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Showing posts with label Killer is Dead. Show all posts
Showing posts with label Killer is Dead. Show all posts
Tuesday, December 31, 2013
Top 5 Video Games of 2013
#5 - Pokemon X and Y: The Pokemon franchise ventures forth into a bold new realm of full 3D character models, environments, and dynamic battle animations. At its core, this is the same Pokemon experience you’ve known for years, but the addition of a new Fairy type spices up the routine more than the highly-touted mega evolutions. The new Pokemon feel largely an extension of those introduced in Black and White, and that’s very much a good thing, as the typing combinations, movesets, and designs are wonderful. The post game is, unfortunately, almost nonexistent, and the fact that the game provides more than enough in the way of acquiring experience points means that X and Y will be easier than previous entries into Game Freak’s long-running series. Still, it’s a promising sign of things to come and prove a truly impressive feat for the hardware.
#4 - Metroid Fusion: Following hot on the heels of my playthrough of Super Metroid, Fusion was a game that, despite my high hopes for, I did not expect to come close to the quality of the SNES classic. I was pleasantly surprised to find that, while I still regarded Super Metroid as the best 2D entry in the series, that Fusion was a dang close runner-up, thanks in no small part to the extra push of the horror thematic and decent challenge factor. Fusion is certainly a more direct Metroid title, as story comes first and foremost and the exploration factor is downscaled from other entries in the series. But the experience is handled masterfully, and stands as one of the best Gameboy Advance titles I’ve had a chance to experience.
#3 - Mass Effect 2/Mass Effect 3: Building upon the foundation of the first Mass Effect, these two sequels run incredibly close in terms of quality due to the different approaches they take in executing both story and gameplay. Mass Effect 2’s emphasis on gunplay is generally less exciting or tactical than ME3’s more varied and highly specialized squad members, but ME2 does offer a longer, more open-ended adventure as Shepard and company are free to explore alien worlds and derelict vessels without the pressure of fighting back against the impending Reaper invasion of the Milky Way. At the end of the day, however, it is genuinely impressive to discover all the ways in which BioWare chose to tie the titles together, with cameos by allies past and echoes of Shepard’s many important decisions as a Spectre, an agent of Cerberus, and a soldier serving under the Alliance carrying through from beginning to end. It’s a genuinely emotional ride from start to finish, considering all the characters you will become invested in, and serves as one of the most important video game series of the seventh generation.
#2 - ZombiU: Sometime during the years that followed the success of Resident Evil 4, the definition of what ‘survival horror’ meant was lost to the oncoming march of the more highly-marketable, easier to replicate action-horror genre. ZombiU is survival horror in every sense of the word, and is both a phenomenal throwback to games of days gone by when resource management drew a fine line between in-game life or death, and a bold launch title for a whole new generation of consoles. It dares to be intense, terrifying, and just unforgiving enough, carrying a Metroid-tier difficulty to it. Every tiny detail, from dust particles gathering on your gamepad’s screen to the litter lining the London streets, as well as the bevy of unique environment assets, make this a must-play title for any fan of the genre, as it renews faith that survival horror can be done in a most phenomenal manner, under the right development team.
#1 - Killer is Dead: Possibly the single smoothest-playing action game I’ve ever had the pleasure of indulging in, Killer is Dead is a near total inversion of the pop culture references and zany humor of No More Heroes. And yet, I wouldn’t have it any other way. The classic Japanese symbolism, classical-meets-industrial soundtrack, and insanely gorgeous visuals perpetuate a one-of-a-kind atmosphere that is more serious and single-minded in its focus than other Suda51 titles, but also brings to the table one of the most memorable Suda51 villains. The boss battles are wonderfully varied and intense, Mondo’s abilities dynamic and interesting, and the bonus missions aplenty. The clumsy gigolo missions hold this title back from reaching perfection, but I’ll be damned if the final hours of this game didn’t constitute one of the most consistent and satisfying finales of any Suda game I’ve played yet, especially considering the number of big-name 2013 releases that fell apart somewhere during their second halves.
