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Showing posts with label Platinum Games. Show all posts
Showing posts with label Platinum Games. Show all posts

Sunday, January 11, 2015

Wii U review: Bayonetta


Originally released in 2009 on Microsoft’s Xbox 360 and Sony’s Playstation 3, the first game in the Bayonetta saga saw an updated release on the Wii U, one that was bundled with the Nintendo console-exclusive Bayonetta 2. The premise is easy enough to jump into – the witch known as Bayonetta works with two individuals to fight aggressive angels: an arms dealer named Rodin and one business associate named Enzo. Whereas Rodin is cool, tough, and smooth with both words and weapons, Enzo is excessively foul-mouthed, and seems to have a knack for getting himself in way over his head. Bayonetta, meanwhile, has an air of sass and confidence about her, as she knows she is one of the only magic-wielders of her kind, boasting a widely varied skill set and impressive power to boot. And yet, Bayonetta knows very little about her own history, which leads to this first entry in the story to be one of self-discovery, with cutscenes frequently jumping back in time to explain, bit-by-bit, just what happened five-hundred years prior to the game’s present day setting.

Over the course of her adventures across a fictional European vista, Bayonetta visits a number of locales, from old brick-street cities, to an ancient coliseum, to impossible spirals of land that wind up in to the sky only to meet other high-rise bridges of dirt and grass some miles above the Earth. Later chapters will even see Bayonetta enter ethereal realms of mist and golden décor as she take the fight to the angels’ home turf. And while most of the game’s grand reveals are saved for the late chapters, it is apparent from the outset that other players in this larger picture are keeping their eyes on Bayonetta. Though it may not match the astounding visual quality of its sequel, the slight update seen in this Wii U port is certainly cleaner than its Xbox 360 and PS3 counterparts. Similarly, new features have been added, perhaps the most noteworthy of the bunch being costumes that pay homage to the heroines of Nintendo’s Metroid and Mario properties, as well as Link’s tunic from The Legend of Zelda.


That said, the Gamepad is not emphasized as heavily in this first Bayonetta title as it is in Bayonetta 2. The basic controls for running through environments, chaining combos while slicing and dicing the grotesque angelic hordes, and the menu-based process of mixing ingredients for stat-recovering and stat-boosting lollipops all fell very natural with the traditional button and joystick combo. Boss encounters with the most massive of stone-and-gold goliaths are consistently exceptional, even with the occasional decision to include gimmicky uses the immediate environment. Similarly, the sequential rival battles with mysterious crimson-clad witch Jeanne prove among the most engaging and enjoyable moments of the overall experience, and these are spaced out so as to not grow so quickly tiresome as other interruptions to the familiar routine of the story and gameplay, such as a clunky motorcycle chase with unclear objectives or the minimally-inspired arcade shooting minigame that caps off each chapter.

Combat utilizes a time-slowing mechanic known as Witch Time, whereby a perfect last-minute dodge will result in enemies coming to a near-standstill and Bayonetta being granted a brief window to deal significant damage to foes. If a magic meter is full from delivering a strong chain of attacks, players can employ medieval torture devices to inflict massive damage upon foes. The magic meter, however, can be whittled back down if Bayonetta takes damage, effectively nullifying everything built up from combos. This makes this first title simultaneously more demanding and less forgiving than its successor, which in and of itself is not so much a problem, but rather plays into the game’s two major flaws: poor camera angles, and claustrophobic environments. Bayonetta gradually throws harder enemies at the titular witch, and in greater numbers, which only makes sense as a means for amping up the difficulty factor for players, but the fact that the combat arenas never grow presents a significant problem in trying to see where Bayonetta is versus the location of her enemies. This in turn forces strategy out the window during these particularly troublesome segments, leaving players to guesswork in their dodges and attacks. It’s not an issue that runs for the entire course of any given level, but instead pops up at sporadic intervals, making it all the more frustrating as a significant flaw in an otherwise solidly-designed game.

