation, and this one was no different.
At least, at first.
When the Legendary Pokemon for X and Y were revealed, I was quite impressed. They showed a level of imagination a step up from Black and White, which in and of itself was leaps and bounds above Diamond and Pearl. This could only be a good thing. But as more and more designs were revealed, my enthusiasm dwindled. The starter Pokemon weren't anything of note. And save one or two designs, they just seemed to steadily go downhill from there.
But I wasn't too worried. Game Freak had only revealed some 15 Pokemon, and didn't seem keen on revealing anymore, so I assumed I'd see some cooler designs in game.
It is at this point that I feel I should touch on the fact that Pokemon designs are very important to me.
You see, the gameplay of a Pokemon game rarely if ever disappoints me. It is a tried and true method that I haven't found fault with yet, and so much of my anticipation and enjoyment of a Pokemon game does not come from that. It's nice, but adds up to about 20% of my overall love for the game, if that. No, my true passion for Pokemon stems from the Pokemon themselves. I love seeing new Pokemon to catch and raise and journey with. I mean, if it was the same Pokemon every time, the tried and true gameplay would require strong changes. There would have to be a much stronger story. But with the core of my love coming from the new blood, I never have to worry about that.
I catch the new guys, I fight the gyms, I beat the evil team, save the world, fight the elite four, become champion, go home happy.
All is well.
Carrying on from where I left off earlier.
Not long after making the decision to wait out the game for other designs, Mega Pokemon were announced. This blew my mind. New designs for older pokemon?! At first, I assumed these would be branch evolution chains. Lo and behold they were not. No, they were temporary forms granted by Mega Stones. Okay. Taking the Digimon route. Not my favorite idea, but I can live with it. Besides. MegaAmpharos was now an Electric/Dragon type with luxurious hair. Fine by me.
Not too long after this though, things began to go south.
More and more designs continued to be leaked. More New Pokemon, and more Mega forms.
And they sucked.
Like...
EXTRA hard.
They made a fucking key ring Pokemon.
A key ring...
Ugh. I'm getting off track. Anywho, the rather dismal designs began to crush my hopes for the games. Damnit, if my enjoyment of the game comes from the new damn critters, and the new critters suck hot eggs, what the hell do I want to play the game for? Surely not the story?!
Argh...
Not long after I had reached a point of disgust with the game (something that occurred after they made the decision to make one of my favorite Pokemon, Gyarados, Mega Evolve into a giant ass shrimp...), I came across an interview.
And to be honest, it changed my whole view of the game.
I find myself now thoroughly looking forward to the game. I have to know just what they're going to do with the world itself. It seems they've stayed true to the main formula, but have made enough changes to garner interest. Without needing a million new cool critters. And if I really think about it, there are already 600+ of the little dudes, so I kind of don't need more. But there's still a huge part of me that can't stand the idea of dealing with such craptastic designs.
Or at least, there was that part of me.
As I stand now, I've gotten over that. There are a couple of new dudes I can get behind, and, mixed with some of my old favorites, I'm sure I'll enjoy my journey through Kalos just fine. And with any luck, the game will surprise me, and be one of the better outings in the series.
Here's hoping.
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Wednesday, November 21, 2012
DmC demo thoughts.
I am a long time, big time Devil May Cry fan. Played through and loved 1 and 4, could care less about 2, positively worship 3.
I've been primarily against this game from moment one, but as more was released, at the very least, I became open to seeing what was on the plate before spitting on it and sending it back.
Now I've tried the appetizer. A.K.A the demo, for those not following the analogy. Here's what I thought.
Looking at it from a gameplay perspective:
The game plays like a pretty solid action game, though the holding of the triggers to switch between styles is annoying, and the shoulder mounted roll buttons feel unnatural. The lack of dedicated lock on button is also sorely missed. Despite my annoyances, the combat is still strong enough to stand on it's own as an action title. The platforming is nice, though nothing to scream home about. The sections where the world tries to kill you have no sense of urgency, though. At no point did I feel I had to hurry to avoid dying. This held true in combat as well. Even on the harder difficulties, the demo holds little challenge, and enemies move like trained circus animals, making them ridiculously easy to avoid and toy with. The new Dante of DmC doesn't move as slowly as I thought he would, but still feels a bit slower than the games of old, which is slightly disappointing.
As a successor to the Devil May Cry franchise, however, the gameplay feels somewhat... lacking. Now, I understand that this is but a demo, so at some point I'll have to get hands on the full moveset before I let this be set in stone for me, but between the (currently) small movelist, slower paced combat, easier enemies and an overall feeling of a lack of gameplay fluidity, the game doesn't seem to be holding up. This goes double if your natural instinct is to try and play as if this was DMC (capital M for differentiation) and not this newer, but unfortunately not better edition. The playstyles simply don't mesh beyond triangle to slash and square to shoot.
And from an aesthetic/overall feel standpoint:
The game doesn't much remind me of a DMC game, but whatever feel the game is trying to achieve that isn't a DMC game, it's doing well. Everything about the in game world seems well thought out and planned to match the overall grungy, dirty feel of the game, which is good. The menus and little touches to the HUD and score meter portrayed as smudges and splashes are somewhat nice, alongside the sickly color scheme of the whole game. The game has moments of extremely minor slowdown during shifts in viewpoint during a cutscene, which, while not a huge issue, is somewhat marring.
