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Sunday, April 4, 2010

Anime review: Turn A Gundam


Easily one of the strangest yet most creative Gundam series released to date, Turn A Gundam takes place in a timeline known as the Correct Century. The series takes place thousands of years in the future after all of the galaxy’s technology has been wiped out. After much labor, the humans living on Earth have managed to achieve a level of technology similar to that around the time of World War I.

However, there is a society of humans living on the moon who wish to return to planet Earth. To make certain that a return to Earth is even feasible, queen Dianna Soriel sends three spies down to the planet. Fran Doll, Keith Laijie, and Loran Cehack secretly become a part of the Earth population, taking up the roles of a news photographer, baker, and personal assistant respectively. Loran finds himself the assistant of the rich Heim family, and spends much of his time with their two daughters Sochie and Kihel. Sochie and Loran play off of each other as a quarreling brother-sister type duo, but Kihel seems constantly distanced from them, as if her mind is focused on something else.

After a few years, Sochie and Loran are both old enough to participate in a coming of age ceremony in front of a statue known as White Doll. As the ceremony commences, Guin Lineford is in the nearby city of Nocis, explaining to Kihel that some of the earth-dwellers have been in talks with the moonrace for years about their return, though no agreement has been reached. Suddenly, a number of mobile suits attack Nocis. In the heat of the battle, White Doll crumbles, revealing a mobile suit inside, known as the Turn A Gundam. Loran and Sochie jump inside the cockpit and head towards the city to try and fight off the invaders.


Following a brief skirmish, a ceasefire is ordered, and Guin Lineford and Dianna Soriel sit down to talk about allocating a portion of the Earth for a moonrace-exclusive nation. Shortly thereafter, Dianna Soriel and Kihel decide it would be entertaining if they were to switch roles for the day. However, the two get more than either bargained for, as Dianna is requested to return to her ship. Kihel is then whisked away, with the moonrace under the impression that she is in fact their queen Dianna Soriel.

As the series progresses, more information is revealed about the dark history that preceded the events of Turn A Gundam. Countless mobile suits are uncovered in the mountains near Nocis and other areas across the Earth, the majority of these being Kapools and Borjarnon. Many of the mobile suits that appear in the series are nods to mecha from previous Gundam series, including the original Mobile Suit Gundam and ZZ Gundam. Others, such as the Turn A Gundam, WaDom, and Mahiroo are completely new mobile suit designs. A first (and so far only) occurrence in a Gundam series, many of the mobile suits were designed by Syd Mead, an American industrial designer who previously worked on the films Tron, Blade Runner, and Short Circuit.


Clocking in at fifty episodes, Turn A Gundam does a brilliant job of filling the time allotted with exciting battle sequences and plenty of plot development Though the series can be a bit slow going at first, it pays off in the end. There are no “filler” episodes in Turn A Gundam, a welcome break from some of its brethren series. Every event that occurs has a purpose in the overarching story. Towards the end of the series, there are a few major plot twists that send the story in a completely unexpected direction, but prevents things from being totally thrown off course. The finale is very fitting, albeit the fact that it is somewhat bittersweet for the characters.

The single aspect in which Turn A Gundam best surpasses other Gundam and mecha series is the character development. Loran Cehack is possibly the most multi-layered Gundam pilot to date, constantly wrestling with his moonrace heritage and duty to the Earth militia. Loran manages to keep his cool, only releasing his anger and frustration when in battle. Though still relatively young in comparison to most of the other characters in the series, Loran carries himself as one of the most mature and understanding characters in Gundam history.

Likewise, Dianna Soriel comes to terms with her past while posing as Kihel. During her travels with Loran and Sochie, Dianna gains a greater respect for the common folk. She witnesses first-hand the destruction that the mobile suits can cause, and spends much of the first 25 episodes re-evaluating herself as a leader.


Even Gym Gingham, who does not appear until late in the series, breaks the mold of the traditional lead villain. Though he does become a bit power-hungry near the finale, Gingham does an excellent job of carefully calculating his plan of attack and his methods of persuasion. He comes very close to overthrowing Dianna Soriel’s regime, going so far as to plant agents on Earth to both spy on her, as well as create sympathy for his own movement.

From Guin Lineford and Harry Ord, to Lieutenant Poe and Agripp Maintainer, no character is included without an important role. Although there are a few such as Bruno and Jacob who fit more traditional and arguably stereotypical roles, they are still involved enough in the story that they do not come across as boring.

The art style of Turn A Gundam is full of bright colors and detailed environments. Everything from the forests of Earth to the artificial ocean on the moon breathes life. There are fewer battle sequences than in most Gundam series, but when they do occur the animation is flawless and the fights themselves are both creative and brilliantly executed. The soundtrack of Turn A Gundam is beautifully orchestrated and each piece fits perfectly to its respective scene. The opening theme may be a bit silly by today’s standards, but both ending theme songs, “Aura” and “Moon” are nothing shy of epic.