The lore of the world is delivered largely through Luka, a young man with dreams of following in his father’s footsteps as journalist and historian. Luka holds Bayonetta responsible for the death of his father upon her return to the land of the living many years ago, though a part of him is constantly drawn to her – in part, because of her mysterious nature, and the other part due to his finding her physically attractive. Shallow as he might be, Luka plays the part of comic relief a number of times over the course of the game, as Bayonetta leaves him to clean up after her messes and place him in charge of taking care of tasks she would rather not.


The angel designs are nowhere near as visually captivating as their successors in Bayonetta 2, though boss designs such as a plant-like form with many tentacles and a giant lizard-like beast with a gaping maw offer commanding aesthetics. There is a certain creepy and alien appeal in the bird-human hybrids of the common grunt enemies, while gold-trimmed boats that fire a barrage of missiles and flying snake-like beasts offer more in the way of silly visual appeal than they do for practical combat situations. The soundtrack emphasizes choir vocals for more dire moments, and jazzy numbers for when the game wants to let loose and allow Bayonetta a minute to properly flaunt her unique skill set.

Bayonetta is still an impressive showing for the action genre, and does well to base its combo chaining system around a fair dodge mechanic. Unfortunately, this is far too often nixed by poor choices in the placement of enemies in narrow hallways and compact rooms, or downright awful camera angles. It’s a step up in both more fluid design and more user-friendly design points than previous giants of the genre, yet it falls a fair distance from the sequel’s borderline-perfect design. If nothing else, this version of Bayonetta is easily the best in terms of its visual presentation, and the button layout on both the Wii U Gamepad and Pro Controller are perfect fits for the game’s demanding combat patterns.

My rating: 7.5 (out of 10)

Sunday, November 23, 2014

Anime review: Bayonetta: Bloody Fate


Adapting the first game in the Bayonetta saga to one hour-and-a-half anime film, Bayonetta: Bloody Fate does surprisingly well to cater to fans of Platinum Games’ signature sense of sleek style and over-the-top action. Bloody Fate maintains much of the wacky humor of the game, though its limited runtime does see a notable favoritism toward the ludicrous shoot-‘em-up fight sequences and battles against gargantuan angels. Obviously a large portion of the original Bayonetta experience had to be trimmed or cut out entirely to cater to the constraints of the anime, both in terms of its length and the change in entertainment medium, but Bloody Fate excels at keeping in focus the essence of what makes Bayonetta such a standout entry in the action gaming genre.

Much like in the video game, Bloody Fate performs a handful of brief jumps back from the present to the ancient end days of the Umbran witch clan. Viewers are quickly familiarized with Bayonetta’s lack of any real memory as to who she is, as well as given a crash-course on Luka’s vendetta stemming from his belief that Bayonetta’s awakening at the bottom of a lake was to blame for his father’s untimely death. Rodin is cool and collected as ever, though he serves more as plot device than fully realized character in this interpretation of Bayonetta’s journey of self-discovery. Enzo, on the other hand, is absent almost entirely, while precedence is given to both Jeanne and little Cereza, the former being a witch who shares some connections and powers to Bayonetta, while the latter is a young girl who clings to Bayonetta, claiming the witch is her ‘mummy’, much to the surprise and disbelief of the titular protagonist.

While the earliest of fights within a chapel sees Bayonetta perform insane acrobatics that defy the laws of physics thanks to her Umbran magic, things only grow in scale, silliness, and fun from there. Slender limbs swing out in fast-paced shootouts, while motorized vehicles ride up walls in hot pursuit of the witch that has everyone talking. Bayonetta is entertaining as ever, as she beams confidence but displays little mercy to her enemies. She revels in the fight, taunting angels and going out of her way to ensure they suffer at the hands of her most powerful demonic summons. The English cast of the video game returns to reprise each of their roles, which is a real treat, as they handle their respective performances masterfully – the Bayonetta experience just wouldn’t feel the same without Hellena Taylor at the helm.

