.
Showing posts with label dark fantasy. Show all posts
Showing posts with label dark fantasy. Show all posts
Sunday, March 6, 2016
Anime review: Berserk: The Golden Age Arc
A retelling of the 1990s anime, Berserk: The Golden Age Arc consolidates those events into three films to convey the most well-known narrative involving Guts, Griffith, and Casca. It’s the most obvious jumping off-point for newcomers to the Berserk story, and would seem an appropriate first step in setting the stage for everything else within the Berserk storyline, though, until very recently, no plans to adapt the remaining volumes of the manga were apparent. As is sometimes the case with condensing series into a set of films, the pacing is not the same across the board, which might not be a major point of discussion, were it not for the fact that this element significantly impacts the quality of each of the three entries in the Golden Age Arc.
The first film does a solid job of setting the stage and introducing all of the key players. The supporting cast is shown to be a plucky bunch, with a couple of them being young and naïve, and one in particular being a bit more greedy and self-serving, but they all display a great deal of respect towards Griffith, leader of the Band of the Hawk. Due to his legacy having already been established before the first film even begins, Griffith come across as the most well-rounded and interesting character for this first of three chapters. Guts, meanwhile is given just enough development as a strong-willed warrior lacking any real direction in his life to allow viewers to latch on to him as the trilogy’s main hero, though most of his meaningful maturation will follow in the later films. Casca, meanwhile, first appears as something of a snotty spoiled brat, who, like her comrades, is also highly devoted to her comrades, but seems to bear a grudge against Guts from their earliest meeting.
A medieval setting is established, as well as how the Band of the Hawk are effectively mercenaries for hire, though tales of their victories have spread far and wide, and many of the trilogy’s villains recognize their record of success. There are mythical fantasy elements at play in Berserk, though these are not met in full force until the final film in the series. When Guts encounters one such beast at the end of the first film, it provides not only a test of his strength, but also offers an omen of events to come. This is the first in a series of key events, where the darkest of settings and most intimidating of encounters offer Guts greater insight into the nature of the world around him.
The first film does a solid job of putting all of the pieces in their rightful places, and though it does feel like it wanders from the straight and narrow on a couple of occasions, its pacing is overall appropriate – a far cry from the second film, whose bookends offer the only substantial moments of development for Guts, Casca, and Griffith. Mind you, when these events do come to pass, they are of great importance to the larger tale being woven between these three films. But the hour-long battle they sandwich is neither visually exciting, nor of significant importance to the narrative. The second film does well to take a step back from Griffith a bit, in order to better establish Guts’ ideals and ambitions, as well as prove that there is much more to Casca than meets the eye. This second entry ends on a high note for both of these characters, while still allowing them both plenty of development in the third and final entry, but the absurd span of empty fight scenes not only makes it a dull watch, it also leads the third film to feel rushed.
The Golden Age Arc is my first proper viewing of Berserk, though I’ve been familiar with Griffith’s endgame for many years. For those not aware of how the Golden Age Arc concludes, I will warn that some spoilers regarding the film’s most infamous of moments lie ahead.
The final film dives into some very dark territory, and sees Guts and Griffith part ways as anything but comrades and friends. For many years, I was under the impression that Griffith’s actions in the third film resulted from some tragic fall from glory, that he lost sight of who he was as a leader and hero to so many. Instead, it is a simple matter of him becoming upset over Guts trying to choose his own path in life, and Griffith not having complete influence over his actions that leads him to perform some horrendous atrocities. The climax for a character who proved so compelling during the previous two films ends up being an unsatisfying reveal of pathetic motivations.
And therein lies what is perhaps the greatest downfall of the Golden Age Arc – character motivations on the whole are either incredibly poor, unclear, or wholly nonexistent. Casca is the one major exception to this, offering the most human and believable reasons for joining the Band of the Hawk, for allying with Griffith, and for ultimately turning to Guts as her ally and lover. Guts, meanwhile, sees establishment as the main hero of the Berserk saga by the time the third film comes to its conclusion, but nothing beyond that is achieved. This trilogy feels like the first act of something larger, which may be fine for anyone wishing to carry on with the manga thereafter. There are elements of greatness at play in the Golden Age Arc, but the second and third films constantly deny these to become part of a more cohesive experience. The Golden Age Arc lacks any noteworthy resolution, and leaves viewers with an unsatisfying set of hanging plot threads.
Fans of the 1990s anime might not be so greatly bothered by these shortcomings. Guts, Griffith, Casca, and the remaining members of the Band of the Hawk are rendered with strong animation, while environments look equal parts gorgeous and haunting. Cel-shaded 3D models of knights in armor look a tad clunky and dated, but are generally not present outside of battle scenes, so they do not distract from the remaining visual appeal too greatly. If this trilogy is in fact the jumping off point for someone looking to continue indulging in Berserk by reading the manga, they may find decent value here – the films offer a handful of teases of characters and events that play important roles later on. But as a standalone trilogy, they feel like odd shoehorns. The fact that Guts does not fully come into his own as lead protagonist by the trilogy’s conclusion further sours the experience.
My rating: 6 (out of 10)
Monday, October 19, 2015
Comic Book review: All-New Ghost Rider, Volume One: Engines of Vengeance
Robbie Reyes lives with his younger paraplegic brother Gabe in a crime and violence-ridden part of Los Angeles. Robbie does his best to look after his brother, being his apparent only family in the area, but has to juggle high school, his low-paying job as an auto mechanic, and the dangers of the neighborhood. He hopes to save up enough money to move both himself and his brother to a safer residence, and often has to ask one of the teachers at Gabe’s elementary school if she can babysit while Robbie works extra hours.
Local bullies throw a wrench in Robbie’s plans when they decide to push Gabe out of his wheelchair and steal it, taunting him and calling him names. Robbie, furious over this, tries to fight the bullies and reclaim the wheelchair, but is outnumbered and promptly has his face beaten and bloodied. After returning Gabe home, Robbie hatches a half-baked plan to ‘borrow’ (without asking) a sporty muscle car from a nearby house for the evening, in order to compete in a street race and win some hefty cash. But shortly after the race gets underway, Robbie finds himself being tailed by thugs who work for a criminal drug dealer that owns the very car that Robbie stole. Cornered in alleyway, Robbie steps out of the car, only to be gunned down and killed on the spot.
