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Showing posts with label horror. Show all posts
Showing posts with label horror. Show all posts

Wednesday, May 18, 2016

Anime review: Mobile Suit Gundam Thunderbolt


In similar vein to Gundam OVAs 0080: War in the Pocket and 08th MS Team, Mobile Suit Gundam Thunderbolt presents a small scaled conflict that is but a sample of a widespread war. It spends ample time detailing the life and struggles facing both Federation and Zeon soldiers, with the former hoping that a prototype Gundam and one hotshot, self-absorbed pilot will grant them victory over a ravaged sector of space marked by the debris of abandoned space colonies. The main Zeon forces, meanwhile, stand out from the pack as being almost exclusively amputees, with their main pilot out to prove his worth in beating back the Federation forces, while also looking out for his friends and comrades-in-arms.

Gundam Thunderbolt is a very short watch. Four episodes clock in at less than twenty-five minutes a piece. But the series does not lack polish – following in the footsteps of Unicorn and The Origin, the digital animation nears movie quality, with a decidedly darker atmosphere to many environments, further playing up the desperate measures taken during the One Year War. This visual style is strikingly appropriate, given that Thunderbolt explores the motivations of the two lead pilots in great detail, as well as explores the horrible atrocities both factions carried out in hopes of securing their victory over what is essentially a mole hill compared to the ‘mountains’ of Zeon strongholds like Solomon and A Baoa Qu. If there was ever any doubt that both the Federation and the Zeons could be responsible for some morally questionable, unsettling tactics, you need look no further than Gundam Thunderbolt.

And that’s a large part of what makes Thunderbolt such a worthwhile watch; it packs a hard punch, with mature themes and few real ‘heroes’ in the mix. It also boasts an incredibly catchy, upbeat soundtrack that samples jazz, funk, and love ballads, all of which presents an eerie, yet wonderful contrast to the narrative themes at play. If nothing else, Thunderbolt is worth giving a shot for its Cowboy Bebop-flavored tunes, and worth sticking around for the escalation of power and subsequent devolution of humanity.

My rating: 8 (out of 10)

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)

Sunday, January 31, 2016

PC review: Fallout 4


After their release of the fifth major Elder Scrolls title, Bethesda has returned to the post-apocalyptic setting of the Fallout series, with Fallout 4 being set in the Commonwealth, formerly the area surrounding Boston. Fenway Park has been reorganized into the central hub known as Diamond City, and the cityscape is a hodgepodge of old New England brick buildings with towering paneled steel skyscrapers. Following the example set forth by Obsidian’s Fallout: New Vegas, Fallout 4 effectively allows players to roam freely once the hour-long run of tutorial quests has been cleared.

Prior to the core game taking place, players bear witness to life before the bombs dropped in the small suburb of Sanctuary. Character creation grants a great degree of customization options, including the gender of the protagonist, and for the first time in the series, the main character speaks to allies and enemies alike. After being visited by a Vault-Tec representative and reserving their space in Vault 111, the happy family life is interrupted as news breaks on the television of the first bombs dropping. Grabbing their infant son Shaun, the protagonist and his/her spouse run for Vault 111, and are sealed inside just as a mushroom cloud paints the horizon.

Inside Vault 111, the couple and their baby are ushered into cryostasis pods, where they are frozen in time to outlast the nuclear radiation above ground. However, the protagonist’s sleep is interrupted early after a small band of scientists and a raider crack the seal on their spouse’s pod, and kill them in a struggle to steal their baby. The protagonist is forced to watch helplessly as their child is taken away, and they are left as the only surviving adult in Vault 111, drifting back off to cryostasis-induced sleep for a bit until their pod is finally cracked open, and they are freed to venture forth into the wastes of the Commonwealth in search of their son and the individuals responsible for his kidnapping.


Fallout 4 suffers from a similar problem as The Elder Scrolls IV: Oblivion, in that the main story doesn’t offer a particularly compelling narrative, and that side quests relating to the game’s various major factions are consistently more interesting, more widely varied in their offerings, and generally more challenging. Simply playing the main story missions will not last particularly long, and the ultimate goal of finding one’s lost son pales even in the company of bringing clean water to the people of the Capital Wasteland in Fallout 3. It is far easier to sink hours into establishing the band of regional do-gooders known as the Minutemen, helping human-like Synths who wish to escape their Institute overlords via a new-age Underground Railroad, and uncovering the twisted goals of Vault-Tec in the other regional Vaults.

While the option to roam largely wherever one’s heart desires early on is very much appreciated, the game world, though large, is still much smaller than other open-world contemporaries like Grand Theft Auto V or Xenoblade Chronicles X. Still, the Commonwealth is littered with many locations to discover, and exploration feels rewarding. Leveling up in Fallout 4 proceeds faster than in Fallout 3 or New Vegas, and Fallout 4 technically lacks a level cap. This is partially due to the much broader offerings of the perk system – classics like Bloody Mess, Lady Killer, and Mysterious Stranger make their returns, but a whole slew of new ones round out the list, and all serve comparably useful ends. The V.A.T.S. system, which slows time for players to hone their attacks to specific body parts on enemies, remains effectively unchanged from the last outing.


A core part of the Fallout series’ identity stems from its 1950’s retro-future aesthetic, while the games are also largely recognized for their dark humor. Bethesda has selected many catchy tunes for Diamond City Radio to broadcast, though a good handful of these songs are reused from Fallout 3. The humor in Fallout 4, meanwhile, is split quite evenly between dry, situational humor and the less effective instances of characters taking a none-too-subtle push of exclaiming just how much violence and death can be entertaining in this decayed world. It’s an unfortunate step backwards, as both Fallout 3 and New Vegas excelled at the much more engaging approach of ‘showing over telling’.

Fallout 4 also utilizes a small selection of dialogue options when interacting with quest-specific characters or companions. Generally, two of these options end up resulting in the same responses, while one is a negative response or decline of engaging in conversation, and the fourth and final option is almost always a sarcastic statement. The sarcastic options rarely add anything valuable to the conversation, while the three other options are often vague descriptors for the full sentences that your protagonist will ultimately dish out. Dialogue options that are colored in yellow, orange, or red are persuasive and threatening approaches, and their respective color is dependent on how far you have leveled up their associated perks. Nine times out of ten, though, it feels like the dialogue options serve more to boost your affinity ratings with companion characters than they do to progress whatever quest you are currently undertaking.