In the same fashion as its video game counterpart, Bayonetta: Bloody Fate is unapologetic about what it wants to be and how it wants to go about crafting a tale of a witch out of her own time. Its action is bonkers, while its leading lady displays a brilliant culmination of character traits smart, sexy, and powerful. Despite its relatively short runtime, Bayonetta: Bloody Fate is a wonderful translation of the original action game that is considered by many to be a modern classic. This anime fires on all cylinders from start to finish, setting aside sufficient time to explain the important plot points and character connections, but never straying from the magical elements or raucous combat long enough to wane viewers' interest.

My rating: 9.25 (out of 10)

Tuesday, November 18, 2014

Wii U review: Bayonetta 2


One of the most revered action titles of the last few years was Bayonetta, a combo-oriented game from the ex-Capcom employees at Platinum Games. With its emphasis on over-the-top demon summons, Witch Time dodge maneuvers, and an epic pseudo-religious mysticism persistent throughout, Bayonetta certainly left a strong impression with many die-hard fans of the genre. Fast-forward to 2014 and, in the most unlikely of pairings, Nintendo has partnered with Platinum to bring Bayonetta 2 to the Wii U as a console exclusive.

The first Bayonetta focused on the titular witch’s journey of self-discovery, and carried a generally darker aesthetic. This time around, Bayonetta has all of her memories intact, and as a result, has a personality that exudes confidence. Bayonetta enjoys using her magical abilities for the sake that she enjoys the position of power it puts her in over her enemies. She’s bold, unabashed, but not without a sense of right and wrong or the ability to convey compassion toward her friends and allies. Early in the sequel, Jeanne is dragged to Inferno, and as her best friend, Bayonetta is filled with determination to rescue her, even if it means facing the forces of Heaven and Hell alike. Pairing up with the young Loki, Bayonetta takes on something of a big sister role that is thoroughly entertaining – while she does not feel the need to play the part of mother hen to this magic-wielding youth, she often saves him from trouble, scolds him for referring to her as being older than she is, and teases him for his hot-headed behavior.


Visually, Bayonetta 2 is one of the best-looking games to come from the eight-generation consoles yet. While Platinum has frequently boasted impressive graphics and art styles with their games, Bayonetta 2 takes it one step further, with gorgeous lighting cascading off the water surrounding the city of Naotun and a dark haze setting the backdrop of the Musphelheim bonus challenge stages. The angels retain their white and gold color schemes, but have adopted distinct humanoid forms more befitting of their holy associations that the first game’s obsession with avian designs. The lesser demons of Hell, on the other hand, boast shiny metallic and stone textures, with more animalistic and alien features. Both carry weapons that can be picked up by Bayonetta for a one-time use in battle, and while typically offer a decent punch, they aren’t the sort of thing players ought to grow too attached to, as the primary weapons gathered throughout Bayonetta’s journey to Hell and back are the real important tools that will forge the witch’s path.

Ridiculous though they may be, there’s little else satisfying in such an unapologetic action game as skating around on chainsaw blades, break dancing while wildly firing pistols into the air, or hacking apart a circle of foes with the blades of a giant scythe. Bayonetta’s moveset can be expanded at Rodin’s bar, given that players have the necessary Halos. While Bayonetta 2 boasts a greater variety of offerings both offensively and defensively, players will have to do a fair amount of exploring and complete time-sensitive puzzles in order to boost both their magic and health gauges. The Musphelheim challenges are significantly less ludicrous than in the first game, though they are far from forgiving, and the same can be said of both the post-game Lost Chapters and gauntlet run-style multiplayer challenges. Bayonetta’s animal transformations are all made available early on, which lends the exploration angle to feel a more natural part of the whole package, and the environments incorporate some nicely hidden treasures in underwater areas or on outcroppings only accessible by taking flight as a crow.