New Dante himself feels like a cocky little snot, but he also seems somewhat insecure, as if he's trying hard to be this extra tough guy, since he doesn't know what the hell he is, which I imagine was the intention, if this is in fact an origin and coming of age story. It's not my favorite portrayal of that character type, and I definitely don't like it as a portrayal of Dante, but that's more due to enjoying Dante circa 3 and 4 so much. His old school unabashed cheesiness went over better with me than this new false confidence tough guy.
I sincerely dislike the way the demons are portrayed, however. Visually, they are a stunning, grotesque sight, which is totally cool. But they speak as if simple, crude humans. Now I don't mind the simple, or the crude. It's the human that I mind. I would assume there are demon language versions of the insults slung back and forth between the boss character and Dante, but instead, she resorts to simple human swearwords. I think that would have been much cooler if Ninja Theory had created a demon vernacular with demon swear words to be used in an equally crude fashion instead, separating the rock bottom demons from the top rank, cool as a cucumber demon lords.
I also really just don't like the battle music.
I do, however, hope they expand significantly on the back story, or at the very least, the story is paced far better than it is in the demo. Because the whole thing seems like an aimless mess that's attempting to be a sharp and gritty analogy for the world we live in. And failing in most senses, coming across more as snooty and overbearing. Anvilicious, even.
And that's pretty unfortunate, considering the overall idea of the reboot is to try and establish it as a serious work of art as opposed to a cheesy fun video game.
The most unfortunate part of the whole thing is that it's attempting to carry the Devil May Cry name without any of the Devil May Cry soul. That really brings the whole shebang down for me.
All in all, I doubt very highly I'll be purchasing this alternate Devil may Cry. If someone were to pick it up for me, I'd probably give it a go, but I don't believe it's worth my money.
(That was the most unbiased version of this demo review I could give. My inner fanboy screams with tightly bridled hatred and longing for vengeance against the fiends who have ruined my beloved series... But that's not important at the moment.)
Yep.
I've been primarily against this game from moment one, but as more was released, at the very least, I became open to seeing what was on the plate before spitting on it and sending it back.
Now I've tried the appetizer. A.K.A the demo, for those not following the analogy. Here's what I thought.
Looking at it from a gameplay perspective:
The game plays like a pretty solid action game, though the holding of the triggers to switch between styles is annoying, and the shoulder mounted roll buttons feel unnatural. The lack of dedicated lock on button is also sorely missed. Despite my annoyances, the combat is still strong enough to stand on it's own as an action title. The platforming is nice, though nothing to scream home about. The sections where the world tries to kill you have no sense of urgency, though. At no point did I feel I had to hurry to avoid dying. This held true in combat as well. Even on the harder difficulties, the demo holds little challenge, and enemies move like trained circus animals, making them ridiculously easy to avoid and toy with. The new Dante of DmC doesn't move as slowly as I thought he would, but still feels a bit slower than the games of old, which is slightly disappointing.
As a successor to the Devil May Cry franchise, however, the gameplay feels somewhat... lacking. Now, I understand that this is but a demo, so at some point I'll have to get hands on the full moveset before I let this be set in stone for me, but between the (currently) small movelist, slower paced combat, easier enemies and an overall feeling of a lack of gameplay fluidity, the game doesn't seem to be holding up. This goes double if your natural instinct is to try and play as if this was DMC (capital M for differentiation) and not this newer, but unfortunately not better edition. The playstyles simply don't mesh beyond triangle to slash and square to shoot.
And from an aesthetic/overall feel standpoint:
The game doesn't much remind me of a DMC game, but whatever feel the game is trying to achieve that isn't a DMC game, it's doing well. Everything about the in game world seems well thought out and planned to match the overall grungy, dirty feel of the game, which is good. The menus and little touches to the HUD and score meter portrayed as smudges and splashes are somewhat nice, alongside the sickly color scheme of the whole game. The game has moments of extremely minor slowdown during shifts in viewpoint during a cutscene, which, while not a huge issue, is somewhat marring.
New Dante himself feels like a cocky little snot, but he also seems somewhat insecure, as if he's trying hard to be this extra tough guy, since he doesn't know what the hell he is, which I imagine was the intention, if this is in fact an origin and coming of age story. It's not my favorite portrayal of that character type, and I definitely don't like it as a portrayal of Dante, but that's more due to enjoying Dante circa 3 and 4 so much. His old school unabashed cheesiness went over better with me than this new false confidence tough guy.
I sincerely dislike the way the demons are portrayed, however. Visually, they are a stunning, grotesque sight, which is totally cool. But they speak as if simple, crude humans. Now I don't mind the simple, or the crude. It's the human that I mind. I would assume there are demon language versions of the insults slung back and forth between the boss character and Dante, but instead, she resorts to simple human swearwords. I think that would have been much cooler if Ninja Theory had created a demon vernacular with demon swear words to be used in an equally crude fashion instead, separating the rock bottom demons from the top rank, cool as a cucumber demon lords.
I also really just don't like the battle music.
I do, however, hope they expand significantly on the back story, or at the very least, the story is paced far better than it is in the demo. Because the whole thing seems like an aimless mess that's attempting to be a sharp and gritty analogy for the world we live in. And failing in most senses, coming across more as snooty and overbearing. Anvilicious, even.
And that's pretty unfortunate, considering the overall idea of the reboot is to try and establish it as a serious work of art as opposed to a cheesy fun video game.