In a similar vein, Fallout 4’s quests and indoor environments are more linear in design than those in Fallout 3, New Vegas, or even The Elder Scrolls titles. While they may not be as expansive overall, these locations are much easier to navigate, reducing the likelihood that you will find yourself lost in some deep and winding labyrinth. The wait times as these areas load is longer than one would expect from a game of this generation, and Fallout 4’s bugs and glitches are plentiful. While I never encountered any hiccups that were game-breaking, I did find three or four glitches each time that I fired the game up – whether it was a stray bullet that ricocheted off a car and caused it to fly forward like a Frisbee, NPCs pushing one another around during dialogue sequences, full sentences being skipped for no discernible reason, or Deathclaws clipping through buildings only to launch sky-high and immediately die upon their return to the ground, Fallout 4 lacks a considerable amount of polish in this department.

Conversely, character models look quite good on the whole. Standouts include companion characters like Piper (whose animations are highly expressive), Nick Valentine (with a network of mechanical pieces visible through his cracked facial structure), and the Mr. Handy models (whose eyes are constantly zooming and retracting, while bobbing up and down, independent of one another). In fact, the companion characters are one of the game’s strongest points. While human-friendly Super Mutant Strong and canine pal Dogmeat operate almost exactly the same as their equivalents in previous games, Piper is a reporter determined uncover a Synth conspiracy in Diamond City, Nick Valentine is a slick trenchcoat-wearing private eye with considerable knowledge of the Commonwealth, Deacon is a ‘far-out’ beatnik master of disguise assisting The Railroad in their aims of freeing runaway Synths from the enigmatic Institute, and Curie is a pre-war Miss Nanny robot who fills the role of questioning ‘where do the lines between man and machine blur’ with her insistence on research and finding a way to be inspired beyond her programming. On the whole, Fallout 4’s characters are a nicely varied bunch, with a few being among the best the series has seen to date. Upon reaching maximum affinity levels with each companion, players earn an additional perk specific to that companion’s behavior, while some companions can even be romanced.


Helping NPCs on various quests can unlock new settlements for you to establish and build structures, defenses, workbenches, food, water, and energy. It’s a welcome addition that not only increases the play time value of Fallout 4, but also finally makes use of the various junk items you discover in your journeys. Cans, toy rocket ships, fallen trees, turret switchboards, old cameras, and many other assorted items can be taken to workbenches and broken down into base resources, which can then be recycled for constructing settlement necessities. While this settlement management system is neither the most fleshed-out, nor the most actively rewarding version of such an addition to an open-world game, it does bring something fresh and coherent into the mix.

Additional workbenches can be used to concoct health items, and customize weapons and armor. Pieces of Power Armor can also be repaired here. The iconic Brotherhood of Steel Power Armor functions differently than in previous games, effectively acting as a limited exoskeleton or vehicle, able to take its own damage before you yourself are physically wounded. Power Armor also runs on energy cores than can be gathered from generators scattered across the Commonwealth. The more of these cores in your possession, the longer you can make use of the Power Armor. Pieces of the many versions of the Power Armor can be swapped out and paired with one another, and there are many Power Armor frames in the Commonwealth to scavenge these pieces from. The Power Armor is especially useful for taking on stronger foes like Deathclaws, which appear more frequently in Fallout 4 than in previous games, and can also make short work of Super Mutants or Ghouls, two enemy types which travel in generally larger numbers than before. It is not uncommon for eight or more Ghouls to attempt to overwhelm players, while Super Mutant ranks often include one suicide runner who will attempt to rush players with a Mini Nuke in hand.


As is tradition for the series, Fallout 4 requires you to keep an even eye on your health bar and your radiation level. The higher your radiation level, the greater portion of your health bar it takes up, temporarily reducing the maximum level you are able to heal to until you are either able to find RadAway or pay a doctor NPC with the Commonwealth’s bottlecap currency. By and large, Fallout 4 feels surprisingly less the part of an RPG than its predecessors. It isn’t uncommon to find high level, specialized weaponry during one of your many quests, even during the game’s earliest hours. This sort of negates the need to hold onto common weapons for customization. The wide selection of perks is truly a high point of Fallout 4’s ‘play-as-you-want’ design, but the game feels more like an open-world adventure/survival title with a mild amount of RPG elements thrown in than a proper RPG.

My rating: 7.5 (out of 10)

Sunday, January 3, 2016

Comic Book Review: Captain America: Castaway in Dimension Z


Penned by Rick Remender, Captain America: Castaway in Dimension Z is a two-part storyline that reintroduces Steve Rogers as part of the Marvel NOW! comic run. Dropped into an alien realm ruled by the maniacal Arnim Zola, Captain America must escape a technological fortress and battle horrific alien tribes if he hopes to survive and make an escape home. Neon blues and purples decorate the bizarre backdrop of Cap’s new surroundings, and, in many ways, it feels like the First Avenger has been dropped into Remender’s other dimension-hopping series, Black Science.

Castaway in Dimension Z opens with a bang, and despite Cap’s ability to escape from Zola’s clutches, he ends up furthering the wrath of the Nazi-turned-robot villain by taking Zola’s artificially-created son with him as he escapes from the facility. The two encounter plenty of challenges over the many years they remain in Dimension Z – the monstrous wildlife is plentiful, and the two are nearly killed by a tribe of rock-like beings, only managing to come to peaceful terms with them thanks to a universal communicator that Cap has on him. But Cap did not escape Zola unscathed – he was infected with a technological virus that haunts him more and more as time passes, and Zola attempts to break Rogers’ mind.


Cap’s decision to take the boy (who he names Ian) from Zola, is brought into question as something of a morally grey action. As is later revealed, Ian was not the only child Zola intended to raise, but he did intend to brainwash both of them to do his bidding. Meanwhile, Zola’s virus torments Steve Rogers with questions of the justification of tearing the boy from his home, teaching him his own values and sense of right and wrong. As readers, we certainly know that Cap’s virtues will always trump those of Zola, but in the eyes of a child who has never known anything beyond this tumultuous and bizarre reality, it’s a lot to take in.

Less compelling to this narrative is Steve Rogers’ out-of-nowhere decision to finally attempt an escape plan after many years spent in this hellish domain, and a full beard grown. Certainly, Zola has many scientific monstrosities at his disposal, and storming his technological fortress is no small feat, but there is practically no explanation as to why Cap decides to wait until Zola’s plans for invading Earth are nearly complete before taking any sort of heroic actions. Visually, it’s an interesting setting to have Cap stranded in, and breaks from the familiar Hydra or A.I.M. bases that the First Avenger so frequently storms. Plot-wise, Castaway in Dimension Z is slow-going, and doesn’t offer many satisfying answers.

My rating: 6.25 (out of 10)

Sunday, November 15, 2015

Comic Book review: Age of Apocalypse, Volume One


Considered by some to be one of the best Marvel event series of the 1990s, X-Men: Age of Apocalypse tells the story of an alternate history where Charles Xavier was killed by his psychotic son Legion decades before his school for gifted children could provide a safe haven for troubled youth, and before the legendary X-Men could become a fighting force for good among mutant and humans alike. Instead, Xavier’s death provides Apocalypse and his loyal horsemen a clear path to launch a campaign against humankind, keeping with the all-powerful mutant’s beliefs in ‘survival of the fittest’. Born of Apocalypse’s conquest is a dire future, where humans are corralled into pens like cattle, where mutants are hunted to either be hired into Apocalypse’s ranks or killed for opposing him, and where one Erik Lensherr champions the causes of his old friend Xavier and forms his own team of X-Men.