However, a spirit named Eli revives Robbie, healing his prior wounds, and giving him the powers of a Ghost Rider. Robbie is then able to chase down some of the goons who tried to finish him off, but others still escape. Armed with the ability to phase through structures and teleport to the car he stole, Robbie regains his ride from the thugs, and lets Eli inform him on how to make the most of his newfound Ghost Rider powers.
Robbie is so likeable at an early stage in this series because of how much he sacrifices for his brother. He is a genuinely selfless protagonist, telling his brother not to go outdoors after dark because people play unsafely with firecrackers (guns, in actuality), and not putting up with a pawn shop owner who would like nothing more than to cheat Robbie out of every penny he’s got just to get Gabe a subpar replacement wheelchair. Robbie is one of the only students in his class that puts forth real effort, and his teacher greatly respects Robbie’s maturity and desire to create a better environment for himself and Gabe. All of this makes for a very interesting contrast to the general chaotic, violent, and terrifying visage of the Ghost Rider, though Robbie’s bodiless soul of a companion Eli seems to understand his host’s vindications quite well.
That said, there are a few moments where Eli proposes more violent, cure-all solutions for the problems plaguing Robbie’s neighborhood. While Robbie does well to opt for alternate solutions where few people are hurt, save for gun-toting thugs and armored drug runners, it presents an interesting contrast that could be extrapolated upon in future volumes as an ‘inner demon’ conflict. This first volume of All-New Ghost Rider is smart to paint its conflict on a relatively small scale, and the last page feels like it has given proper closure to Robbie Reyes’ origin story. Come what may, this first volume of All-New Ghost Rider is a brilliant start to a series that has so much more potential, and is among the strongest of the Marvel NOW! relaunches.
My rating: 8.75 (out of 10)
Sunday, August 23, 2015
Comic Book review: Black Science, Volume Three: Vanishing Pattern
The final act in the first arc of Rick Remender’s Black Science continues to thrill with wildly inventive hodge-podge realities and a more pinpointed take on the established narrative style than was seen in the previous two volumes. As volume two concluded, we were made privy to the fact that Grant McKay was in fact alive, despite having been led to believe he had perished beneath the crushing weight of clockwork machinery. And smartly, this third volume makes an early objective of explaining just how the scientist, pioneer, and previously deadbeat dad cheated death. The explanation is brief, yet befitting the tale that has been woven through the previous installments, and simultaneously provides some concrete footing for the answers that are revealed before this third volume’s climactic finale.

Meanwhile, Grant’s children appear to have a greater stake in the story as a result of their placing faith in their father. While Nate received a healthy amount of time in the spotlight during Black Science’s second volume, his elder sister Pia takes center stage for a couple of chapters in this third volume, standing up to a couple of key characters who would dare to try and tell her to sit back and let the adults make decisions on her behalf. While it is true that the cast has been thinned a decent amount since Black Science’s first chapter, the dynamics played off among the current band of misfits feels the most natural and manageable yet. Grant still does not trust Kadir, and Kadir may not be out to prove himself a hero to anyone, but it is that very uneasiness between the two most action-oriented males of the party that makes their relationship so perfect.
Vanishing Pattern sees the party visit but one lone world, whose situation is worse than ever. In this reality, the counterparts to Grant, Shawn, Rebecca, and the other cast members concocted some form of virus that spread across the planet – a planet where Roman Praetorians make use of jetpacks, wrist-bound flamethrowers, and other space-age tech in their quest to punish those who allied themselves with the scientists who damned their world. As is the case with nearly every encounter made across the various planes of reality the main cast has made, the initial run-in with these royal warriors turns violent quickly, and they slowly but surely begin to unravel the mysteries of what went so horribly wrong in this world, while simultaneously deducing the pattern of events that has led them to this place and time.
As random as the Pillar’s jumps appeared to have been, there is, in fact, a pattern that is revealed, as well as an intended vector. Volume three does not answer all of Black Science’s lingering questions, but it does clear up a few key mysteries prevalent during this first act. The art style is, once again, superb throughout, with terrifyingly gorgeous decayed cityscapes splashed across full pages, and the high-flying action of jetpack chases expressed with incredible intensity. The oranges and reds of blood and fire clash violently against the dull and darkened interior of this world’s facilities, wonderfully symbolic of the death and destruction that has been wrought upon this reality, as well as how starkly out of place the exploration team is as strangers in yet another strange land. The finale is, yet again, a cliffhanger – one that excels in shock and horror, yet feels a very appropriate tail-end to this more intensely-focused portion of Black Science’s grander narrative.
My rating: 9.25 (out of 10)
Xbox 360 review: Shadows of the Damned
Shadows of the Damned is, in many ways, simpler in design than some of the more well-known Grasshopper Manufacture games. The story tells of Garcia Hotspur, a leather-jacket wearing and tattoo-decorated demon hunter who is brimming with hardened attitude, on a journey into the depths of hell to rescue the soul of his beloved Paula. Garcia is accompanied by Johnson, a demon who has renounced his hellish nature at the cost of losing his body and being reduced to a flaming skull. Johnson is both tour guide and weapon to Garcia, transforming from a simple torch to three different firearms – pistol, machine gun, and shotgun – each of which receives appropriate, fun and inventive upgrades as the plot progresses.
From the earliest moments of the game, the dynamic between Garcia and Johnson proves among Shadows of the Damned’s highest points. Johnson always has a timely quip to lend to the narrative, and even pokes fun at Garcia’s reading skills during one of the optional storybook segments which offers further exposition to the game’s handful of boss characters. Shadows of the Damned is less reliant on pop culture references than other Suda51 creations like No More Heroes or Lollipop Chainsaw, and the majority of humor therein is quite crude. As such, the delivery sometimes falls flat, but the game never shies away from a fast-paced and intense balls-to-the-wall presentation.