The most unfortunate part of the whole thing is that it's attempting to carry the Devil May Cry name without any of the Devil May Cry soul. That really brings the whole shebang down for me.
All in all, I doubt very highly I'll be purchasing this alternate Devil may Cry. If someone were to pick it up for me, I'd probably give it a go, but I don't believe it's worth my money.
(That was the most unbiased version of this demo review I could give. My inner fanboy screams with tightly bridled hatred and longing for vengeance against the fiends who have ruined my beloved series... But that's not important at the moment.)
Yep.
Tuesday, August 28, 2012
...Hate. (The continued Trials and Tribulations of the AMV)
For quite some time now, I've been diligently hoping that at some point, the AMV I've been working on would be recovered from the hard drive of evil that threatened it's very existence. Apparently, I was hoping for too much. Apparently, rather than attempting to recover the hard drive, the poor thing was, I shit you not, shot to pieces like a skeet disc.
The sorrow is infinite.
That may well have been my single greatest AMV work of all time, and now it is lost forever. Even if I were to remake it, which I eventually will, I sincerely doubt I can catch the same intense spirit I caught before. I am saddened beyond belief by the idea of this.
FUCK.
That aside, to hell with Midtown Comics. There's a sale for 25% off of apparel, and the two shirts I want most at the moment, they only have in 2XL. I don't fit a fucking 2XL. Every other fucking shirt, they want to have in my size (a large, for those curious) but I can't get a damn Spider-Man shirt?!
I traveled to 3 different Midtown Comics locations, and not a single damn one of them has it unless it's 2XL?!
Kingdom Come Superman logo shirt, I can understand being hard to find, but Spider-Man?! Are you serious?!?
Fuck you, Midtown Comics.
The sorrow is infinite.
That may well have been my single greatest AMV work of all time, and now it is lost forever. Even if I were to remake it, which I eventually will, I sincerely doubt I can catch the same intense spirit I caught before. I am saddened beyond belief by the idea of this.
FUCK.
That aside, to hell with Midtown Comics. There's a sale for 25% off of apparel, and the two shirts I want most at the moment, they only have in 2XL. I don't fit a fucking 2XL. Every other fucking shirt, they want to have in my size (a large, for those curious) but I can't get a damn Spider-Man shirt?!
I traveled to 3 different Midtown Comics locations, and not a single damn one of them has it unless it's 2XL?!
Kingdom Come Superman logo shirt, I can understand being hard to find, but Spider-Man?! Are you serious?!?
Fuck you, Midtown Comics.
Friday, August 3, 2012
On Bats, Ubermensch and Relate-ability.
So, I was sitting down a few minutes ago, browsing over IGN's Top 100 Superheroes list of 2011, and upon reaching the end, decided to browse the comments section. Wherein which I discovered an interesting trend. Quite a few people leaving comments on the article expressed distaste with Superman, the #1 superhero, and firmly believed he should have placed behind the #2, Batman. And that's not simply something I've seen on that article. It occurs to me that I've heard this opinion numerous times over the years.
As far as I could tell, the only reasons were either A. Batman is more relate-able, or B. Superman is Overpowered and Boring. Capitalized for my amusement.
So, I just wanted to bring up a few counterarguments to what appears to be the general opinion.
On the first point: I'm not sure about most people, but I'm pretty sure I'm not a millionaire, nay, billionaire playboy by day and an unstoppable beacon of fear to all villains by night, who learned every martial arts style ever, continuously works out and so am capable of benching at least 1000 pounds for multiple repetitions as my regular workout, had both of my parents gunned down in my face, psychologically scarring me forever and driving me to utilize my vast fortune in the pursuit of ending evil, in possession of incalculable levels of insanity and paranoia, which has driven me to design a system that can literally keep an eye on every being on the face of the planet, and a fond father figure to various young people who I've trained into a similarly unstoppable evil thrashing force with similar psychological issues, who never loses to any being unless it's to further a future victory, despite a rather vast majority of them being considerably more powerful than me.
A moment for a deep breath.
Ok.
And if it's less those issues, and more the trials Batman must deal
with, Superman deals with just as many emotional and moral issues. How
well would YOU manage to retain a mind for the path of righteousness
when you have the ability to single-handedly change the entire societal
system of the planet, simply by virtue of no one can possibly match you
in strength? Not the best example of relate-able, but still an issue.
For another set of examples, Superman experiences love in it's various forms (Lois Lane, Jimmy Olsen, Ma and Pa Kent, Kara Zor-El), hate (Darkseid, Lex Luthor), sorrow (The deaths of various people over his long tenure as Superman, his whole characterization in Kingdom Come), happiness in simple things (Ma Kent's Apple Pie. Capitalized for TRUTH.) and all of the other trials, tribulations, ups and downs of life that most of us do. And in a far more human, healthy and relate-able fashion than the Goddamned Batman. In fact, quite a few of Superman's stories are about the fact that he identifies as the totally relate-able farm boy Clark Kent far more than he does as the untouchable, iconic Superman.
As for Point B. Overpowered? Have you ever heard of The Utility Belt?
Alright then.