Witch Time remains largely the same as in its predecessor, though enemy movements make it a bit easier to gauge just when you ought to dodge to initiate the limited slow-mo window to unleash an assault of attacks on foes. While this may sound as though the game is being too lenient with players, it’s quite the contrary – better camera angles and quicker response time from both Bayonetta’s attacks and dodges mean that the product as a whole controls even more smoothly than in the first outing, though the hits she does take from enemies will still whittle away decent chunks from her health bar. Torture attacks can still be used after charging up Bayonetta’s magic meter via successful combos, or can be used to fuel a number of successive powerful hits in the form of Umbran Climax, with will summon limited but notably heavier attacks from one of Bayonetta’s many demonic allies like Madama Butterfly or Malphas. The freedom to dispatch foes as you see fit makes the experience both more tactical and rewarding, as there are pros and cons to both options, and the ranking system for medals takes into account successive combos, the amount of damage sustained by Bayonetta, and the time taken to complete a phase.

Whereas some games would gradually prepare players for the most epic of boss fights, Bayonetta 2 throws you right into the thick of it, with insane clashes between goliath angel and demon summons, a surfing sequence up the side of a waterspout with the witch chasing down a higher angel, and an undersea magic missile shootout. Many of the gargantuan bosses are brought on by one mysterious Lumen Sage who is in pursuit of Loki, and who Bayonetta naturally clashes with on multiple occasions. As a successor to the handful of rival battles with Jeanne in the first game, the fights with the sage are lengthier and generally more interesting, as his spear staff forces him to rush the witch with fast slashes, while Bayonetta’s attacks are largely more ranged.


Many of the boss battle themes utilize choirs with dark and imposing voices to convey the sense of scale and urgency surrounding each of these encounters. Skirmishes with the common grunt enemies, on the other hand, are accompanied by jazzy pop numbers, with catchy vocals, the most noteworthy of the bunch being a new school take on “Moon River” and Bayonetta 2’s de facto theme song “Tomorrow is Mine”. Many of the game’s environments are decorated with Lumen and Umbran ruins, though bright blues, silvers, and golds prevail over the previous game’s darker color palettes.

Bayonetta 2 is a game that never really lets up on the gas, plowing full throttle toward the next explosive encounter. Even during the moments where you are allowed freedom of exploration, it never feels disjointed or sluggish, thanks in part to the optional enemy encounters and aforementioned Musphelheim challenges. But simply stopping for a moment to take in the majestic environments is worth a quick break in the action to admire the masterful attention to detail in the foreground and myriad of structures rendered in the background. These elements, while not necessary to make or break the experience, add just a bit more polish to the final product and chalk up a greater degree of respect and appreciation to the development team.


Throughout the main story, players will discover many journal entries penned by Luka. Some will be laid directly in Bayonetta’s path, practically impossible to miss, while others will be hidden in clever nooks and crannies like some of the treasures. Each entry offers details on Umbran magic, the history of the clans, the Eyes of the World, and so forth, adding an extra degree of depth to the culture and belief system of this fictional realm. As players trek through the main game, they will also unlock models of characters and enemies accessible in a viewing gallery. While Bayonetta 2 carries on from its predecessor with the ability to unlock extra costumes, the partnership between Nintendo and Platinum has a few extra treats to offer in the form of costumes that pay tribute to Princess Peach, Daisy, Fox McCloud, Samus, and Link. Each costume also adds slight twists to the otherwise familiar combat, such as Bowser’s fists and feet replacing those of Madama Butterfly, and the ability to roll around in Morphball mode.