Shadows of the Damned presents a wonderfully cohesive vision of hell that strings together environments that are twisted mockeries of earthly planes within impossible spaces, while sprinkling in fairy tales of the boss characters’ falls to damnation. There are occasional, if not relatively small areas to explore or travel back to in search of an upgrade gem, but by and large, Shadows of the Damned follows a very linear progression through each of its stages. It does offer a solid variety of fun and wildly different gameplay elements that pop up from time to time, including a turret segment and a bowling minigame. The weak link among these is a side-scrolling shoot-‘em-‘up segment reminiscent of a particular stage in Grasshopper Manufacture’s 2D action platformer Black Knight Sword, but here, it feels not only awkwardly pasted in, but more of an annoying hurdle than a clever spin on the established familiar third-person shooter gameplay.
On the subject of the three firearms at Garcia’s disposal, they each bear grounded designs that become increasingly alien and appropriate given the game’s netherworld setting. Red gems upgrade the rate of fire, ammo capacity, reload speed, and so forth for each, as well as the quick-time melee responses for Johnson’s torch form. Each of the firearms performs well in taking down enemies that require particular strategies to be defeated, and overall, these three weapons handle in a manner that is equally balanced between familiar standards of the shooter genre and fresh gameplay variety, and are thus highly intuitive. Much as these guns do well at felling foes, they also serve to solve a number of short-lived but mildly thought-provoking puzzles.
Tunnels filled with shadowy mists that connect portions of some of the game’s levels, as well as moving floors and staircases, incorporate a dash of adventure gameplay. At times, ammo for particular weapons can be sparse, though Garcia can always count on a demon-human hybrid mutant with a hillbilly accent to offer up his wares at a small price at least once per level. The soundtrack is rockin’ from start to finish, with mellow industrial tunes reminiscent of Silent Hill dipping in frequently – fitting, not only due to the game’s narrative direction and themes, but also because the soundtrack was scored by Akira Yamoka.
Shadows of the Damned is not a particularly difficult game, nor is it a particularly lengthy one. There will be learning curves associated with chase sequences at a mere two or three junctures, but beyond those momentary hurdles, players should have no trouble blasting their way through the hordes of hell to reach Garcia’s beloved Paula. The boss fights each present a new strategy, and are enjoyable across the board, though they certainly do not leave as lasting an impression as the boss encounters in Grasshopper Manufacture’s action entries of No More Heroes or Killer is Dead. Perhaps Shadows of the Damned clocking in shy of the ten hour mark is just as well, given the rather straightforward tale that is spun along the way, and the moderate amount of replay value it offers.
My rating: 7.25 (out of 10)
Friday, March 13, 2015
Comic Book review: Venom, Volumes One and Two
My review of the first two volumes in the Venom series, starring Peter Parker's former schoolmate Flash Thompson as Agent Venom.
Volume One: Venom - Written by Rick Remender, illustrated by Tony Moore and Tom Fowler.
Volume Two: Circle of Four - Written by Rick Remender, Rob Williams, and Jeff Parker, illustrated by Lan Medina
Volume One: Venom - Written by Rick Remender, illustrated by Tony Moore and Tom Fowler.
Volume Two: Circle of Four - Written by Rick Remender, Rob Williams, and Jeff Parker, illustrated by Lan Medina
Thursday, March 12, 2015
Anime review: Persona 3: The Movie - #1: Spring of Birth
Following the release of the anime adaptation of Atlus’ well-received Persona 4, film trilogy was announced adapt the story of its predecessor, Persona 3. The first of these films, titled Spring of Birth, serves primarily to set the stage for all that is to come, introducing some of the major characters, teasing the eventual inclusion of others, and familiarizing viewers with the concept of the Dark Hour and Tartarus. While it may cut out a great deal of the content that falls between major plot points, this first installment in the movie trilogy does a solid job at hitting all of the important notes, though its pacing is admittedly a bit odd.
The story begins much like its video game counterpart, with the mostly-silent protagonist (given the name of Makoto Yuuki for the purpose that other characters will constantly be engaging in conversations with or about him) moving into co-ed dorms near Gekkoukan High and experiencing some strange phenomenon. Every night at midnight, clocks, vehicles, and all manner of machinery stop and most people are sealed away in coffins, entering a sort of stasis during a period known as the Dark Hour. The Dark Hour is effectively an hour-long span of time that is only perceived by those with special potential, namely individuals who can all upon Personas to aid them in battle against otherworldly monsters known as Shadows.
On the night of a full moon, these Shadows become notably stronger and more aggressive than usual, breaking out of their natural territory within the fortress of Tartarus, and taking to the streets of the outside world. It is upon one such night that protagonist Makoto Yuuki finds himself in the company of his peers and classmates Mitsuru Kiriho, Akihiko Sanada, and Yukari Takeba, as the Shadows are bearing down upon their dormitory building. Not fully understanding the nature of these Shadow monsters or his schoolmate’s operations with the Specialized Extracurricular Execution Squad (S.E.E.S. for short), Makoto almost instinctively reaches for an Evoker, a gun-shaped device that the S.E.E.S. members rely on, and uses it to summon his first Persona.
What follows, naturally, is an action-packed beat down of the Shadows by Makoto’s Persona, dubbed Orpheus. But there is seemingly something sinister that lurks within his Persona, as – shortly before Makoto passes out from exhaustion – it transforms into a menacing creature that appears to bear some sort of skeletal face and spreads its coffin-shaped wings. Not long after, Makoto recovers and is formerly inducted into S.E.E.S. His peers make a point to bring up that relying too heavily on one’s Persona can be problematic, yet Makoto’s visits to the ethereal Velvet Room make it apparent that his ability to summon multiple Personas makes him an anomaly among Persona users.
From there, the movie takes on two very different approaches to crafting the world and characters or Persona 3 – when highlighting new party members like Fuuka and Junpei, the story’s pacing slows significantly to explain their importance to the operations of S.E.E.S., as well as give viewers a strong impression of their character traits and personal values. This makes their inclusion all the more meaningful, and is one of the film’s greatest strengths, and should provide some relief for any Persona fans who were concerned that this three-film adaptation might attempt to do too much in too brief a time span. Even Shinjiro sees some inclusion in the film, helping to solidify his inevitable recruitment to the S.E.E.S. cause in the second film, while Koromaru and Ken both make brief cameos during the opening credits.