For another set of examples, Superman experiences love in it's various forms (Lois Lane, Jimmy Olsen, Ma and Pa Kent, Kara Zor-El), hate (Darkseid, Lex Luthor), sorrow (The deaths of various people over his long tenure as Superman, his whole characterization in Kingdom Come), happiness in simple things (Ma Kent's Apple Pie. Capitalized for TRUTH.) and all of the other trials, tribulations, ups and downs of life that most of us do. And in a far more human, healthy and relate-able fashion than the Goddamned Batman. In fact, quite a few of Superman's stories are about the fact that he identifies as the totally relate-able farm boy Clark Kent far more than he does as the untouchable, iconic Superman.
As for Point B. Overpowered? Have you ever heard of The Utility Belt?
Alright then.
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Friday, May 11, 2012
Review Tres!
What's that you say? I'm a lazy bastard?! Well, I suppose that's true enough. But hey! The third review is, at the very least, finally here! Not that it's been widely anticipated or anything, but still! Carrying right along, the subject of today's review iiiiiiiis:
Everything in the game draws heavily from Buddhist/Hindu religion and mythology, from the various symbols that decorate the menus and characters to the haunting chanting found in many of the game's tracks, though the game also manages to sneak Wild West, Samurai, Mech Anime, and damn near everything else in as an inspiration.
To increase the immersion, there are also interludes in between episodes one can read to expand on the universe without having to go out of ones way, a very nice series of touches that tend to have easter eggs such as guest appearances from Sagat of Street Fighter or Amaterasu from Okami hidden within.
Perhaps one of Asura's Wrath's shakiest points, Asura's Wrath attempts to take on the task of combining multiple genre gameplay styles into one enjoyable ride without everything crashing into each other, and making a complete mess. For the most part, it achieves it's goal, switching between On Rails Shooter, Action/Beat 'Em Up, and Interactive Drama/Anime with little fuss. The problem however, lies in the fact that by combining all three, a bit of each seems to have been sacrificed, particularly in the action/beat 'em up area.
The on rail section is controlled with the left thumbstick to move and automatically place a lock on reticule over target, the square/x button to shoot, the x/a button to control aerial dodging, and the triangle/y button to fire lock-on blasts at anything with a reticule on it. These parts tend to be fun, if slightly repetitive.
The weaker points come at the beat 'em up sections. Players use the left thumbstick to control Asura, square/x fires projectiles, x/a jumps, circle/b is Asura's single light melee attack combo, and triangle/y controls Asura's heavy, crowd clearing attack. The heavy attack will cause Asura to overheat, and a small circular gauge will appear in the middle of the screen. Until it depletes, you can't use the heavy attack again. Occasionally, variety is provided when an enemy uses an attack you can counter by pressing a button corresponding to a prompt on screen which will appear shortly before an attack connects, resulting in an intense counterattack. There are also special attacks that you can use on grounded enemies as long as a triangle/y icon is above them, but, like the heavy attacks, these cause Asura to overheat and you must wait for him to cool down again.
During both of these sections, the goal is to fill up a "Burst" gauge, as opposed to depleting a specific enemy's health, before Asura's Health depletes. The Burst gauge represents the current amount of rage Asura is feeling, and when full, pressing R2/RT will usually cause Asura to begin thrashing the remaining enemies, and progress the game. Usually via the third gameplay style.
When the game switches to interactive anime mode, prompts appear on the screen corresponding with the movements of the characters. These quick time events, unlike in most games, won't kill you, but failing them can cause you to miss chunks of the cutscene, and will seriously detract from your score at the end of each episode. Moments of intense impact during these scenes are handled using the "Synchronic Impact" system, which, unlike a usual QTE, requires a timed press of the triangle/y button, in a similar vein to rhythm games like Dance Dance Revolution or Rock Band. A prompt will appear on screen with a circle shrinking around it, and you must press the button as soon as the outer circle meets the rim of the prompt. Pressing the button too early or too late will decrease your overall score.
What makes the gameplay work together is the pacing of each; You'll spend much of the game usually switching between two of the three gameplay styles per episode, and the cutscenes act as a perfect set up for whichever style you'll be playing, keeping things from getting too stale. All the same, at times, the beat 'em up section of the game still stagnates, and it does occasionally seem like there's a bit of an over reliance on the QTE's to make up for it.
Of interest is the game's choice to switch midway to it's secondary protagonist, Asura's rival, Yasha. His style of gameplay, while not fundamentally different, visually differs enough to create a refreshing change of
pace.
7.5/10: The game's on rail shooting and QTEs are the strong points of the gameplay, and while the beat 'em up section isn't anything groundbreaking, the collaboration of the three creates a solid, fun gameplay style. The game would sincerely benefit from at the very least, an expanded moveset, perhaps combat upgrades as the game progresses, or even a purchaseable upgrade system using some sort if in game currency. (excess wrath? I dunno...)
Asura's Wrath is not a difficult game on the standard difficulty, and it provides some challenge on hard. But one of the game's unlockables, the Mortal Gauge, is a change to Asura's health meter that severely increases the amount of damage he takes from enemies. While playing with the mortal gauge on hard, it's not uncommon to be killed in a single hit, which creates a much greater challenge. In the end it becomes up to the player.
5.0/10: The game is fairly average as far as difficulty goes, unless you choose to use the difficulty altering modifiers.
Replayability
Some. Asura's Wrath has 3 difficulties to play on, with rankings ranging from D to S for each stage. Playing through the game a few times will unlock various "Gauges" that modify Asura's in game statistics, from the aforementioned Mortal gauge, to the Thermoregulator gauge, which decreases the amount of time Asura must spend in his overheated state. There's also some secret stuff to unlock if you get 7 or more S ranks across a playthrough of the game...