Ingredients collected from the game’s many locales can be used to create lollipops that replenish health and magic, as well as grant Bayonetta temporary defensive and offensive boosts. But players who pay attention to the signals in combat and take the time to perfect their timing with dodges and counters will find they rarely need turn to these items. Bayonetta 2 is about as perfect an action game as anyone could ask for, with fluid design throughout, and a protagonist that is as much about flash and flair as she is about commanding every second she is on screen. The mysticism of Bayonetta’s world is akin to the lore of series like The Legend of Zelda, while the gameplay is a distinct upgrade from its Devil May Cry roots. Bayonetta 2 sets a new standard for action games, and is easily one of the best games currently available on eighth generation consoles.

My rating: 9.75 (out of 10)

Saturday, December 28, 2013

Xbox 360 review: Metal Gear Rising: Revengeance


Set four years after Guns of the Patriots, Metal Gear Rising: Revengeance puts cyborg ninja Raiden back into the spotlight. In the years following Liquid Ocelot’s insurrection, Raiden has joined a small militarized group that offers private security to individuals in the name of maintaining peace. But when that peace is threatened to be upset by a rival cyborg mercenary group known as Desperado, Raiden finds he must tap into his old violent nature to stop their plans to initiate another military conflict. It’s a far more simplistic premise than any other Metal Gear story, and as a result, lacks much of the bizarre humor and crazy plot threads woven into every other entry in the franchise.

The game plays out as the purset of Japanese action games, with emphasis on purchasing attack upgrades, stat and health boosts, and mastering the various subweapons collected from the major bosses. There’s a certain cool factor in seeing how the MGS world has progressed in the years following Guns of the Patriots, as cyborg implants are the norm for anyone employed by military or police forces, and Gekkos and their various offshoot mechs are the more compact commonplace equivalent to the older large Metal Gears. That said, the scale of a Metal Gear Ray is impressive within the game’s combat engine, whether Raiden is dashing circles around its legs in order to expose the inner frame, or he’s bolting vertically down a building in order to deliver the final blow.


The big gimmick at play in Revengenace is that of the ‘cut what you will’ mechanic. After building his attack meter high enough, Raiden can initiate a slow-mo blade mode, wherein he can slice and dice foes to bits. This is most frequently used when an enemy Gekko, helicopter, or some other enemy has reached a critical state and they begin flashing blue. Raiden needs only to slice through them once or twice to deal the necessary damage to either finish said enemy off or progress to the next stage of a multi-tiered fight, but there’s a strange satisfaction that comes from having your way with slinging the katana every which way and seeing the tiniest of metal bits come crashing to the ground. Also, most enemies have a glowing blue core bit that Raiden can remove, indicated by a golden box when he enters blade mode. Removing this core bit will not only re-energize Raiden’s attack meter, it will also restore his health, which is a unique a cleverly-designed system.

Aside from his electrically-charged Katana, Raiden can also collect RPGs, guided missile launchers, and various grenades, the usefulness of any being almost entirely nonexistent. The stealth element that was a staple of previous entries in the Metal Gear franchise returns, as Raiden can creep up behind foes and slice them apart without alerting other enemies in the area. This can be performed on virtually any foe, from grunt soldiers to more heavily armored bruisers, making it a useful option if Raiden’s health is low. However, given the wide-open design of nearly every level in the game, it also adds an extra degree of challenge, as enemies have a greater range of vision. Truthfully, the stealth kills feel as if they were added in primarily to pay tribute to the stealth action series that spawned Revengeance, as it is generally just as easy (and usually more enjoyable) to send Raiden right into the thick of it and take out foes while running circles around them.


Only a few of the boss characters are introduced early on in Revengeance, meaning that the moment you set foot into the arena where you are set to fight Monsoon, Mistral, or one of a number of mechanized foes, the cutscene that precedes the actual fight is the most you are ever going to get with regards to understanding them as characters. Oddly enough, the monologue Moonsoon delivers and the exchange Raiden has with Mistral paints these two as infinitely more interesting and complex individuals than Sundowner or Jetsream Sam. Considering that the latter two are among the first characters Raiden meets in the game, one would hope that their development would be on par with the former, if not better. Instead, Sundowner comes across as a hillbilly obsessed with war for no other reason than it provides him a job, and Jetstream Sam is a cyborg ninja thrown into the mix for the sake of having a cyborg ninja rival to Raiden.