On the other hand, the film barrels past the everyday school studies, athletics and club activities, and time spent out on the town. The anime adaptation of Persona 4 similarly kept its focus on the major story points, but still slowed down every once in a while to explore the Inaba locals and the small yet personal rewards Yu Narukami and his teenage crew of investigators earned as a result of their setting aside time to tackle minor requests. In this first Persona 3 film, the most direct involvement with teachers, classmates, and non-S.E.E.S. peers comes in the form of brief montages. While these sequences do show Makoto taking part in some school activities and even meeting up with Junpei for an afternoon at the arcade, it doesn’t offer as solid an immersion in Gekkoukan High or its surrounding locales.
The animation is solid throughout – arguably better than the Persona 4 anime, in most cases. Character renders have seen significant updates in terms of their level of detail and fluid motions from the cutscenes that played out during the original Persona 3 video game. The splotchy dark watercolor look of the invading Dark Hour on previously-established environments does a great job of presenting these areas as both familiar and alien. Meanwhile the few portions of Tartarus that are shown present it as a labyrinth fortress, with elegant floors, arched windows, and dull lighting emanating from wall-mounted candles. The soundtrack brings back a number of the video games’ upbeat and peppy tunes, as well as some of the more dire, heavy rock-influenced songs, with remixes sprinkled throughout (some significantly altered, others with more subtle tweaks).
Spring of Birth is not a perfect adaptation of the Persona 3 story, and its hour-and-a-half runtime begs the question as to how successful the two following films will adapt the later legs of the video game source material. The material that the film does cut out may not have left a major impact on the core plot of Persona 3, but it does rob the film of some of the video game’s unique quirks, as well as any connections between the S.E.E.S. members and their non-Persona-adept classmates. The major points that it does focus on, however, are handled quite well, and go a long way in establishing connections between the S.E.E.S. members, as well as painting the Shadows of Tartarus as an ever-looming threat, even if one scene late in the film is drawn out to an agonizing length and almost laughably bad presentation.
My rating: 7 (out of 10)
Labels:
action,
adaptation,
anime review,
Atlus,
dark fantasy,
fantasy,
JRPG,
Persona 3,
sci-fi,
video games
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, December 28, 2014
Anime review: Space Pirate Captain Harlock
A classic of a bygone era, before anime was so distinctly identified by wide-eyed faces or drawn-out power-up sequences, Space Pirate Captain Harlock’s more rounded character designs and heavy influence by western animators from the late seventies/early eighties stood among the first of their kind, then commonly referred to as ‘Japan-imation’. Fast-forward to 2013, and Captain Harlock’s latest outing is a film that revisits the roots of the character in a gloriously-rendered, if not frequently dark and gritty-looking, full CG adaptation. One of the great things about this new take on Captain Harlock is that it is easily accessible to newcomers like myself, who were born many years after Harlock’s original animated run, while still retaining the core cast and updating familiar plot points for the sake of streamlining the presentation.
Captain Harlock and his skull-decorated ship, the Arcadia – an appropriately pirate-themed vessel, matching the free-from-law lifestyle of those on board – are considered phantoms among those who have heard of them. They appear and disappear quickly, making short work of those they intend to plunder from, and though some have claimed to land hits on the Arcadia, it does not seem to make a difference, as the ship has some strange qualities of self-repair. When the Arcadia lands on a backwater world, a group of young men chase its smoky trail to its landing site, but only one – the steadfast Logan – makes the cut and is allowed to join the company of Harlock’s crew.
Logan is introduced to a few key crew members early on, including the lethal blonde beauty Kei, and the scruffy, often comical Yullian. Harlock, however, remains distant, an imposing figure always observing Logan, but rarely addressing him directly. This is perhaps for the better, as a brief while after he sets course for the stars in the company of Harlock’s loyal crew, it is revealed that Logan is actually a spy planted by the Gaia Sanction, a group determined to keep the Earth free from anyone setting foot on its surface, lest the bloody Homecoming War of a hundred years prior be repeated. Under the command of his wheelchair-bound brother Ezra, Logan is to inform them of the location and status of the Arcadia, as well as attempt an assassination of its infamous Captain Harlock.
Practically every facet of this film has been updated for today’s audiences. The pacing is spot-on, granting viewers enough time to become invested in the characters early on and subsequently find themselves immersed in the space-age fantasy tech. Harlock does a great job of pushing a ‘gritty reboot’ style that has seemingly become the norm for many properties in both the east and west hemispheres over the past decade. And yet, despite the greater degree of realism in character designs and the intimidating capabilities of the Arcadia, the film does not completely do away with the exciting fantasy thematic – rather, it embraces it just enough to cater to a broad audience. The concept of space pirates who fly the flag of skull and crossbones will no doubt entertain younger viewers, while the gravity of decisions made by the individual characters will satisfy the older crowd, and prevent this film from being simply a whimsical retread of the pioneering days of anime from which Harlock, Mobile Suit Gundam, and many other classics hail.
Admittedly, there are a couple of segments late in the film where certain characters seem to see their conflict as larger than life, and the manner in which these quarrels are dealt with might feel more at home in a film more heavily emphasizing fantastical and over-the-top fights. While these brief sequences are somewhat silly in the grand scheme of things, the tone of the film remains otherwise quite consistent throughout. This updated version of Captain Harlock is a masterful accomplishment in terms of its visuals, as a ludicrous amount of detail is worked into every environment, each character’s expressions are complex and eeriely human, and ship-to-ship combat a most fiery and bombastic spectacle to behold. Space Pirate Captain Harlock is what fun movie experiences ought to be all about – it may not be the most complicated story ever conveyed, but it knows when to pull the right punches, and has something to offer viewers both young and old.