5.0/10: While not the most spectacular tour de force of inclination to replay the game, it's worth beating at least twice. (Or many more times if you're like me...)
Aiding in this war against the Gohma is the Mantra Priestess, Asura's daughter Mithra, who can summon and manipulate the demigods' source of power, Mantra, formed from the emotional content of mortals, summoned through prayer. This energy can be used to increase the strength of the demigods in order to combat the Gohma.
Jump 12,000 years into the future: Asura has crawled his way back out of Naraka (Gaean limbo) in order to exact revenge. His wrath is burning brighter than ever, and there is no god who can help those who have taken everything from him.
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| Wrath is an understatement... |
ASURA'S WRATH!
Asura's wrath is a multiplatform action/adventure (among other things) game produced by CAPCOM (No introduction necessary) and developed by CyberConnect2 (.hack, Naruto Ultimate Ninja series, ) Directed by Seiji Shimoda, and produced by Kazuhiro Tsuchiya. A collaborative effort of damn near epic proportions, Asura's Wrath is an attempt to bind together the best parts of dramatic anime and over the top video game action. The question is: did it succeed?
To the review!
First Impressions
From the moment the very first trailer concluded, there was absolutely nothing that could extinguish the almost sun-like intensity my desire for this game had taken on. Looking like a fusion of the most hot blooded of hot blooded anime, asian mythology and absolutely ridiculous action, There was nothing NOT to like. Then I experienced the demo, first at the New York Comic-Con 2011, then again when it was released on the playstation network, and nothing had changed. My hype simply roared on, growing in intensity until the game's release date by which point, I was a living damn supernova of "GIMME THE DAMN GAME!"
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| He understands how I felt. |
Upon turning the game on, you're instantly treated to brief previews of what's to come on the start screen/opening menu, almost like the background of a DVD as it waits for you to begin playing. The screen is accompanied by a haunting yet energy filled track simply urging you to get into the action.
And when you do...
It's so hard to write this review in the fashion I usually would, as I don't want to ruin ANYTHING about the game, but alas, some sacrifices must be made so that my opinion makes sense.
The game opens with shots of the collaboration project's logo, then gives you a brief series of subtitles explaining a quick history leading up to the start point of the game. Then, with the absolutely beautiful "In Your Belief" playing in the background, you're given your first view of Asura, who briefly stands on the prow of one giant starship in a positively massive fleet of space battleships, pensively staring at the planet below before a prompt on the screen, at your discretion, causes him to leap off, diving into the ridiculously huge legion of Gohma (Mutant creatures who I'll get more into later) standing between him and the planet.
You are then given full control of Asura as he descends towards Gaea, energetically fighting through the horde of enemies as the game seamlessly transitions between on-rails shooter style gameplay and excellently handled quick time events, giving you an expansive, yet somehow bare minimum idea of what you're in store for.
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| This picture does it absolutely no justice... |
Enemies are named, Allies are introduced, many, MANY things are punched, kicked, slashed, thrown, blasted and exploded, meteor sized creatures are used as bludgeons to destroy even larger creatures, and a continent sized beast with an impurity level stated to be immeasurable rises from the planet to ruin everyone's day...
And the prologue hasn't even ended yet...
10/10: I will not lie. This game's introductory sequence blew me away, then dragged me back, and demanded I continue playing without any remote hint that there was another option. The game's looks stunning from moment one, and the choice of opening level gameplay style, setting and execution in combination with the stellar soundtrack ensured that I would keep playing.
Overall Presentation
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| One of Asura's Wrath's more sci-fi influenced locations. |
Okay, so prior to myself playing this, the game I held all other games to as far as presentation went was Okami.
Asura's Wrath is currently fighting a very strong war to take it's place.
Asura's Wrath presents itself as a well crafted game full of nothing but fusions. A combination of Anime and Video Game. Rampant mythology and intriguing science fiction. A wild ride of Beat 'Em Up/On Rail Shooter/Interactive Media Experience/Moving, epic tale told through the Video Game medium/Over the Top, Out of your Mind ridiculous action roller coaster, and it all rolls up into one, and it melds together wonderfully.
The game also boasts impressive graphics which easily support the emotion filled cutscenes, as well as a stellar, and I mean absolutely beautiful soundtrack which plays along at all of the right parts of the game, creating spectacular atmosphere. The voice acting of the game is also excellently done, if quite over the top, and sometimes more intense than necessary.
Everything in the game draws heavily from Buddhist/Hindu religion and mythology, from the various symbols that decorate the menus and characters to the haunting chanting found in many of the game's tracks, though the game also manages to sneak Wild West, Samurai, Mech Anime, and damn near everything else in as an inspiration.
As you play the game, it becomes quite obvious that it's like playing a deeply interactive episodic anime, with opening credits, ending credits at the end of the "Parts" that the game is separated into, much like seasons of an anime, and even bumpers at the mid chapter point as if the show were cutting to commercial. There are even scenes/previews from the next episode at the end of each chapter following the "To Be Continued" screens.
To increase the immersion, there are also interludes in between episodes one can read to expand on the universe without having to go out of ones way, a very nice series of touches that tend to have easter eggs such as guest appearances from Sagat of Street Fighter or Amaterasu from Okami hidden within.