What is so captivating about the Age of Apocalypse story is the manner in which it takes familiar characters, partnerships, and rivalries, and turns them on their heads. Magneto is now a hero, an icon among those mutants who would dare to stand against Apocalypse and strike back at his dystopian regime. Rogue is Magneto’s wife, and together they have a child whom they name after the late Charles Xavier. Logan is still survivor of the Weapon X program, but is never referred to as Wolverine, and loses one of his hands in a battle with Cyclops, the latter of whom works for Apocalypse under Sinister as one of their most trusted officers. Nate Grey, the X-Man, is a highly powered telekinetic who travels with a band of misfit performers including Toad, Sauron, and Forge, while Sabretooth, Wild Child, Blink, Iceman, and Morph round out Magento’s team of X-Men.

It’s a dark, gritty vision of the X-Men, but rarely feels like it is pushing an ‘edginess’ simply for the sake of selling to older teenage audience. The dialogue is appropriate to the setting, while remaining overall friendly to readers of a broad age range. Character and environment artwork maintain a consistent direction throughout, though each artist does add their own slight spins on these faces and places with which readers will spend many hours.

What is unusual about this first numbered volume in the Age of Apocalypse series is that it gathers a strangely disjointed collection of issues together. Unlike the later volumes, the span of time that is passing across the issues collected in this first trade paperback is hard to pin down. Likewise, it would appear that certain events from issues placed toward the back of this volume actually occur simultaneous or even before issues that are placed near the front. Some of the storylines in this first volume lend a significant amount to establishing the characters and state of the world in Age of Apocalypse. Others, like Blink’s solo romp through the Negative Zone wherein she loses her memories and is caught up in a power struggle between Blastaar and Annihilus’ loyalists, add very little to the core plot, acting as largely uninteresting (sometimes annoying) distractions.

Still, Age of Apocalypse is a wildly engrossing story, and even with its shortcomings, this first collected volume offers some genuinely enjoyable subplots. Its disorganized nature simply falls a bit short of the quality of the later volumes. For those who enjoyed the Prelude or random issues of the later Age of Apocalypse tale, I can assure you that the series only gets better from here.

My rating: 7.5 (out of 10)

Comic Book review: Armor Wars (2015)


Technopolis, as its name implies, is a sprawling hyper-futuristic metro, where all citizens are forces to wear variants of the Iron Man armor to prevent themselves from contracting a lethal virus that was unleashed on the region many years prior. Tony Stark is resident baron, and often clashes with his brother Arno. James Rhodes is Tecnopolis’ designated Thor, wielding a giant hammer and shiny Asgardian-inspired mechanical suit. And young Kiri Oshiro and Lila Rhodes, both resourceful teens who know a thing or two about tinkering with and repurposing the tech of these armored suits, begin unraveling the mysteries surrounding the death of Kiri’s boyfriend Peter Urich, aka Spyder-Man.

James Rhodes, meanwhile, begins his own investigation into the death of Spyder-Man, suspecting that Kingpin Wilson Fisk might have some involvement. Meanwhile, Arno Stark begins sending reconnaissance troops like Stingray to scope out just what his brother Tony, Kiri, Lila, or anyone else who may have interacted with Spyder-Man are up to. These interwoven plot threads make for a decently compelling narrative, while also preventing the story from becoming too convoluted.

Armor Wars is a standout entry among the Secret Wars spinoffs for the manner in which it handles its processes of world-building. The constant threat of being exposed to the natural world paints an eerie world where humans grow to accept rocket-powered machinery as an extension of themselves. Armor Wars also offers a few really strong plot twists, while simultaneously avoiding playing on a scale too grandiose for its own coherence.

The theme of where man ends and machine begins is certainly common to Iron Man-centric tales, but it is fresh to see a large portion of the story through the eyes of youth Kiri and Lila. There are a couple of points where the story slows down more than is perhaps ideal for Armor Wars' overarching plot, pacing which would be better-suited for a series that is not limited to a five issue run. Overall, however, Armor Wars is an enjoyable read, a dark mystery driving toward an action-packed climax. Of all the Secret Wars spinoffs, Armor Wars performs as one of the best at keeping itself within manageable boundaries of narrative pacing and character development.

My rating: 8.25 (out of 10)

Saturday, November 7, 2015

Comic Book review: Ghost Racers


Within Battleworld, there exists the Killiseum, an arena where all manner of deadly sporting events are held. Notable among them are the lethal, high-speed free-for-alls that pit a half-dozen Ghost Racers against one another. Classic Ghost Rider characters like Johnny Blaze and Danny Ketch take to their flaming bikes, dodging environmental hazards that stand between them and the finish line. But the main character, and hero of the day, is Robbie Reyes, the most recent host to have taken up the mantle of the Ghost Rider before the collapse of the multiverse resulted in the formation of Battleworld.

Much like his introduction in the Marvel NOW! series, Robbie Reyes is a caring older sibling to his brother Gabe, their parents absent, and their home located in a neighborhood that is anything but glamorous. Robbie takes to the race in his sporty muscle car, with the spirit Eli guiding him, and is currently the favored racer. But those who lose are subjected to a number of torture devices below the Killiseum. The Ghost Racers are also – to a certain degree – under the control of the sadistic Arcade, and should one of them get out of line, he can easily sick the others on them. All of this makes for a considerable threat when Robbie and Eli hatch a plan to escape Arcade’s perverse sport once and for all.

The art direction and dialogue in this limited series wonderfully match the grungy atmosphere that has often been associated with the Ghost Rider comics, as well as other Marvel tales aimed at teen audiences on up. Character designs do well to present a variety of Ghost Rider styles, while also paying homage to the series’ long history. Ghost Racers is not an overly-complicated story, but it does present a sufficient number of hurdles for Robbie to overcome. As lead protagonist, Robbie is just as likeable a character as in his Marvel NOW! debut. Ghost Racers proves an entertaining read – one that is surprisingly well-paced, given its smaller scope when compared to many of the other Secret Wars tie-ins.

My rating: 8 (out of 10)

Friday, October 23, 2015

Comic Book review: Thanos Rising


A limited five-issue series, Thanos Rising steps back in time to the formative years of the Mad Titan. The story displays his birth, his youth, his teenage years, and the eventual murderous streak that would leave him obsessed with death – both the act and the mystical character of the same name. The art throughout is superb, highlighting bright, metallic surfaces on Thanos’ home moon of Titan, while damp caverns are displayed through rugged inking and the ruins of annihilated worlds convey a haunting air.