The story also becomes clouded and detracts entirely from its initial goal of tracking down the organization responsible for the death of African Prime Minister N’Mani, to Raiden’s wish to dismantle an organization responsible for creating child soldiers just like him (a factory for which he just happens to stumble across during his second mission), and eventually spirals into a shallow, boring retread of the ‘Jack the Ripper’ persona that was explored in Sons of Liberty. For a game that dishes up so much potential and cool-factor during its first half, it really drops the ball during the second. Boss fights transition from exciting and just the right degree of challenge to frustratingly boring and sometimes feeling downright broken. Level design turns to the same gimmicks used early on, resulting in these losing their luster the second time around.


A few of the late-game boss fights are incredibly poor in design, not because they dish up a heaping challenge, but because they are fundamentally and mechanically illogical. One boss fight in particular requires Raiden to simply whittle away his foe’s health bar, with no refill or healing properties on part of the bad guy to worry about. While there are health capsules scattered about the arena, stepping too far outside of an undefined radius will result in your foe suddenly rushing Raiden with pinpoint accuracy, while staying too close puts Raiden at risk for being hit with an apparently un-dodgeable near-one-hit-K.O. It’s pretty standard procedure that if your character is in the air above an enemy or one-hundred and eighty degrees behind them, any forward attack from said enemy should not hit your character. Apparently, Platinum Games did not receive that memo.

It’s truly unfortunate that Metal Gear Rising: Revengeance hits so many pitfalls and setbacks during its second act. For a game that spent many years in development and was so hellbent on pushing something wildly bold and different for the series, the first few hours are a phenomenal showing. It’s just that everything afterwards falls to pieces, leading those later hours to feel like an entirely different, half-assed version of MGR. The writing goes from being on par with a delightfully cheesy 80s/90s action flick to stupid and eye-rolling levels of bad. The gameplay similarly descends from an emphasis on fine-tuned and fast-paced action to a haphazard mess of explosions, lame retreads of enemy designs, and boss encounters that range from mildly poor to downright awful in their execution. At the very least, the game does provide a few cheap laughs by providing alternate costumes for Raiden like a poncho and sombrero combo.

My rating: 5.75 (out of 10)

Saturday, September 21, 2013

Impressions of The Wonderful 101 demo


Less than a half-hour ago, I finished playing the demo for The Wonderful 101, Platinum Game’s first big exclusive title for the Wii U. While I’ve been really excited at the prospect of Platinum Games developing exclusive titles for Nintendo’s new system, The Wonderful 101 was a title I was very much on the fence about purchasing. It certainly looked interesting, but as a sort of odd combination of Pikmin-style squad command and top-down arcade play, I was concerned as to how the gameplay mechanics would ultimately be implemented. Now that I’ve finished the demo, I can honestly say that I’m no closer to making a decision on whether or not to purchase the full retail release.

To begin with the positive elements of The Wonderful 101, the game looks gorgeous. There’s a ton of detail put into school signs, billboards, business names, while houses and cars see a decent degree of variation. The chrome on your team’s friendly robot companion shines brilliantly, and the colors of the various hero characters as well as their weaponry pop against the backdrop of the city. The soundtrack is very much a throwback to action-packed Saturday morning cartoons and old anime works – equal parts cheesy and endearing.

The story portion of the demo only grants you full access to three main characters, though you can round up more temporary members like citizens and police officers to increase your team’s offensive and defensive strength. Wonderize Red is the character the demo will push you to use most frequently, as his giant fist is effectively the ‘vanilla’ basic weapon that doubles as a means to open doors and boxes. Wonderize Green is best used against slow enemies, as his firearms can deal a decent rate of damage from a safe distance. Wonderize Blue is the character I had the most fun with, as his wide and fast swings of his sword are most befitting an action game and prove very useful in taking out large groups of small foes that seek to surround your team.