Granted, there are a few shortcomings. The game is unfortunately short, (At least until the extra cheaply priced DLC comes into play) and the story, while... For lack of a better term, brain-meltingly-awesome, is fairly simplistic, and asks for quite a bit as far as suspension of disbelief goes if you go in ill prepared. It's also plagued by a battle system that at times can grow stagnate, making it hard to get into if you go into it looking for a pure action game. But considering Asura's Wrath presents itself as exactly what it is, and is quite proud of it, I find it hard to complain.
9.0/10: An intense experience of a game, with faults not strong enough to kill the experience by any means, but definitely noticeable. But the strengths are so... Well, strong, that it's hard to complain.
Accessibility
Asura's Wrath is easy to pick up, from a gameplay standpoint thanks to a helpful HUD guide during the Prologue, followed by a well rounded tutorial a bit later on, which is also helpfully skippable for those who've already made inroads into understanding the combat, or who simply want to learn the hard way.
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| Learning the hard way. |
From a storyline standpoint, it's also easy to get into, unless over the top action isn't your thing. But regardless of taste, Asura's Wrath doesn't force you to work to understand it, nor do you need to fight to finish it. At no point while playing the game did I feel like I was trudging through to just get the game over with; Asura's Wrath does an excellent job of being open to it's audience, and being enjoyable the whole way.
It's also fairly easy, but for gamers who prefer a more hardcore challenge, there are definitely ways to make that happen, such as using the Mortal Gauge (An exercise in frustration at times.) But I'll touch more on that later.
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| Also learning the hard way |
8.0/10: While I can understand while it doesn't appeal to all audiences, Asura's Wrath certainly doesn't make it hard to get into or finish should you choose to give it a chance.
Graphics
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| Deity fight on the moon. Epic? Yes. Anywhere near top of the scale? HA! |
Asura's Wrath boasts a slightly cell shaded style a fair bit less obvious than CyberConnect2 usually uses. It suits the game perfectly, rendering vast and interesting environments, wonderfully designed characters who move with vigor and energy in a way few video game characters do, both in and out of cutscene. the decision to cel-shade the game, and simultaneously have the entire game be presented using the in game graphics engine makes one truly feel like they are immersed; there are no jarring shifts in quality of movement or quality of appearance to jar one out of their in game trance.
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| That giant dude in the background? That's him in his smaller form. |
The game spares nothing when it comes to visual effects, be it a giant, planet sized Buddha-like deity threatening to erase an entire country (and Asura) from existence by poking it (most specifically, him) rather vigorously with his colossal, godly, country sized, fire covered finger (Sounds silly, looks fucking awesome) or a battle between gods culminating in a meteoric descent from the moon, one god impaling the other on a giant sword that literally pierces through the entire planet of Gaea, causing a geyser of lava to erupt from the far side of the planet, the game's visual aspirations never fail to impress while continually topping one another on the "DID THAT REALLY JUST FUCKING HAPPEN?!" scale.
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| I'd provide a visual example here, but FUCK THAT. Play the game. |
On the downside, It's not the most graphically powerful game, with some
textures rendering mid cutscene, and occasional slowdown during combat, But the game fanatically makes up for it by attempting to provide every bit of enjoyable eye candy that it can with what it can do.
In total, Asura's Wrath is absolute decadence for the eyes.
8.5/10: While not the most graphically powerful game I've ever seen, Asura's Wrath does practically everything it can with what it has. There are occasional slowdown issues, and rendering will get a bit wonky at times. Fortunately, not often, and not for long.
Sound
The soundwork in Asura's Wrath is, in my opinion, some of the best in this generation. The soundtrack is amazing, swelling, falling and surging in all of the right places, accompanying all of the moments in the game that it should wonderfully. From the various versions game's main theme, "In Your Belief" (regular, ethnic arrange, piano solo, and of course, the reprise) to the series of Wild West inspired leitmotifs of the rival character "Oprhan Wolf Legend (-Wind-, -Fang-, and -Bonds-) I find it extremely hard to stop raving about it.
Many of the tracks in the game incorporate pieces of other tracks played earlier on at just the right moments It combines beautifully with both the sound effects and the superbly fitting voice acting, both in Japanese and English. From Asura's rage filled roars and gruff threats (surprisingly performed by Liam O' Brien), to the mentor character, Augus' hearty and brash laughter to the rival character Yasha's subdued but soulful statements, everyone's voice stands firmly apart from one another, and fits their character rather absolutely.
Tracking back to the sound effects, every punch, blast, thwack, slash and slap sounds heavy, strong and full of impact, truly conveying the feeling of beating enemies down with all of your wrath. Bells and chimes constantly accompany actions and significant moments, providing a uniquely anachronistic feel to the whole game that fits especially well, considering the sci-fi/mythology juxtaposition that the game is presented with.
The only issue I can honestly find with the soundwork in the game is that at times, the voice acting can be a bit cheesy, but depending on your taste, that may not even be an issue for you.
9.5/10: A magnificent composition of sounds, both memorable, and wonderful on the ears. The soundwork is hands down one of my favorite things about the game.
9.5/10: A magnificent composition of sounds, both memorable, and wonderful on the ears. The soundwork is hands down one of my favorite things about the game.