Thanos is born into a society that knows no war, no conflict. They are a people of science, and despite Thanos’ unusual purple skin and dark eyes, his father, Mentor, takes to him just as he would his other son, Eros. Thanos’ mother, on the other hand, is immediately horrified by the sight of her child, believing there is something very wrong within him, and attempts to kill him with a knife. She is stopped, and spends many of her years institutionalized. During this time, Thanos grows into a curious, incredibly intelligent child. He seeks to make friends with other students his age, and grows queasy at the idea of dissecting lizards for his studies – a far cry from the cosmic villain he will eventually become.

One girl in particular catches Thanos’ attention, and continues to over the years. She is, in many ways, his enabler, convincing him even at a young age to carry out acts that will result in bloodshed, beginning with a group of lizards who attacked his friends during their exploration of one of Titan’s otherwise-off-limits caves. Thanos Rising has excellent pacing throughout, as each chapter jumps ahead years at a time to the most pivotal moments of the Mad Titan’s rise to infamy. Each section slows down to highlight Thanos as a character – his motives and personality, as well as his gradual embrace of murder, first justifying it as a means to try and discover that which sets beings of higher intelligence apart from animals. But when Thanos receives no answers from his gruesome handiwork, he comes to admit that he finds murder an enjoyable task.

As an adult, Thanos leaves his legacy on many a planet, fathering children with seemingly countless females of varying races. Thanos also makes his mark by joining a crew of space pirates and daring to challenge their leader. For Thanos is not content with mere pillage and plunder – he would see worlds break before him. Thanos Rising presents compelling and appropriate justifications for how would come to earn his reputation and title as ‘The Mad Titan’. His estrangement from his father does not come to pass until the final chapter, but it bears significant weight on the narrative of Thanos Rising, as well as the many conquests Thanos will ultimately carry out. The only oversight in Thanos Rising is the decision to not incorporate Thanos’ brother Eros into his development – he is mentioned once or twice, but never makes a physical appearance, and given how well the late-story clash between Thanos and his father played out, it could have raised the quality of this story even more.

My rating: 9 (out of 10)

Thursday, September 17, 2015

Comic Book review: Age of Ultron vs. Marvel Zombies


Among the wilder concepts to come of Marvel’s 2015 Secret Wars event is the four-part Age of Ultron vs. Marvel Zombies. On the far edge of Battleworld, a giant wall has been constructed to keep the more problematic creations from Marvel’s comic history quarantined – those problems, of course, being the undead hordes of Marvel Zombies fame and the ever-evolving rage-filled A.I. known as Ultron. The Zombies wish only to devour those individuals who are tossed into their so-called Deadlands as punishment by the Thors for breaking God Emperor Doom’s laws, while Ultron seeks to eradicate the zombies and their impure nature in his quest to perfect this no-man’s land.

While this is certainly a curious pairing, it would prove a tiring conflict very quickly were a third party not introduced. At the start of this limited series, a version of Hank Pym from the wild west town of Timely is banished to the Deadlands. With little to defend himself and limited knowledge of the Battleworld realms beyond Timely, Hank would most certainly be a goner, were it not for the arrival of Vision, Simon Williams, and Jim Hammond. The trio rescues Hank Pym, bringing him to their makeshift fortress/home in the middle of this desolate region, with the hopes that he might be able to create a counter to Ultron and his devious machinations.

This stranger-in-a-strange-land Hank Pym is, naturally, taken aback, having practically zero knowledge of their modern technology. But he did manage to partially construct a clockwork equivalent of Ultron once upon a time, and, after some convincing, agrees to aid these three synthetic men. Vision, Simon Williams, and Jim Hammond, are not the only three whose lives are factored into Pym’s decision, as there are many other survivors living in their shielded community – most notably, the love interests of these three heroes.

What lends Age of Ultron vs. Marvel Zombies to be a more compelling tale than the cover art might let on is the juxtaposition of this bleak environment and its terrifying armies with a focus on classic Marvel heroes, all of whom have previously struggled with the concept of what it means to be a man versus what it means to be a machine, and where they fall in that spectrum. Hank Pym, meanwhile, is more so the tether that binds the story together.

There are some more frequently vocal members of the undead hordes, which lends the zombies some personality beyond shambling, starving husks. And the situation becomes even more so dire when Ultron proposes a plan that could unleash both armies on the rest of Battleworld. At four issues in length, Age of Ultron vs. Marvel Zombies has nearly-perfect pacing. It incorporates daring science projects, golden age heroism, and a nicely varied but appropriately-contained cast. It has fun with its diverse roots, embracing its oddities and weaving an entertaining and well-rounded narrative.

My rating: 7.5 (out of 10)

Sunday, August 30, 2015

Anime review: Jojo's Bizarre Adventure: Stardust Crusaders - Battle in Egypt


Picking up directly where the mid-season break left off, the Egypt arc of Jojo’s Bizarre Adventure sees Jotaro Kujo and the rest of the Stardust Crusaders facing down the last remaining loyal followers of Dio. Most notable among these foes are the Nine Egyptian Gods, foes whose Stands prove among the most intimidating and powerful the heroes have encountered yet. And at the end of the journey, in mansion deep within the heart of Cairo, awaits the main villain himself, Dio Brando. Yet, the Stardust Crusaders have a few cards up their sleeve, revealing clever and previously unseen applications of their Stands, a few assists from the Speedwagon Foundation, and a new ally in the form of the temperamental and selfish Iggy, a scrappy dog who wields the Stand known as The Fool.


This second half of the Stardust Crusaders anime feels more tightly-wound, its narrative more focused. From the moment the heroes set foot in the Egyptian desert, there is a sense of urgency about their journey that was no so prevalent in the first season. The stakes are also higher, with these new villains challenging Jotaro and company in battles of wits or other indirect means, while those that do fight them outright play host to some of the series’ stranger but more memorable Stands.

The voice work is superb, all around. While the core has the obvious task of carrying the show from one episode to the next, the villains who appear for only two episodes at a time leave a lasting, often humorous impression. As is only appropriate, Dio’s presence commands as much attention as they show can offer Stardust Crusaders chief villain. The final confrontation between Jotaro and Dio is among the most intense and rewarding endgame battles in any anime of this episode count I’ve come across.


Meanwhile, the vast majority of Dio’s loyal henchmen and women receive ample screen time as well. Some of the fights feel perhaps a bit more drawn out than necessary, but by and large, it is to the series’ benefit, as practically zero of the finer details are left out from the manga version, and the battles are not resolved in too quick a time frame that would negate the drama and intensity. Each member of the main cast undergoes significant maturation since the outset of their journey, and it’s wonderful to see just how naturally this is conveyed. Later episodes play at viewer’s emotions with masterful technique, as there are callbacks to the earliest moments of the Stardust Crusaders’ quest, as well as a severe gravity of present events as they unfold.