My rating: 8.5 (out of 10)
Sunday, November 23, 2014
Anime review: Bayonetta: Bloody Fate
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)
Sunday, September 28, 2014
Anime review: Persona 4: The Animation
Anime adaptations of video games and other licensed properties sometimes receive a bad reputation due to their nature of being produced solely to make a quick buck based on namesake. Persona 4: The Animation is a curious case of trimming a fifty-plus hour JRPG into a twenty-six episode series. There’s a lot to consider with such a bold undertaking – what gets left on the cutting room floor, how do the writers properly convey such a large and diverse main cast, and how could the variables unique to each individual player’s experiences factor in without alienating viewers? The result, while perhaps not perfect, is one of the more successful forays into adapting a video game to anime in recent years.
As with the video game, Persona 4: The Animation begins with Yu Narukami moving to the small town of Inaba to live with his Uncle Dojima, the local detective, and young cousin Nanako. Early on during his stay, Yu hears rumors of a television broadcast that airs rainy evenings as the clock strikes midnight, and begins to formulate with his friends and classmates as to whether this Midnight Channel might share any connection to a recent string of murders in the area. After a few brief ventures into the world behind the television screen, Yu and friends learn they must face their inner selves in order to call upon the Arcana powers of their own unique Personas and face off against the violent Shadows that inhabit the TV realm.
Yu is the lone exception to the rule of everyone hosting a singular Persona, as he can forge bonds with his friends and locals in order to expand his capabilities. While the actual process of his forging social links is largely glossed over in this anime version due these being left largely up to individual players’ discretion in the video game, a few episodes see Yu interacting with NPCs and taking time away from the murder case in order to help an old lady and tutor a child. The dungeons are typically completely explored within a single episode each, as the anime is less concerned with the process of fighting hordes of enemies and opening treasure chests, opting instead to place greater emphasis on the investigative team facing their shadow selves and subsequently revealing more about their personalities and character traits.
Key non-combat events from the game also receive ample attention, including the school camping trip and Miss Yasogami beauty pageant. It provides a fresh break from the otherwise intense atmosphere and darker color palettes within the TV world. The animation style itself is highly reminiscent of the few fully-animated cutscenes from the video game, though Persona 4: The Animation has a notably higher production quality than said sequences. A few new subplots, such as Nanako dressing up as a magical-girl-meets-Sherlock-Holmes anime protagonist and tailing Yu to find out what he has been up to all summer break, add a bit more lighthearted storytelling that is welcome in putting a slight spin on a story otherwise quite familiar to those who have already poured multiple days worth of time into the video game.
The majority of the cast from the video game’s localization return for the English dub of the anime, with only a couple change-ups – Chie’s being the most instantly noticeable, due to how heavily involved in the story she is from the outset. Johnny Yong Bosch’s voice work for Yu Narukami is a real treat – while he may not be highly talkative in order to preserve a sense of neutrality and focus the story more on Yosuke, Yukiko, Kanji, and so on, there are certain points in the anime where he will deliver lines of dialogue that would be considered the strange or obscure options in-game. This often creates evokes humorous responses from his companions. With many of the gaps bridged due to the anime not covering so much of the downtime between dungeons, Naoto’s inclusion in the story is more consistent, and Margaret prefaces nearly every episode, giving the Velvet Room a constant presence, though one that is left largely unexplained in this version of the story. Dojima is effectively reduced to a one-dimensional and often bitter individual, which makes his shift to becoming a more caring parent in the later episodes both sudden and clunky.
As is only to be expected, the endgame storylines see slower pacing in order to fully prepare viewers for the multi-layered revelations. They remain just as half-baked as in the video game version, however, and it is a shame that both interpretations of Persona 4 stumble over themselves so late in their runs. Aside from a couple of the events signifying a maxed out social link being shuffled around to places that proved more convenient in this version, Persona 4: The Animation remains largely unchanged from its video game counterpart, and given how story-heavy the game was to begin with, that’s probably just as well. There is little revolutionary about this adaptation, but at the same time, it does exactly what it sets out to do, offering ample time to highlight Naoto’s gender dysphoria, Rise’s stress from life in the spotlight, and Teddie’s existentialism.
My rating: 7 (out of 10)
Monday, September 22, 2014
PS2 review: Persona 4
It’s the start of a new school year, and a high school student has moved to the small town of Inaba to live with his uncle Dojima, a local detective, and young cousin Nanako. Shortly after his arrival, this high schooler learns of a few odd happenings around Inaba. First is the Midnight Channel, a static-laden television broadcast that seems to display the faces of certain locals on rainy nights as the clock strikes twelve. Second is a series of murders that, while involving victims who were seemingly unrelated, may be connected through their faces appearing on the Midnight Channel prior to their deaths. After making a few friends among his classmates, this newcomer decides to investigate the murders, utilizing a newfound ability to enter a world behind the television screen and call upon the Arcana powers of Personas.
The ability to utilize multiple Personas and their varying powers and skill sets is what sets the player-controlled protagonist apart from his comrades – you, the player, are able to adjust your own play style on the fly. You are only able to take three others with you into any given dungeon crawling session, and while some are better suited as healers, physical fighters, or stat boosters, each tends to specialize in at least one type of magic. In the case of Yukiko, her Persona hits foes with fire attacks and can also heal up party members, while Kanji is more focused on physical attacks at the cost of some lost HP, as well as electric attacks and a couple of boosts to your party members’ stats. In order to best compliment the offerings that your companions bring to the fight, you will need to visit the ethereal plane of the Velvet Room and fuse Personas that you collect from defeating enemies. Each Persona is attributed to a different symbol of the Arcana, such as Death, the Tower, the High Priestess, the Hierophant, the Chariot, the Lovers, and so forth. Building up your social links in-between your dungeon crawling sessions is key to earning experience bonuses when fusing these Personas and granting your allies a greater range of abilities in battle.
Maxing out every social link in a single playthrough is impossible, so it’s up to your own discretion in determining which social links you wish to pursue. Those associated with jobs and tasks around town typically take less time to complete, though the bonuses earned from your party members’ social links are always more significant, making the extra time it takes to complete them all the more worthwhile. Social links with some of the female party members and classmates can also open the door to romantic pursuits, though these are not necessary and you can opt to remain as friends – it will simply prompt altered and extra dialogue segments after you have cemented an intimate relationship.