Controls/Gameplay
Perhaps one of Asura's Wrath's shakiest points, Asura's Wrath attempts to take on the task of combining multiple genre gameplay styles into one enjoyable ride without everything crashing into each other, and making a complete mess. For the most part, it achieves it's goal, switching between On Rails Shooter, Action/Beat 'Em Up, and Interactive Drama/Anime with little fuss. The problem however, lies in the fact that by combining all three, a bit of each seems to have been sacrificed, particularly in the action/beat 'em up area.
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| There really aren't enough of you guys... |
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| These feet are comin' for you! |
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| At this point, shit gets particularly real. |
When the game switches to interactive anime mode, prompts appear on the screen corresponding with the movements of the characters. These quick time events, unlike in most games, won't kill you, but failing them can cause you to miss chunks of the cutscene, and will seriously detract from your score at the end of each episode. Moments of intense impact during these scenes are handled using the "Synchronic Impact" system, which, unlike a usual QTE, requires a timed press of the triangle/y button, in a similar vein to rhythm games like Dance Dance Revolution or Rock Band. A prompt will appear on screen with a circle shrinking around it, and you must press the button as soon as the outer circle meets the rim of the prompt. Pressing the button too early or too late will decrease your overall score.
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| Giant turtles are not safe from the wrath |
Of interest is the game's choice to switch midway to it's secondary protagonist, Asura's rival, Yasha. His style of gameplay, while not fundamentally different, visually differs enough to create a refreshing change of
pace.
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| And yes. Yasha is, in fact, the fucking man. |
Difficulty
Asura's Wrath is not a difficult game on the standard difficulty, and it provides some challenge on hard. But one of the game's unlockables, the Mortal Gauge, is a change to Asura's health meter that severely increases the amount of damage he takes from enemies. While playing with the mortal gauge on hard, it's not uncommon to be killed in a single hit, which creates a much greater challenge. In the end it becomes up to the player.
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| Better learn to dodge, bro! |
Replayability
Some. Asura's Wrath has 3 difficulties to play on, with rankings ranging from D to S for each stage. Playing through the game a few times will unlock various "Gauges" that modify Asura's in game statistics, from the aforementioned Mortal gauge, to the Thermoregulator gauge, which decreases the amount of time Asura must spend in his overheated state. There's also some secret stuff to unlock if you get 7 or more S ranks across a playthrough of the game...
5.0/10: While not the most spectacular tour de force of inclination to replay the game, it's worth beating at least twice. (Or many more times if you're like me...)
Story
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| Left to Right: Wyzen (Violence), Asura (Wrath), Augus (Greed) and Yasha (Melancholy) |
Asura's Wrath tells the story of Asura, a demigod of rather impressive power who is one of Eight Guardian Generals (representing Pride, Sloth, Lust, Greed, Melancholy, Violence, Vanity and Wrath) of the planet Gaea, who answer to the Shikoku Trastrium, the governing force of civilian demigods who rule over the planet. The Guardian Generals exist to defend Gaea's citizens from the impure Gohma, mutant beasts of horrendous strength who threaten the existence of all of mankind.
Aiding in this war against the Gohma is the Mantra Priestess, Asura's daughter Mithra, who can summon and manipulate the demigods' source of power, Mantra, formed from the emotional content of mortals, summoned through prayer. This energy can be used to increase the strength of the demigods in order to combat the Gohma.
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| What a magnificent bastard that Deus is. |
After a particularly fierce battle wherein which the Generals were forced to use their ultimate weapon, the Brahmastra and only managed to temporarily subdue the Gohma leader, Gohma Vlitra, the commander of the Eight Guardian Generals, Deus, enacted a coup d'etat, killing the emperor of the Shikoku Trastrium, and framing Asura for it. As a result, Asura and his wife were killed, and his daughter was kidnapped, to be used as an engine to harvest mantra.
Jump 12,000 years into the future: Asura has crawled his way back out of Naraka (Gaean limbo) in order to exact revenge. His wrath is burning brighter than ever, and there is no god who can help those who have taken everything from him.
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| It is on, it is fucking on! |
Asura's Wrath's story progresses from there, told in an episodic anime format that thoroughly fits it's over the top action style. The story is a fairly simple one of vengeance, familial love, and raging against those who believe themselves higher. Asura is not a particularly deep, intellectual hero. No, his preferred method of conversation is fist to face for anyone in the way of his wrath, and said wrath is quite justified.
For a story so simple, however, it is very well told, with an excellent presentation, creating an easy sympathy for Asura's plight, and making it very easy to want to root for him to win. As the game progresses, you see glimpses of his life pre-betrayal, which provide much needed insight into Asura's character, and these, combined with his interactions with other characters in the game save Asura from being generic revenge-bent badass #782.
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| There ain't enough room in this 'verse for the both of 'em. |
The somewhat simultaneously told story of Asura's rival and brother-in-law, Yasha, as he struggles with the weight on his conscience from his rather deplorable acts as one of the Seven Deities (the name the remaining Guardian Generals now go by) is just as interesting, and watching the two clash in the same vein as other anime rivals such as Goku and Vegeta of Dragonball Z, Kazuma and Ryuho of S-Cry-Ed, and Naruto and Sasuke of Naruto/Naruto: Shippuden is just as exciting and fun to watch/play as watching them evolve as characters.