Sunday, November 17, 2013
DLC review: Killer is Dead - Smooth Operator pack
Included with each collector’s edition/launch day copy of Killer is Dead, the Smooth Operator pack provides players with another full-fledged mission to take on, as well as an extra gigolo mission and alternate costumes for both Vivienne and Mika. The costumes are purely for aesthetic purposes and hold no bearing on the outcome of the new mission or any others. The gigolo mission with vampire Betty is a bit more challenging than previous interactions with Koharu or Natlia, but is ultimately just as shallow in design. The real substance of the Smooth Operator pack comes from the extra mission, dubbed ‘Episode 51’, wherein Mondo travels to an old castle to seek revenge on a Wire-vampire hybrid at Betty’s request.
As with many of the main game combat missions, Episode 51 opens with a series of moving pictures as opposed to a full-blown cinematic sequence, which details how Betty, despite being a vampire, was bested by another vampire who infused his body with Wire material. After this quick backstory segment, the game shifts back to its usual hyper cel-shaded standard. While this DLC pack still basically looks as good as anything in the main game, the fact that Mondo is sent to explore an ancient castle nestled within a dark forest gives it a very distinct aesthetic that is both fresh and familiar when compared to the Area 51-inspired base where Mondo fought Giant Head or David’s lavish mansion on the moon.
The setting also proves the most challenging to see in, at times, with Mondo needing to scour the dungeon for torches to light his way. Even the most brightly-lit portions of the castle still look dim in contrast to other levels, which certainly aids in perpetuating a classic monster movie vibe, but simultaneously leads to Mondo bumping into walls as well as the occatsional retracing of steps. Typical gameplay is broken up with the inclusion of a manned turret section and notable integration of both Mika and Bryan into the narrative. Aside from a brief appearance from Mondo’s unicorn friend, Episode 51 has practically no ties to the main storyline of Killer is Dead, and as a result, can be played at nearly any time once it has been installed.
Episode 51 offers a decent challenge factor while providing significant rewards in the forms of money and ore, and can prove a rather enjoyable means to boost stats and abilities. The time it will take to complete this DLC mission is pretty typical of the earliest up to the mid-game missions – not nearly as lengthy as Mondo’s storming Hamada Yama’s hideout, but comparable to his first visit to David’s mansion. With all the attention to detail and overall production quality of Episode 51, it certainly feels like a mission that was originally intended to be released as part of the full game.
My rating: 7 (out of 10)*
*(rating applies solely to downloadable content, not its inclusion with the content on the original game disc or other downloadable content)
As with many of the main game combat missions, Episode 51 opens with a series of moving pictures as opposed to a full-blown cinematic sequence, which details how Betty, despite being a vampire, was bested by another vampire who infused his body with Wire material. After this quick backstory segment, the game shifts back to its usual hyper cel-shaded standard. While this DLC pack still basically looks as good as anything in the main game, the fact that Mondo is sent to explore an ancient castle nestled within a dark forest gives it a very distinct aesthetic that is both fresh and familiar when compared to the Area 51-inspired base where Mondo fought Giant Head or David’s lavish mansion on the moon.
The setting also proves the most challenging to see in, at times, with Mondo needing to scour the dungeon for torches to light his way. Even the most brightly-lit portions of the castle still look dim in contrast to other levels, which certainly aids in perpetuating a classic monster movie vibe, but simultaneously leads to Mondo bumping into walls as well as the occatsional retracing of steps. Typical gameplay is broken up with the inclusion of a manned turret section and notable integration of both Mika and Bryan into the narrative. Aside from a brief appearance from Mondo’s unicorn friend, Episode 51 has practically no ties to the main storyline of Killer is Dead, and as a result, can be played at nearly any time once it has been installed.
Episode 51 offers a decent challenge factor while providing significant rewards in the forms of money and ore, and can prove a rather enjoyable means to boost stats and abilities. The time it will take to complete this DLC mission is pretty typical of the earliest up to the mid-game missions – not nearly as lengthy as Mondo’s storming Hamada Yama’s hideout, but comparable to his first visit to David’s mansion. With all the attention to detail and overall production quality of Episode 51, it certainly feels like a mission that was originally intended to be released as part of the full game.