With the option to participate in sports and school clubs, take up part-time jobs, spend time fishing, tutoring, and so on, no two playthroughs will be quite the same. The large amount of downtime in-between dungeons is one of the elements that sets Persona 4 so far apart from many of its JRPG contemporaries. Which of these tasks you decide to take up will boost your skills in Understanding, Diligence, Courage, Expression, and Knowledge, and jobs will net you extra cash depending on how devoted or focused you are. Meanwhile, the dungeon exploration segments are reminiscent of some of the older Final Fantasy titles, with multiple sprawling floors of interconnected chambers and hallways, and enemies that become tougher the higher you climb. While the earliest of dungeons are host to classic fantasy aesthetics, later locales includes a sauna, an anime-style secret base, and a metaphysical 8-bit video game.
Each dungeon concludes with a challenging boss fight, though each boss has a relatively predictable pattern of attacks, buffs, and defensive options. While these could not be more different from one boss encounter to the next, you may find that being beaten the first time you attempt to take on one of these powerful foes will grant you a more solid plan of attack with the next attempt. Later dungeons include a mid-dungeon miniboss encounter, while every dungeon includes two kinds of chests – small chests, which often contain health and magic-replenishing items, and golden chests, which must be opened with keys that are sometimes earned from fallen enemies. These golden chests often contain weapons or armor, as well as rare and valuable materials for crafting at the local metalsmith.
Persona 4’s approach to the dungeons is highly unorthodox, as it is not required that you complete each dungeon in a single attempt. Rather, you can tackle any given dungeon over the course of multiple days (or multiple weeks, even). The only risk you run of seeing a ‘game over’ screen is if you do not reach the end of a dungeon by the time heavy rain and the fog that follows are to set in, which would effectively see to the death of whoever has been thrown into the television world at that time due to the enemy shadows growing overly powerful.
However, Persona 4 suffers from an archaic save system, in that the only places you are able to save the game are the hubworld area within the Midnight Channel, and the final floor preceding each dungeon’s boss fight. And while it would be fine and dandy to save after you’ve cleared each and every floor of each dungeon, the amount of money you would waste on the Goho-M items which warp your party back to the dungeon entrance would prove ludicrous in the long run. This certainly adds an old-school RPG challenge factor to the combat-heavy portions of the game, but it can also be quite frustrating, especially in the earlier dungeons when you have a less concrete idea of how tough the enemies that lie in wait ahead are going to be.
When you do square off against enemy Shadows, it is important to learn what sorts of attacks each is weak to, as well as what your own Personas a weak against. Hitting an enemy with whatever they are weak to will net you both a critical hit and an immediate bonus strike to either finish them off or to focus your efforts on another enemy on the field. Ocassionally, your allies will request to perform a strong physical attack, which will always end in a critical hit. These criticals, as well as the ones earned from exploiting an enemy’s weakness, will cause them to fall down. If all foes in a fight have fallen, your party can then band together to pile on in a cartoonish cloud of dust and sound effect symbols, dishing out a heaping helping of damage that frequently finishes those enemies off.
After your newest ally faces their shadow self at the conclusion of a dungeon, they will begin to open up to you about their insecurities and personal struggles. For some, these are more commonplace pressures of feeling the need to please family and friends, or adhere to certain expectations that others have for them. In a few cases, the game takes a very twenty-first century approach to deconstructing characters by exploring their confusions regarding sexuality and their own gender identities. Persona 4 does a magnificent job of tackling these in a pointed manner while still maintaining its often cartoonish and comedic routine, which goes a long way in advancing classic staples of the JRPG subgenre, hand-in-hand with the highly-creative dungeon designs and emphasis on non-combat subplots and game mechanics.
While Persona 4 does well to consistently deliver generally high quality and quantity for the sum of its parts, the endgame stretch does fall victim to a streamlining process that robs the experience of some of its quirky spirit as well as the previously high degree of interactivity and player freedom. The last few hours of the game effectively become a series of pre-scripted dialogue sequences, some of which can result in a ‘bad ending’ cutscene if selected improperly. The motives for key individuals will also likely leave a great number of devotees disappointed, given how uninspired and plain stupid they are both in the context of the game world and as general driving forces for character development were they to be applied to a story in any other medium. That said, most of the party members weave stories that pan out in rewarding manners, so while the experience does see some significant falters later on, the journey taken there is, by and large, an excellent modernized spin on the fundamentals of classic JRPGs.
My rating: 8.75 (out of 10)
Labels:
Atlus,
dark fantasy,
detective story,
fantasy,
game review,
JRPG,
mystery,
Persona 4,
PS2,
RPG,
turn-based
Monday, May 26, 2014
Anime review: Puella Magi Madoka Magica: Rebellion
Fair warning: while this review will not reveal major spoilers about the film itself, it will contain spoilers regarding the Madoka anime series.
A twelve-episode series and two recap films later, the story of Puella Magi Madoka Magica tells its final chapter in a third film, titled Rebellion. After Madoka transcended to the level of a god and rewrote the laws of the universe, Homura was left in a new timeline where the curse of magical girls becoming witches did not apply. Instead, the energy of negative emotions and thoughts manifested in the form of beings known as wraiths, and hunting these became the new role of magical girls. While Madoka’s memory was wiped from existence, Homura still remembered her best friend and everything the two had sacrificed for each other’s sake. In the final moments of the anime, Homura displayed dark wings, implying her own powers had grown beyond what was typical of a magical girl.
It may come as something of a surprise, then, that Rebellion begins with all five of the magical girls from the series watching over the city and quelling nightmares before they grow out of control. There is a certain similarity between the presentation of these nightmares and the witches of the original anime, in that they are both presented in a very distinct style not exhibited by many other works in said medium. Backgrounds transition from a grayscale cityscape to colorful quilt-like patterns, while the physical forms of these nightmares are filmed as live-action 3D models than are layered into this 2D animated realm. While only a few instances of this are exhibited throughout the film, it works well as an evolution of the way the anime presented the witch’s labyrinths.