Honestly, it impresses me that they could develop the characters so well in such a short time, as the game is quite short, barely lasting longer than 6 hours. But even that is remedied with the downloadable content chapters, which, while only adding about another hour and a half of pure story time, create a magnificently satisfying end, a rarity in gaming as a whole, at least for me.
9.0/10: A simple story told in excellent fashion, presented in a cinematic and wonderful fashion, and with one of the best endings I've ever had the joy of playing through.
Fun Factor
And so we arrive at the cornerstone of the review, the reason we play games at all. The fun factor. And my god, if I can say anything about this game, it's that it was an unadulterated, unstoppable, absolute blast to play through. I put the game in my PS3, and didn't stop playing until it was over, then fanatically downloaded every bit of DLC on the day it was released (Don't even get me started on the lost episode DLC... I'd rather not tear my hair out, and damnit all of the DLC is so awesome that I'll be bald if I play it too much...), and also earned the platinum trophy. I have every intention of beating the game quite a few more times, memorizing the lines, and even dressing as Asura for the NY Comic-Con this year (provided I have the muscles for it by that point...). I mean... Just... BFHBJKSBHIVFB jnnklandjobf.... Grargh. Such an awesome game.
10/10: I don't even have words for how much fun I had with this game. And am still having... Grargh.
And so, It's score time. No further adieu.
THE VERDICT
ASURA'S WRATH SCORES AN
81.5
AN EXCELLENT GAME
*Much Applause!*
A total blast that gripped me from moment one, Asura's Wrath has it's faults, but it's strengths overshadow them in a major way. If I could score the game higher without completely stomping on my objectiveness, then believe me, I would, in a heartbeat.
But yeah. That's it. Hopefully the next post won't take so long.
Thursday, May 10, 2012
A top 10 list! Finally!
A quickie, really, simply because it was on my mind, and I wanted to update this poor undernourished blog with something during my attempts to regain my lost AMV. And so here we go.
Number 1
So yeah. That's it for now. Hopefully, I can have another review up soon.
StuffMax's "Top 10 Sequels I would throw my money at."
Number 10
- Star Wars Battlefront III (Simply to see where they would go with it.)
Number 9
- Bloody Roar 5 (Because I'm tired of the same old, same old as far as the fighting game genre, and turning into were-animals is fun.)
Number 8
- Prince of Persia (2008 Reboot) 2 (Because you can't simply end a game on a cliffhanger like that, and the DLC doesn't provide an ending that I'm satisfied with.)
Number 7
- Bayonetta 2 (Refer to Star Wars Battlefront 3)
Number 6
- Asura's Wrath 2 (Asura's Wrath is one of my favorite games currently out, and damn it all, I believe the game deserves a better chance at success. A sequel with a more in depth combat system, and perhaps a longer story may be just the things it needs.)
Number 5
- Final Fantasy VII-2 ('Nuff said.)
Number 4
- Devil May Cry 5 (Because there are quite a few unanswered questions between DMC 2 and 4, and I'm not at all content with the edgy reboot decision.)
Number 3
- .hack//G.U Vol. IV (Sheer fanboyism. The G.U story is finished, but I love that world so much that I would simply love to jump back into it.)
Number 2
- Legacy of Kain: Whatever the hell comes after Defiance (Much like Prince of Persia, Defiance ended on a strong cliffhanger. I want to know how the story ends, damnit!)
Number 1
- Sonic Adventure 3 (Sonic Adventure 2 stands as my favorite game of all time, and as much as I've enjoyed some of Sonic's recent outings -Generations, Colors, the Daytime stages in Unleashed- there's still a bitter taste left in my mouth knowing that Sonic '06 is the last game in the series to have used the Adventure engine. The Adventure series deserves a better swan song, and if Sega were to announce an Adventure sequel, my wallet would shoot through their office window with stupendous force. I'm talking meteoric, almost catastrophic force, here.)
So yeah. That's it for now. Hopefully, I can have another review up soon.
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Wednesday, February 29, 2012
WHYYYY?! (The trials and tribulations of the AMV.)
So my intent was to be able to post a new AMV on my U-toob channel in order to create some diversity on this here blog. The problem with this plan is that I have a distinct need to use computers that are not in fact my own to do absolutely anything computer related.
Mostly because my computer is a smouldering pile of uselessness.
And so is my laptop.
But moving on!
Utilizing my brother from another mother's laptop, I crafted an AMV of magnificent quality! One that tingled my pride in spectacular ways! I only had about the last 8 seconds to fill, and I would be home free. So, I figured I could take a break, then finish it later. The bro took his laptop home for a while, and I was under the assumption that all would be well when it was all over.
Depressingly enough, his laptop has become virus ridden, and now won't boot up.
Fuck.
Ah well. 'Tis a minor delay. With any luck, we can recover the data, and carry on as if nothing happened.
I hope.
Mostly because my computer is a smouldering pile of uselessness.
And so is my laptop.
But moving on!
Utilizing my brother from another mother's laptop, I crafted an AMV of magnificent quality! One that tingled my pride in spectacular ways! I only had about the last 8 seconds to fill, and I would be home free. So, I figured I could take a break, then finish it later. The bro took his laptop home for a while, and I was under the assumption that all would be well when it was all over.
Depressingly enough, his laptop has become virus ridden, and now won't boot up.
Fuck.
Ah well. 'Tis a minor delay. With any luck, we can recover the data, and carry on as if nothing happened.
I hope.
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