My rating: 7 (out of 10)*
*(rating applies solely to downloadable content, not its inclusion with the content on the original game disc or other downloadable content)
Wednesday, November 13, 2013
Xbox 360 review: Killer is Dead
A government agent who operates as a sword-for-hire to various clients, Mondo Zappa is a man largely shrouded in mystery from the outset of Killer is Dead. From the earliest missions, it is made clear that he is the successor to his bureau’s former top man, but it isn’t long before the story pans out to make way for the larger picture. After a few missions that allow players to become accommodated with the control scheme and highly-fluid, smooth-as-hell gameplay style of Killer is Dead, Mondo makes a visit to the moon where he briefly clashes with a man named David. David apparently usurped command of the dark side of the moon from a woman named Moon River, and though he bests Mondo during their first meeting, he remains present throughout the remainder of the game, influencing the beasts and machines Mondo will square off against in locations like technologically marvelous skyscrapers, steam train cars, and even within Mondo’s own dreams.
Killer is Dead’s artistic style is heavily influenced by a previous Suda51 hit, Killer7. Killer is Dead is hyper cel-shaded to the point where people and objects obscured by shadows appear as completely black with little more than a vague outline defining them, allowing Mondo’s red eyes or David’s golden robes to glow and clash distinctly. Killer is Dead may run on the Unreal Engine, but its graphical direction prevents the technology from looking as obviously aged as it did in Lollipop Chainsaw. In fact, Killer is Dead is both one of the most visually loaded and visually impressive titles of 2013.
The story is more single-minded in its focus than other Grasshopper Manufacture titles. While Mondo and his allies will take on all manner of assassination gigs across the globe, David’s influence remains a constant pillar that reminds players of their ultimate endgame goal. The pacing during the game’s first half is a tad slow, but it never feels sluggish. Rather, it allots time to emphasize the themes and symbolism in Killer is Dead, which include a great number of traditional Japanese folklore elements, the moon, the Earth, and the sun as astral energies, the reliance people have on blood, and the contrast of technology and humanity, to name but a few. As with No More Heroes and Black Knight Sword, there is a decent amount of information relevant to the overarching story that is not explicitly stated, but can still be pieced together with hints dropped by NPCs and symbols associated with some of the characters. It takes around ten hours to reach the finale on a normal difficulty setting, and the payoff is incredible.
In truth, Mondo Zappa is practically a complete inversion of NMH’s Travis Touchdown. Both characters break the fourth wall from time to time, though Mondo is significantly less talkative and carries himself with a professional demeanor. While Travis bumbled through all of his romantic pursuits, Mondo has multiple women swooning over him, and can win their affection in gigolo missions where he presents them with presents in order to fill up an affection meter. These sections, though optional, must be completed at least a couple of times in order to acquire the freeze shooter and drill subweapons. The affection meter will increase more rapidly if Mondo ogles the bodies of these ladies instead of their faces, but if they catch Mondo’s vision straying south, their own meter - which gauges how impressed they are with the suave assassin - will dwindle. These gigolo missions are incredibly simple in design, and while they are not terribly challenging, they feel clunky, as if they were stapled on to the experience late in development. Suda51 games are known for frequently incorporating a high degree of sexuality in character designs as well as their interactions, but the gigolo missions are flat out lazy – there’s no meaningful end result, other than receiving the basic subweapon, and certainly no reason to return to the gigolo missions later on, as the freeze shooter and drill can be upgraded with ore at any time from the pause screen just like Mondo’s healing factor, katana attacks, guard break, and so on.
Whereas both No More Heroes titles played largely as action games with adventure elements worked into the overworld of Santa Destroy and portions of the combat-heavy levels, Killer is Dead plays as pure an action experience as Devil May Cry or Bayonetta. Mondo can chain combos by slashing his katana, performing a guard break with his mechanical arm, or simply keep the meter active by firing his cannon attachment at foes. The more damage Mondo inflicts on enemies, the more blood he is rewarded, which can be used as cannon ammunition, ‘adrenaline rush’ insta-kills on weak or heavily wounded Wires, and even to replenish his health. Finishing off enemies after the combo meter has exceeded thirty consecutive hits will result in a brief freeze-frame for each enemy slain, offering players free choice of one of four rewards – those being blood, ore (used to upgrade Mondo’s stats and weapon capabilities), wire synapses (which restore Mondo’s physical health), or health gems (which increase his health bar).