Within a half-hour of the film getting underway, both Homura and the audience are strikingly aware of the fact that something is off with the world as it being perceived. Some of the magical girls remember key events from the anime, others do not. The world appears more exaggerated and stylized, with gothic architecture and a greater contrast in colors prevalent as the world gradually shifts away from a familiar realm of modern technology witnessed throughout the majority of the series. Thus, Homura’s goal becomes that of uncovering the truth – why things appear out of order, what happened to the witches, and most importantly, what the full ramifications of Madoka’s ultimate sacrifice were.
One of Rebellion’s big selling points prior to its release was that it would introduce a new magical girl. However, the fact that she receives very little screen time and is allotted practically nothing in the way of time to develop into anything more than a mildly interesting plot device makes her inclusion more or less a joke. The animation and artistic style of the film, while still very good, do not display any significant increase in production value over the original series. The soundtrack is similarly a bit underwhelming – it certainly perpetuates an atmosphere similar to the series, but does not contain many complex or interesting tunes by comparison.
The brilliance of Puella Magi Madoka Magica was in its delivery and pacing – each of the twelve episodes layered the necessary information while similarly taking the time to focus on each character and weave a complex story, the full extent of which was not realized until the final few episodes. However, by the time Rebellion rolls around, viewers are intimately familiar with the personalities and behaviors of each magical girl, and while the first twenty minutes or so are a fun trip down memory lane, this portion of the film serves largely as a highlight reel for their individual powers and techniques. Once Homura picks up on the world being an imperfect vision of what she once knew, the story becomes incredibly predictable and reveals itself as unfortunately simplistic.
When Hideaki Anno set out to create End of Evangelion as a follow-up to the original Neon Genesis Evangelion, he did so with a few factors in mind – viewers being disappointed over the original series’ conclusion, the budget restraints the original series faced, the grander vision he had for the story, and the increase in popularity Evangelion saw a couple of years after its initial release. With Rebellion effectively taking on the same role of a follow-up film to an otherwise already-concluded series, it feels like a cheap cash-in for the sake of Madoka being so popular upon its initial release. The new endgame is a pointless retread of familiar territory, and attempts to explain itself as an end-all be-all solution for one final happy(-ish) ending, but there is little thought or care put into it. While the magical girls all display watered-down versions of their personalities from the series due to Rebellion’s less-than-two-hour runtime, Homura’s is the most insulting, as she is reduced to a selfish, almost sinister caricature of the complicated, hardened, and loving individual revealed by the conclusion of the original series.
My rating: 5 (out of 10)
A twelve-episode series and two recap films later, the story of Puella Magi Madoka Magica tells its final chapter in a third film, titled Rebellion. After Madoka transcended to the level of a god and rewrote the laws of the universe, Homura was left in a new timeline where the curse of magical girls becoming witches did not apply. Instead, the energy of negative emotions and thoughts manifested in the form of beings known as wraiths, and hunting these became the new role of magical girls. While Madoka’s memory was wiped from existence, Homura still remembered her best friend and everything the two had sacrificed for each other’s sake. In the final moments of the anime, Homura displayed dark wings, implying her own powers had grown beyond what was typical of a magical girl.
It may come as something of a surprise, then, that Rebellion begins with all five of the magical girls from the series watching over the city and quelling nightmares before they grow out of control. There is a certain similarity between the presentation of these nightmares and the witches of the original anime, in that they are both presented in a very distinct style not exhibited by many other works in said medium. Backgrounds transition from a grayscale cityscape to colorful quilt-like patterns, while the physical forms of these nightmares are filmed as live-action 3D models than are layered into this 2D animated realm. While only a few instances of this are exhibited throughout the film, it works well as an evolution of the way the anime presented the witch’s labyrinths.
Within a half-hour of the film getting underway, both Homura and the audience are strikingly aware of the fact that something is off with the world as it being perceived. Some of the magical girls remember key events from the anime, others do not. The world appears more exaggerated and stylized, with gothic architecture and a greater contrast in colors prevalent as the world gradually shifts away from a familiar realm of modern technology witnessed throughout the majority of the series. Thus, Homura’s goal becomes that of uncovering the truth – why things appear out of order, what happened to the witches, and most importantly, what the full ramifications of Madoka’s ultimate sacrifice were.
One of Rebellion’s big selling points prior to its release was that it would introduce a new magical girl. However, the fact that she receives very little screen time and is allotted practically nothing in the way of time to develop into anything more than a mildly interesting plot device makes her inclusion more or less a joke. The animation and artistic style of the film, while still very good, do not display any significant increase in production value over the original series. The soundtrack is similarly a bit underwhelming – it certainly perpetuates an atmosphere similar to the series, but does not contain many complex or interesting tunes by comparison.
The brilliance of Puella Magi Madoka Magica was in its delivery and pacing – each of the twelve episodes layered the necessary information while similarly taking the time to focus on each character and weave a complex story, the full extent of which was not realized until the final few episodes. However, by the time Rebellion rolls around, viewers are intimately familiar with the personalities and behaviors of each magical girl, and while the first twenty minutes or so are a fun trip down memory lane, this portion of the film serves largely as a highlight reel for their individual powers and techniques. Once Homura picks up on the world being an imperfect vision of what she once knew, the story becomes incredibly predictable and reveals itself as unfortunately simplistic.
When Hideaki Anno set out to create End of Evangelion as a follow-up to the original Neon Genesis Evangelion, he did so with a few factors in mind – viewers being disappointed over the original series’ conclusion, the budget restraints the original series faced, the grander vision he had for the story, and the increase in popularity Evangelion saw a couple of years after its initial release. With Rebellion effectively taking on the same role of a follow-up film to an otherwise already-concluded series, it feels like a cheap cash-in for the sake of Madoka being so popular upon its initial release. The new endgame is a pointless retread of familiar territory, and attempts to explain itself as an end-all be-all solution for one final happy(-ish) ending, but there is little thought or care put into it. While the magical girls all display watered-down versions of their personalities from the series due to Rebellion’s less-than-two-hour runtime, Homura’s is the most insulting, as she is reduced to a selfish, almost sinister caricature of the complicated, hardened, and loving individual revealed by the conclusion of the original series.