The animation budget seems to have received a considerable boost since the first half aired, which in and of itself gradually improved in quality from the airing of its first episode to its twenty-fourth. While most characters stick to a particular color palette for their clothing, scenes where the Stand fights become especially intense warp to more psychedelic colors, a nice nod to manga author Hirohiko Araki’s tendency to present variations on the previously-established appearances of characters. The soundtrack is catchy, moody, and always appropriate, with rock influences playing in subtly as Stands clash and the Stardust Crusaders scour Egyptian streets for any clues that might lead them to Dio.


Stardust Crusaders does offer a definitive conclusion to its own arc, and does provide a satisfying endgame for the three story arcs thus far. However, there is still plenty of money to be made by David Production should they choose to animate Diamond is Unbreakable and other later arcs of the manga, and I have no doubt they would do a similarly stellar job adapting the stories of Josuke Higashikata, Giorno Giovanna, Jolyne Kujo, and so on. It has been many years since an anime left as strong an impact on me as Stardust Crusaders has managed, but I believe it is safe to say that David Production has made one of the greatest adapted anime series of all time. In so far as I am concerned, Stardust Crusaders has earned its place among the company of Neon Genesis Evangelion, Fullmetal Alchemist: Brotherhood, and Unicorn Gundam as one of the most impressive works of its medium.

My rating: 9.75 (out of 10)

My rating for the Stardust Crusaders series as a whole: 10 (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.

If there is one theme that rings constant through volume three, dubbed Vanishing Pattern, it is a story of redemption – specifically, the redemption of Grant McKay in the eyes of his children and unlikely comrades. There are still misunderstandings among the exploration team, and selfish actions that lead to physical confrontations. But the emergence of a father who actually cares about his children and the chance to see them reach home safely is a rewarding payoff having understood Grant to have previously been a cheater, a liar, and a workaholic who was absent for the majority of his children’s formative years. It may not a complete hero’s journey, but it is refreshing to see him act the part of a decent human being, not only taking responsibility for his poor judgment in the past, but also taking the role of leader more seriously.

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)

Monday, August 17, 2015

Comic Book review: Divinity


Divinity is my first exposure in any capacity to Valiant comics, and while I typically don’t tread too far from Marvel and the occasional Image series, I found its premise of a Soviet cosmonaut returning after a thirty-year mission with godlike powers to be compelling enough to gamble on a purchase. It is clear from the outset that, while we as readers are being fed the background information regarding the Soviet Union’s role in the space race and their advanced engineering methods, narrator and main character Abram Adams no longer perceives these events in a set sequence as his fellow earthlings do. From the first page, Divinity provides a very strong showing of the defining traits of its pivotal character and his impressive powers, as he rescues a man from injury in the Australian outback, and transforms other individuals into their true selves, whether these new forms involve regaining their youth or becoming wild animals.

Abram Adams has the power to create and manipulate – as well as, presumably, destroy – in the blink of an eye, and the events between the beginning of his training for the bold 1960s journey to the stars and his sudden return to modern day Earth are sprinkled in at a gradual but appropriate pace. Even with fringe science designs for both the rocket and space suit, the wonder and terror of what lies unknown far beyond our own blue planet is weaves a compelling plot that is quite convincing within this fictional retelling of history. There are difficult choices to be made, even before the mission begins, and – for better or worse – the ramifications of these will stay with Abram for the rest of his days.

Where Divinity's quality falls short is through its insistence on shoehorning other Valiant heroes into what was otherwise a great standalone origin story. Perhaps if Abram had a brief encounter with one of the heroes, it would have served its purpose in assimilating him into Valiant’s preexisting comic book universe more smoothly. Instead, the entire second half of this graphic novel sees Abrams portrayal shift from main character to primary objective of X-O Manowar, Ninjak, and couple of other previously established heroes who act as anything but in their attempt to contain Abram after no obvious threat was posed from him. These characters invade the narrative in as harsh a manner possible, and from that point on, the story is about their first encounter with Abram, their perceptions of him as an inexplicable danger, which robs the second act of nearly all the aspects that made the previous half such an enjoyable read.

I understand that any comic label that is larger and has more budget to work with than the indie scene wants to bring all of their properties together and coexist within the same space of fiction. But an origin story needs to be just that – the origin of one important character or team. Divinity has a truly commendable first two chapters, but manages to get so steeped in the much during the latter half that it simply loses its fun factor. It’s true that the Marvel Now! properties did feature cameos by Tony Stark and Beta Ray Bill early on in their runs of Guardians of the Galaxy and Nova respectively, but these inclusions never warped the entire presentation or focus of their stories in the way that Divinity’s invasion of heroes does. Despite an open ending with the possibility for many more stories involving Abram and the people he impacted in the Australian outback, the conclusion of his story for this first trade paperback collection is, bluntly put, lazy and unsatisfying.

My rating: 6 (out of 10)

Thursday, January 8, 2015

Anime review: Resident Evil: Damnation


Set between the events of the Resident Evil 4 and Resident Evil 6 video games, Resident Evil: Damnation sees Leon S. Kennedy return to the spotlight as he is sent into a small former Soviet nation to investigate the use of B.O.W.s amidst civil unrest. Despite the political reforms that followed the nation’s detachment from the U.S.S.R., rebel groups have risen up arms against the government, and have resorted to the use of Lickers, skinless quadrupeds that are easily identified by their snaking tongues and exposed brain tissue. Given his wealth of knowledge on B.O.W.s, as well as his decorated experience from Raccoon City, Saddler’s cult, and more, Leon is strategic and careful in his actions, but not without the boldness to forge his own path and bend the rules from his superiors a bit (despite Hunnigan’s protests). Even with the tense political struggle going on around him and the serious threats of biological warfare, Leon doesn’t shy away from making the occasional snappy one-liner, most of which are mildly amusing and surprisingly less cheesy than in most RE properties.

There are ties to the more recent Resident Evil games through the use of the parasitic Las Plagas, and while many of the people fighting in the streets turn into the mindless infected, others use the Plagas in tandem with the Lickers, allowing them to directly control the actions of the terrifying beasts like hounds. However, this master-servant relationship comes at a price, in that once the Plagas are willingly injected into the controlling individual’s body, it is only a matter of time before they join the creeping hordes. Limiting the variety of enemies Leon and the freedom fighters encounter is a smart decision, in that it keeps the story and action sequences focused, as well as maintains an appropriate scale for this particular struggle.