Speaking of upgrades, Killer is Dead does well to prevent the game from becoming too easy too quickly. The cheapest upgrades push some basic improvements to Mondo’s offensive capabilities, while the one that require the most ore will allow him to automatically heal at a gradual pace over time or remove the limiter on his katana, allowing combo chains to be achieved more easily. Rarely do these upgrades improve his overall strength or defensive capabilities, however. To improve Mondo’s health or blood meters, one must gather the relevant replenishing items within each level, rewarding players who do a little bit of exploring.
The game’s dodge mechanic is forgiving to just the right degree – if an enemy lunges toward Mondo, there should be ample time for players to press the right button and then counter said foe, and any mistakes after the first hour’s learning curve are on the player exclusively. The game does well to keep the camera at an angle that will provide an ideal view of the action and other nearby foes, though it is quick and easy enough to adjust while in the heat of battle. Also, the more combos Mondo has chained together, the faster he will move and attack, and the game accounts for this wild and loose progression by having him automatically block enemy fire or simply not taking damage that would upset the combo chain once it has gone upwards of fifty or so.
The variety in level design is flat-out brilliant. Though some levels may be completed more quickly than others, all of the main game missions feel as though they have seen plenty of time and care from the development team. Little additions like a piano staircase that has a different note associated with each individual step and added puzzle elements that open secret rooms go a long way in rounding out the experience. Outside of the main game, players can revisit portions of previously completed levels in order to try their hand at various challenges, some of which put Mondo in the sidecar of Vivienne’s motorcycle or behind a turret, while others simply ask that he slay a certain number of enemies within a set time limit. The most difficult challenge missions come from Scarlett, a nurse who can be found hidden within each of the main game missions. Tracking her down time and time again will unlock more challenges, and the criteria Scarlett lays out for Mondo certainly yield the biggest monetary rewards.
Travis Willingham, Johnny Yong Bosch, Tara Platt, and others lend their talents to the cast, and while Patrick Seitz’s soft-spoken and professional demeanor are performed very well, Liam O’Brien steals the show in every scene where villain David appears. Akira Yamaoka (of Silent Hill fame) adds a highly-creative blend of industrial, classical, and techno tunes to the mix. While Mondo and David are wonderfully inventive characters that beautifully contrast each other, the supporting characters are largely hit-or-miss with regards to their complexity and importance to the plot. Vivienne Squall does little more than remind everyone in the bureau that they need to be paid a hefty sum for each job, Mika’s annoying and childlike behavior gets old incredibly fast, while cyborg boss Brian provides some comic relief. The villains, though given notably less screen time than Mondo’s allies, are by and large quite memorable, both with regards to the visual representations and their attitudes/personalities.
Suda51 fans looking for a more goofy, bizarre romp in the vein of No More Heroes or Lollipop Chainsaw may find themselves a bit disappointed. Killer is Dead is no doubt a strange game, and very much a one-of-a-kind action experience, though it pushes a more serious story that is, at times, as dark in tone as the excessively-saturated cel-shaded shadows. It might not be a particularly long game, and it definitely has some oddities and pitfalls outside of the core gameplay. But for those looking to experience a curious culmination of Japanese folklore, cosmic mythos, and the smoothest gameplay Grasshopper Manufacture has delivered yet, Killer is Dead is an excellent choice.
My rating: 9 (out of 10)
Saturday, January 19, 2013
Killer is Dead official trailer
A couple of days ago, some screens of the new Suda51 game Killer is Dead appeared on NeoGAF. As of yesterday, we now have a trailer showing off the gameplay and giving us a little taste of the characters and story. Based on what is presented here, it seems like some of the fan speculation that this game would be a spiritual sequel to both Killer 7 and No More Heroes is at least partially true. The story of lead protagonist Mondo Zappa appears to be more serious in nature than that of Travis Touchdown, but the way he wields his blade is similar to how Travis' handled his beam katana. Meanwhile, Mondo also fires rounds from an object on his left arm, seemingly a nod to Killer 7 heavily emphasizing shooting in its own gameplay. Killer is Dead's graphics are cel-shaded, much like the two aforementioned Suda51 titles, though the graphical quality is notably higher, which only makes sense, considering that Killer is Dead will be releasing for both the PS3 and Xbox 360. The end of this trailer teases at more footage to come, so hopefully we will learn about other characters and story elements in the coming months.
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