My rating: 5 (out of 10)
Sunday, May 11, 2014
Anime review: From the New World
Set in a post-apocalyptic Japan, Shin Sekai Yori, otherwise known as From the New World, depicts a society that has largely reverted to feudal era technologies. People rely on waterways as their primary means of transportation, live in tight-knit communities, and emphasize teamwork as schoolchildren are divided into small groups they are meant to stay with until graduation. While all of this may seem rather mundane, the biggest defining characteristic of the series is that all the humans bear some psychic powers that manifest in slightly different ways. Satoru, for example, can change the surface of an environment to be reflective, offering him a look down a long hallway without risking his safety. Maria can levitate her body, while others are capable of deflecting arrows or commanding fire, the latter being the trait most commonly exhibited by the main protagonist, Saki.
When Saki’s story begins, she is but a child, thrown into a group with five of her peers. As they learn about their psychic powers, referred to as their Cantus, they are instructed to take part in various challenges – some team-based, others independent. However, one of the children in Saki’s group apparently cannot harness their powers to as full or focused an extent as the others, and soon after the teachers take note of this, the child ceases to show up to class. Thus is the first of many scenarios which will drive Saki, Satoru, Shun, Maria, and Mamoru to question just what the motives of the adults are, how their society truly operates, and what exactly happened between the arrival of the first Cantus users hundreds of years ago up to present day.
One of the great dangers Saki and friends learn of early on is the Fiends, Cantus users whose powers run wild, their behavior turning animalistic. Or at least, that is what they are claimed to be. These Fiends supposedly appear on very rare occasions, and much of the information on them, as well as information regarding the rest of the old world ways, is restricted. Some of this knowledge is retained within small databanks that resemble small horse-like creatures known as False Minoshiros. During their adventures, Saki and friends encounter more than one of these False Minoshiros, but much of the truth of humanity’s past is not divulged until late in the series.
The children also make multiple encounters with a species that resembles large naked mole rats. These creatures stand around two to three feet tall, with rare exceptions like the proud warrior Kiroumaru standing as tall as an adult human. Different colonies of these rats bear different skin tones, facial structures, etc., but each colony is intelligent to the point of understanding human speech and operating on their own as they gather supplies to dig for resources underground. Squealer is the rat Saki, Satoru, and company encounter most frequently, and despite their confidence in the fact that these rats perceive humans and their Cantus abilities as god-like, they are ever-catious of Squealer as his behavior is sometimes suspicious.
The animals that inhabit this future world range from the aforementioned sentient naked mole rats, to giant cave-dwelling crabs, to ruthless hunter cats that the townspeople use to seek out and destroy Fiends – all bizarre mutations on real-world animals. Some of these creatures evolved on their own post-old world fallout, while others were designed by humans to serve particular purposes. Even the humans, with their mastery over psychokinesis, have restrictions worked into their gene pool. High tense situations force young adults to turn to physical interaction as a way to calm their nerves, sexual orientation apparently being completely irrelevant, as seemingly every character shows the capability of being attracted to both genders. Even more extreme is the Shame of Death, an involuntary reaction that will instantly kill a human should they attempt to kill another human. In theory, this creates a peaceful society that seeks only to benefit the whole, but as anyone familiar with dystopian media is well-aware, there are always ways around these restrictions, and what lurks in the shadows may seek to undo everything the humans have crafted these past many centuries.
From the New World weaves its story over multiple decades, throwing in themes of coming-of-age, piecing together puzzles from one’s past, the conflict of man vs. nature, and the strive to achieve one’s personal goals even as death and loss are prevalent around them. For this series delivers a number of plot twists and shock value moments, the biggest ones being at the conclusion of story arcs. The finale, while fitting and intelligently plotted, is not exactly what should be described as a ‘happy ending’. Saki and friends’ desire to expose the truth comes at a cost, and though these new world humans wield incredible powers, they are not all-powerful.
The way the five core characters are handled from the start of the series to its conclusion is human and practical, even if the society in which they live is somewhat removed from our own. The manner in which Saki and friends deal with emotional, physical, and moral challenges certainly paints them as rebels within their own time and place, but they are all the more likeable for that reason. As strikingly different of outcomes result from Shun, Satoru, Maria, and Mamoru's own personal journeys, the story always centers back on Saki, whether she is exploring the forests with her schoolmates, digging up information on the monster rats, or seeking advice from her elders on how to deal with newfound responsibilities. Truth be told, I don’t think the series would have been half as enjoyable if a character with less perseverance, someone who has not had to deal with a much personal loss, someone who lacked Saki’s quick-wittedness, had taken the role of main protagonist.
The soundtrack incorporates original tunes that emphasize classical string instruments, drums, and hauntingly beautiful vocals, as well as portions of Dvorak’s New World Symphony. The character designs are rather typical of the contemporary digital animation style, though the way their hairstyles and items of clothing are rendered shows a curiously unique attention to detail. The colors of environments like green fields where breezes blow through, the dark and muddy caves of the rats, and the torch lit interiors of wooden buildings are distinctly different, but somehow all retain a consistent style – quite a feat, considering some of the bold places the anime takes its characters, as well as some of the stranger-looking creatures that line these landscapes.
Few series in this day and age dare to spend so much time exploring the world and its inhabitants as From the New World does. It would have been simple for the writers to focus on cool psychic battles and brush the multi-layered story to the side for the sake of pretty visuals, but that would have robbed us of such an intelligently-crafted tale. During the final story arc, the pacing does pick up a bit to advance toward the endgame trials, but this is after multiple timeskips and years of Saki preparing for her ultimate role in the tale, so it is largely forgivable. The final story arc is decidedly a bit more single-minded than the previous portions of the story, but it does well to bring all the intertwined plot points to a sensible head. From the New World is frothing with creativity, and with a smart and daring story to boot, once you get to watching, it’s hard to ignore just how much higher a quality and quantity this series provides during its twenty-five episode run than most any of its mainstream contemporaries.
My rating: 8.75 (out of 10)
Subscribe to:
Posts (Atom)