Resident Evil: Damnation adopts a more action-heavy aesthetic than some of the other RE tales, though the horror vibe ala RE4 is not lost entirely. The dimly-lit and narrow tunnels beneath the city offer a gloomy atmosphere as the infected pursue Leon and company, while the grime inside parking structures and along old brick alleyways provides a strong contrast to the pristine Imperial halls of the president’s estate. Aside from Leon, the film focuses on two rebel fighters, who initially take him captive as they believe he is a spy employed by the state, but later allow him to aid them in their push towards the capital. Sasha is more of a dark and brooding individual, and while his reasons for fighting are explained in brief, the film does not dwell long on this, an act which is both a blessing and a curse – on the one hand, the narrative does not find itself bogged down with pushing a dramatic angle for some silly romantic subplot, but at the same time it makes it a bit difficult to feel for him or even properly gauge his emotions in the midst of all this fighting. The narrative implies Sasha has experienced some emotional and moral detachment since joining the fight, however, so perhaps this depiction is not wholly inappropriate. The other rebel fighter, JD, is a more gung-ho individual, but dorkishly obsessed with the image of being cool and views Leon’s American identity as a prime example of what he wants to associate with. He may be a goofball, and his dialogue may be among the weakest in the film, but at the end of the day JD has a heart of gold. Ada Wong acts in a supporting role, serving primarily to interact with the nation’s president, but also offering Leon tidbits of advice now and again.

The level of detail seen in the environments and character models is phenomenal, a significant step up from what the previous CG film, Resident Evil: Degeneration, had to offer. Similarly, the story is an improvement, as it chooses to keep itself ground in both its smaller cast and limited scope for the setting of one particular city within a small nation. Though many of the scenes take place underground or in the city streets at night, the eerie lighting does well to evoke the feel of a proper Resident Evil game. While not a narrative that will significantly change up the way viewers understand the pre-existing RE universe, Damnation does offer a satisfying stand-alone narrative that has sufficient levels of intrigue and thrills to keep both old-school and new-school fans engaged for its concise hour-and-forty-minute runtime.

My rating: 7.75 (out of 10)

Saturday, May 3, 2014

Gamecube review: Killer7


You may have gathered from my many reviews of Suda51’s games that I am a huge fan of his work. Much as I love No More Heroes and its sequel, I was acutely aware of the fact that most Suda51 fans held Killer7 to just as high a caliber. I recall seeing promo content for Killer7 before it ever released on the Gamecube via Nintendo Power and various websites, but never had the chance to play it in proper until recently. Whereas No More Heroes is an unapologetic satire on the action game genre as well as the video game industry at large, Killer7 combines horror and action elements in an on-rails shooter that involves clever puzzles, requires quick thinking and fast reflexes, and boasts a curious brand of dark psychedelic flair.

The Smith Syndicate, otherwise known as the Killer7, is made up of – you guessed it – seven core members. Garcian Smith is liason between the six assassins and their master, Harman Smith. In the event that one of the six assassins – Kevin, Dan, Kaede, Mask, Con, or Coyote – is killed during a mission, Garcian can retrieve their remains and bring them back to life. The catch, however is that Garcian must retread their steps into enemy-filled territory. Thus is the big gamble with retrieving a dead Smith – Garcian cannot be upgraded, and in the event that a mission does not require use of the Smith in question’s unique abilities, it may be wise to simply carry on with the remaining members of the syndicate.


Blood is the currency of Killer7, and is used to heal during a mission, required to utilize the unique abilities of each of the Smiths, and can be exchanged for upgrade points to boost the stats of the Smiths. Each Smith has a different skill set, ranging from Con’s speed in both mobility and firing rate, to Kaede’s long-distance scoped pistol, to Kevin’s throwing knives which negate any need to reload. However, each Smith has an offset to prevent any single one from becoming more powerful than the others. Con’s defensive capacities are practically nonexistent, and though Mask deSmith is built like a tank, the spread of his grenade launchers results in his gathering a lower-quality blood far more often than not. Kaede and Mask’s unique abilities often reveal hidden messages and passageways respectively, and are most helpful in solving puzzles. Coyote and Kevin’s abilities are most frequently used to access new areas of the map, while Con’s ability to hear specific sounds and determine the correct path off those sees the least use. Dan’s ability to charge up one Collateral Shot in order to take out enemy spawn points is used sparingly, but is practical nonetheless.

The enemies that the Killer7 face at every turn are monstrous humanoids known as Heaven’s Smiles – effectively walking time bombs with abilities that vary from one mission to the next. If a Heaven’s Smile gets too close to one of the Smiths, it will detonate and chisel away a decent portion of their health bar. Some varieties of Heaven’s Smiles are slow but capable of taking many hits, others are stationary but notably more lethal as ‘turret’ units. Some of the more dangerous Heaven’s Smiles, encountered later in the game, are designed to race toward players before they have much time to devise a countering strategy. While the game never feels cheap or frustratingly difficult, it certainly demands a unique learning curve given its style of gameplay, and a trial-and-error pattern is key to taking down some of the game’s most lethal enemies.


These Heaven’s Smiles are the binds that tie everything together, plot-wise. At the outset, Harman has an encounter with an old acquaintance named Kun Lan. Kun Lan has acquired the means to offer ordinary citizens the chance at becoming Heaven’s Smiles, and furthering his terrorist routine. Swept up in the rivalry of these two old men are political officials representing Japan and the U.S., as well as other radical idealists like one Ulmeyda. It’s a melting pot of cleverly-scripted characters with colorful attitudes that lean more toward the practical and realistic given the scenario at large, as opposed to No More Heroes’ more crazy and eccentric residents. Even with the M-rating slapped on the box, it should be noted that Killer7 is a thinking man’s game – not just because of the logic-based puzzles, but because of the story and setting’s emphasis on more adult themes like modern terror tactics, cultist followings, irregularities in space-time, geopolitics, and moral ambiguity.

Much like the more recent Killer is Dead, Killer7 utilizes a hyper cel-shaded art style, wherein whites are borderline-glaringly bright, and shadows are nearly pitch black. The animations and details of each character model are incredibly well-rendered, however, so it is thankfully not a case of the art style trumping the care put into bringing the Smith Syndicate to life. The soundtrack incorporates a number of industrial and techno tunes to flesh out its near-future setting, while also adding a dash of rock and classical string sounds to the mix. Some of the cutscenes opt for a modern anime approach, while the majority deliver story segments in small doses of grungy 2D digital animation.


Kiler7 will run players about fifteen hours or so on their first playthrough. Some levels are more time-consuming than others, as they may require the Smith Syndicate to retrace their steps in order to complete a puzzle that was impossible to overcome at an earlier point. Others host considerably more enemies, leading players to have their triggers ready to go at a moment’s notice. But even the first introductory level lacks a linear design. There is never a set order in which players must overcome the various challenges of each mission, rather the ultimate goal is to retrieve all the required Soul Shells rewarded from mastering puzzles and exploring the environment. The game does mark each puzzle, Soul Shell, and point of interest on the map screen, making retreading one’s steps a less tedious process, though the game will never state outright what needs to be done at each location.