Where the demo really fumbles is in its block mechanic. Holding the left trigger button collects your team together in the shape of a giant dessert gelatin, which can be used to deflect cannon fire and stun foes who might attempt to rush you with a heavy punch. The problem is that the block move only holds for about two seconds, meaning that putting it up too late will result in an enemy stomping through your ranks and scattering your teammates, and putting the gelatin shield up too late will result in the same outcome. While the other weapons rely on the power of batteries collected throughout each mission, the gelatin does not, and there is seemingly no way to extend the span of time it will hold for (at least in the demo – I would hope that the full game would allow for upgrades to abilities).

The enemy designs all seem to follow a similar school of design, which is good in the sense that they appear to have the same alien and robotic origins, but a bit of a downside in the sense that they all bear white, grey, and black bodies, with varying degrees of colored patterns or tubing. There are a few puzzle elements worked in, though nothing to the complexity of a Zelda title. Turning a series of wheels the right number of rotations so that the numbers their respective meters display is a brief but simple distraction, befitting of a game that is meant to appeal to both younger gamers and older veterans of the action genre.

And when it boils down to it, everything presented in the demo, from the story portion to the challenge mode, feels like an action game in the purest sense. Sure, you have many small characters under your command, but keeping track of all of them is a cinch. In the event that your team is scattered by attacking enemies, small yellow stars will appear over their heads to indicate that they are dizzy. When at full strength, the lead character will always be the one the camera follows, a glowing circle designating them as the current squad commander. Losing health is not much of a concern unless your team becomes scattered, and while I never came close to encountering a ‘game over’ screen during my playthrough of the demo’s two modes, I did find some of the more powerful enemies had a tendency to pile on one attack after another, leading my team to become scattered not seconds after I had regrouped them. It was incredibly frustrating at times, considering I was trying to follow the demo’s instructions and defend myself, but often there simply wasn’t enough time between one attack to the next for me regroup, shift my attention to the enemies, and time my block.

I really want the Wii U to succeed as a console, and as it currently stands, it certainly has a leg-up on the competition. Based on what I’ve seen of the PS4 and Xbox One promos, I still feel like the Wii U is the best console option for me (hence the reason that I purchased it and have zero intention of buying either of the other two eighth-generation home consoles). I also think Platinum has a lot of potential to be to the Wii U what Rare was to the N64, and I’d love to support more exclusive titles for the console (ZombiU was a grand slam, I felt). But I think that I really need to experience more of The Wonderful 101 hands-on, because the demo was actually a bit different than what I expected. That said, I do recognize that the demo presents but a snippet of what the full game has to offer, and for that reason I’d like to do some more digging into this before I make a final call on whether or not I want to add The Wonderful 101 to my video game library.

Friday, September 20, 2013

Bayonetta: Bloody Fate anime announced

While Bayonetta 2 may be one of the most highly-anticipated games for the Wii U in 2014, fans of Platinum Game's breakout title may be pleased to hear that an anime film tie-in is in the works too. Bayonetta: Bloody Fate is set to release in Japanese theaters on November 23rd. No word on when the story is set to take place in the series' chronology, but considering Bayonetta still has her long hair in the film, it would seem likely that Bloody Fate is either a prequel to the first game or meant to help bridge the gap between the two video game releases.

Friday, June 1, 2012

Pre-E3 trailer for Metal Gear Rising: Revengeance

Konami has released their pre-E3 2012 trailer for Metal Gear Rising: Revengeance. We get to see some more of the actual gameplay, and an idea of the direction the story will take since it is set post-MGS4. I really like the design of some of the envionments highlighted in this trailer. Here's to hoping Konami gives us more details on the game at E3 (like a release date, maybe?).

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