However, clues can be purchased for an adequate amount of blood from the ghostly figure of Yoon-Hyoon and his luchador mask. Similarly, the bondage jumpsuit-bound individual known as Iwazaru offers tidbits on local enemy tactics in any given locale. Arguably the most interesting of these phantoms is Travis Bell, a young man who knows perhaps more about the picture at large than any of the Smiths. His knowledge of the Japan-U.S. political affairs and the associates Garcian occasionally meets with makes him a key part of unraveling the grander story.


While the seven Smiths are merely faces with separate weapon sets at the start of Killer7, they each have their time in the spotlight, and by the game’s final hours, each will have a distinct and rounded identity. Some of the Smiths are explored in greater detail through letters and key items found within missions, forcing some digging on the part of players. Others, like Dan and Mask, have fully-scripted cutscenes allotted to them. Upon completing the main game, the grueling challenge of Killer8 is unlocked, which grants players access to Harman Smith alongside the other six assassins.

Killer7 is a rare gem, unfortunately overlooked by many due to its limited exclusivity to the Gamecube and release late in the sixth console generation. Despite the fact that the game does see a couple of hiccups few and far between, there isn’t any one element that stands out as being significantly flawed. Killer7 is weird, no doubt, but that is standard of any Suda51 title. Killer7's unorthodox controls and general gameplay may seem a bit daunting at first, but by the time players complete the first mission, it should all feel very fluid and natural. Killer7 deals with some dark plot elements that are very relevant to this day and age, and the culmination of its mature storytelling, wild artistic vision, and crazy creative gameplay make it one of the best games I have experienced on Nintendo’s purple lunchbox console.

My rating: 10 (out of 10)

Sunday, March 30, 2014

Anime review: MS Igloo 2: The Gravity of the Battlefront


Intended to be a follow-up to the original MS Igloo stories, MS Igloo 2: The Gravity of the Battlefront (or the more simply stated, The Gravity Front, depending on your interpretation) opts to focus on the everyman within the Federation soldiers on Earth. This leads to a distinctly different storytelling method than the original MS Igloo’s focus on experimental technologies that the Zeon forces dabbled in over the course of the One Year War. In fact, MS Igloo 2 seems to teeter back and forth between weaving a tale of individuals wrapped up in ragtag units ala 08th Ms Team and adopting a sort of military journal format.

Each episode focuses on a different protagonist, but the routine is the same – there is always a character who has some bad reputation for carrying death in their wake, and by the end of each episode, there will be plenty of death and destruction. The problem with this approach is that by the end of the first episode, you already know how the other two will play out. The beginning, middle, and end of these stories are practically identical, despite the fact that they zoom in on pilots of different Federation vehicles.

The greatest offense MS Igloo 2 commits, however, is that it incorporates a literal ghost, a female phantom who is the physical manifestation and/or cause of all these characters’ bad luck. In the end, you more or less come to forget about what battles the characters were involved in because the heavy reliance on this hokey horror element is so out-of-place within the Gundam franchise. Sure, Sanders was rumored to be cursed in episodes of 08th MS Team, but that resulted in a presentation that was purely his own stress and self-doubt. There was never a spook following him around, and that is because spirits and specters don’t work well at all within the mecha genre, let alone one with such longstanding traditions as Gundam.

If there is one Gundam series that feels the result of a blatantly half-assed effort, it is MS Igloo 2. There is barely any reason to care about the characters or story, and the ‘creative elements' are just plain stupid. The quality of the CGI may be notably higher than the previous entries in the MS Igloo OVA series, and the motions of both humans and mobile suits are more fluid and lifelike. You can polish a turd all you want, but it doesn’t make it any less of a turd.

My rating: 4.75 (out of 10)

Friday, November 8, 2013

3DS review: Resident Evil: The Mercenaries 3D


One of the earliest big-name releases for the 3DS, Resident Evil: The Mercenaries 3D was effectively a means for Capcom to tide Resident Evil fans over until the release of the more bold and highly-anticipated Resident Evil: Revelations. The Mercenaries 3D has a very similar control scheme to its 3DS sister title, but plays quite differently. The major stages from the mercenaries bonus game modes of both Resident Evil 4 and 5 have been compiled in The Mercenaries 3D. The first handful of missions act as tutorials, asking for players to perform simple tasks like running past a dozen or so markers before the time runs out, or killing ten to fifteen enemies. As each mission is cleared, the parameters become a little more complex. While it is good of Capcom to throw these tutorial bits into the mix for those who may have missed out on the modern RE titles, it is also mildly annoying that there is no option to skip them, and seasoned veterans of the arcade-y mercenaries gameplay style may find the first twenty-five minutes boring and tedious.

That said, once the full mercenaries mode is made available, it proves quite enjoyable. The Mercenaries 3D lacks any sort of story mode, so anyone interested in this title should keep in mind that this a purchase that should be made entirely on how much he/she enjoyed the mercenaries mode from Resident Evil 4 and 5. Stages like the African caves and medieval castle remain largely unchanged, though a few of the larger ones have seen small portions cut from them. The limited spawn counter issue from Resident Evil 4 seems to have been rectified, as enemies will continue to descend onto the battlefield as long as you keep shooting them up. Overall, the game looks quite good – the textures are certainly not as impressive as on the home console releases, or even as impressive as in Revelations, but for as early a 3DS release as The Mercenaries 3D was, it’s none too shabby.

There are eight characters to select from, and while only a couple are available from the outset, the rest will be unlocked through a natural process of completing each ‘chapter’ worth of stages (each chapter usually consisting of approximately a dozen missions or so). There is also an in-game achievement list, and meeting certain criteria like beating a mission while using only one weapon or chaining a set number of combo kills will net rewards like abilities and alternative costumes for the eight characters. The costumes provide little more than an aesthetic alteration, which is a bit disappointing, since Resident Evil 5 saw different loadouts ascribed to each new costume. The aforementioned abilities can be added to a character’s loadout to grant them slight boosts to their healing, critical hit ratio, mobility, and so on, and can come in handy when tackling some of the more grueling late game missions.

The Mercenaries 3D supports both single player action and cooperative via online or local means. The standard loadouts of Chris, Jill, Claire, Hunk, Barry, Rebecca, Wesker, and Krauser are nicely varied, and though some characters share the same weapons like the grenade launcher, the play style from one character to another is prevented from becoming too similar by providing them different types of ammunition and distinctly different physical stats. Rebecca is more about speed and offense, Krauser is something of a one-trick pony focused on accuracy and critical hits, Chris and Jill act as the two comfortable balanced defaults, etc. There may not be a lot of content to Resident Evil: The Mercenaries 3D, but then again, it isn’t trying to deliver a full-fledged RE experience like Revelations or any of the numbered entries in the series. The Mercenaries 3D is meant to satiate a hunger for pure, unbridled arcade-y gameplay, and it handles surprisingly well on a handheld, touch screen implementation for herb healing and all.

My rating: 7 (out of 10)

Wednesday, September 11, 2013

Xbox 360 review: Dead Rising 2


Set five years after the original game, Dead Rising 2 takes place in Fortune City, an American west casino town that effectively behaves as a baby brother to Las Vegas. Chuck Greene, former motocross champ, has found himself participating in Terror is Reality, a stadium game show based around the premise of having four competitors slaughter hordes of zombies for cash prizes. Not long after Chuck’s run, the otherwise safely-contained zombies break loose and quickly spread out from the arena into the rest of Fortune City. Fearing for the safety of his daughter Katey, Chuck heads off to find her and, once reunited with her, makes his way to a safehouse with a handful of other survivors. While the group should be able to rest easy knowing that rescue will arrive in three days and that the shelter is secure, Chuck has to provide Katey with a constant supply of Zombrex, as she was bitten once before but never turned into one of the undead. To compound the situation, Chuck learns that someone has framed him for setting the zombies loose, and so in order to earn the trust of the other safehouse survivors and clear his name, he must venture out into Fortune City to figure out just who is trying to blame him for the outbreak and why.

Dead Rising 2 utilizes the same basic engine as the first game, offering up a third-person perspective for the bulk of Chuck’s running, fighting, crafting weapons, and changing outfits. With firearms, flamethrowers and the like, the camera can zoom in temporarily to allow Chuck more precise aim, which comes in most handy when engaging survivors who have mentally gone off the deep end in some of the game’s boss fights. These ‘boss’ characters are little more than a typical survivor model with a potentially larger health bar and, occasionally, some special tactic or another. In the case of a schedule-obsessed postman, his attack patterns involve both a shotgun and some time bombs that he hurls at Chuck. With a guy dressed as children’s store mascot Slappy, it’s a combination of speedy roller skates and flamethrowers, making an up-close-and-personal approach less than ideal. While these psychopaths are all aesthetically unique, their personalities are effectively the same – the zombies hit, they were shell-shocked, and thus took their roles way too seriously; so seriously that they would rather kill Chuck than give up their routine, no matter how trivial or misguided it might be post-outbreak.

It is immediately apparent how much better Dead Rising 2 plays than its predecessor. Zombies are not as prone to grabbing onto Chuck or his allies and devouring their health, while practical weapons like a spiked baseball bat or sledgehammer will keep the infected at bay long enough for Chuck to complete his first few introductory tasks. The save system sees the biggest improvement by far, allowing players to save their game at any bathroom stall at any point, regardless of what weapons they have on hand, how many survivors are travelling with them, etc. Collecting Zombrex for Katey can be handled through a few different means – Chuck can save up money to buy it from pawn shops located around Fortune City, or he can take on certain missions that will detail Zombrex as a reward before he commits himself to aiding a survivor who is willing to help Chuck out in turn. Making sure Chuck has Zombrex on hand once per day is not so much a challenge due to any explicit difficulty factor, but instead requires planning and strategy on part of the player, as they must find time to divert their attention to finding the Zombrex as well as administering it to Katey at a specific time each day.

As far as the weapons at Chuck’s disposal are concerned, there are typical blunt objects like the aforementioned bat and hammer, elusive firearms including pistols and shotguns, and well as heavy hitters with a more limited range of use like flowerpots, signs, and giant teddy bears. Mowing down crowds of infected with putt-putt speed golf carts or more literally with a lawnmower provides a good chuckle from time to time, but the real winners are also the most rewarding with regards to boosting Chuck’s experience points – those weapons being all the special combo ones. The most fun and admittedly funny moments come from Chuck’s use of the Paddlesaw (two chainsaws attached to opposite ends of a kayak paddle), Electric Rake (a leaf rake with a car battery strapped to it, emitting a jolt from the metal teeth), Rocket Launcher (a series of metal pipes that fire bottle rockets out in gatling gun fashion), and the Knife Gloves (boxing gloves with knives protruding from the knuckles). A few other combo weapons are one-time uses and are intended to quickly clear a large area, and can thus prove useful when escorting large groups. Meanwhile, the construction helmet with beer bottles strapped to either side – aptly title the ‘Beer Hat’ – allows Chuck to refill his health bar on the go, and can be extremely helpful during the game’s handful of boss fights, some of which are sprung on players without much warning. However, it’s best not to rely too heavily on alcohol in order to refill Chuck’s health bar, as too much booze and no food will make him throw up.

Gaining experience points will merit Chuck new levels, which in turn grant him bonuses like more slots in his inventory and a larger health bar. Experience points are earned at a very gradual pace when killing zombies, while escorting survivors will net Chuck large bonuses. While the main story is consistent regardless of how many times you replay Dead Rising 2, you are granted complete freedom with regards to which psychopaths you decide to fight and which survivors you opt to bring back to the safehouse. Saving certain characters will open the door to further missions, as well as trivial distractions like a game of poker.

Online multiplayer sees four players compete to earn the highest score in the Terror is Reality game show that Chuck competes in during the single-player game’s intro sequence. The main event of this multiplayer mode is Slicecycles, wherein players hack up hordes of infected via chainsaws attached to motocross bikes, while the rest of the games include the likes of a target shooting range, strapping dynamite helmets to zombies and hitting a button to make them explode, a tag-like match with players running inside of giant hamster balls, and so on. In essence, these feel like some bloody, M-rated equivalents of Mario Party games, though they certainly lack the spirit and fun-factor of Nintendo’s board game video game. The Terror is Reality minigames are no doubt inspired, and arguably one of the most creative multiplayer modes to grace any zombie game, but the entire mode feels like a brief afterthought tacked onto the end of the main star, the single-player story mode.

Sure, most of the characters Chuck encounters during his days in Fortune City are more caricatures than fully realized characters, but that’s part of Dead Rising’s charm. What Resident Evil is intended to be to serious and dark zombie games, Dead Rising is to a 70s and 80s B-movie presentation. It’s not a game that is meant to be taken too seriously – in fact, Dead Rising and its sequel do more than their fair share of poking fun at tropes within the zombie subgenre of films and video games. While it is unfortunate that Katey and Chuck’s relationship falls to the wayside and isn’t explored in any real meaningful way like it was in Case Zero, Dead Rising 2 is more about gameplay than storytelling. Know that while Chuck will spend most of his time hacking, slashing, blowing up, and setting fire to a sea of undead, you - the player - will have a riot in controlling him to do so.

My rating: 8.25 (out of 10)
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