Turn A Gundam is a far cry from most other Gundam series. It has fewer battle sequences and the tense air is absent for a large portion of the series. However, it makes up for these by putting greater emphasis on complex characters and brilliant storytelling. The positive mood that the series conveys puts a large focus on the theme of growing up and of hope for a peaceful future. Although not one of the most popular Gundam series, Turn A Gundam is easily one of the most creative and - in my opinion - one of the best mecha series ever conceived.

My Rating: 9.75 (out of 10)

Tuesday, February 16, 2010

Xbox 360 review: Bioshock 2


Flashback to New Year’s Eve, 1958. It is a very short while before the midnight attacks at the Kashmir Restaurant, and Delta and his companion Little Sister, Eleanor Lamb, begin their rounds searching for ADAM. Eleanor, being a playful child, decides to run off ahead, but is cornered by Splicers. She screams for help, and Delta rushes to her rescue, making mince meat of all but one of the Splicers, who manages to throw a Hypnotize plasmid at Delta. Sofia Lamb then appears, reminding Delta that Eleanor is in fact her daughter and not his, despite what his conditioning has taught him. Sofia then instructs Delta to remove his helmet, put a pistol to his head, and pull the trigger. The last thing Delta witnesses is Eleanor screaming “DADDY!” before he blacks out. Then the ominous Bioshock 2 logo appears.

Thus is the beginning of 2K’s sequel to their 2007 smash-hit Bioshock. Players can now finally return to the dystopian city that Andrew Ryan built. The 1940s and 50s art style is still present, though much of the city has been reclaimed by the ocean. The levels are all new – no area has returned from the first game. Each of these new areas is largely a retooled version of a level from the first game (Fort Frolic has been altered to become Dionysus Park, Apollo Square has become Pauper’s Drop, and Hephaestus has become Persephone). However, these new areas are different enough that they don’t feel like a rehash, only as if there is something hauntingly familiar about them. And yes, the soundtrack follows a similar pattern, combining both Garry Schyman’s original compositions with songs of the time period, including Artie Shaw’s “Nightmare”, Todd Rollin’s “The Boogie Man”, and Eddy Duchin’s “My Heart Belongs to Daddy”.


Though Jack was technically tied to Rapture, he played the role of an outsider looking in. As Delta, you are a Big Daddy who – despite his free will – has lost everything and is left only with a desire to seek out his former Little Sister, Eleanor. As such, the story is less about discovering Rapture as a whole. Bioshock 2 begins with the presumption that you have played the first game and gets off the ground much more quickly than the first game. One of the largest focuses of Bioshock 2 is the Big Daddy-Little Sister relationship. As a liberated Big Daddy, Delta is both directly linked to this and removed from it, as he is no longer attached to his Little Sister.

Your guide this time around is Augustus Sinclair, a character who was only briefly mentioned in the first game. He is a businessman who wanted to capitalize on everything he could during Rapture’s heyday. Since the Civil War and Sofia Lamb’s takeover, Sinclair has been trying his best to survive. When he pairs up with Delta, he leaves the moral choice fork-in-the-road segments up to the player, as opposed to Atlas and Tenenbaum’s attempts to sway Jack in regards to the Little Sisters in the first game. While Delta’s choice to harvest or rescue the Little Sisters does affect the final outcome of the game, players are also responsible for determining the fates of three normal human characters as the story progresses.

This is a game that is just as blood-spattered and violent as the first. An M-rating is only fitting. And while the conflicting ideals of Ryan and Fontaine are not central to the story this time around, the material in Bioshock 2 is still a lot to stomach for anyone younger than 17 years old. 2K has weaved together a fantastic story and it will undoubtedly make evoke emotions from players. The entire mood of the game is incredibly melancholy and quite frankly depressing at times. As brilliant as the first game was, it simply cannot compare to the emotions conveyed in Bioshock 2.


With the first game, players were exposed to a human vs. human conflict between Ryan and Fontaine. Players were meant to determine for themselves which of the two characters was the lesser evil, if either was better off at all. In the sequel, who is good and who is evil is more heavily implied (though still not explicitly stated). By the end of the game (or perhaps only a few hours in if they are skeptical enough), players will be convinced that Sofia Lamb is desperate and insane.

With all that in mind, the story isn’t nearly as complex. True, much of the underlying politics between key characters is left unexposed until the last few levels of the game. In fact, Delta’s true identity isn’t even touched on in the slightest until roughly ten hours into the game. This isn’t entirely a bad thing, as it allows more time to focus on and develop the other characters. But the true identity of Delta will understandably not offer as great of a plot twist as the true identity of Jack did in the first game.

A large part of Bioshock’s story came from the sequences in which players were unable to interact with Jack, and the fact that any given cutscene was carried out from a first-person perspective. That is still the case in Bioshock 2, and the non-interactive sequences deal out some excellent shock value.

The side stories players can discover through audio diaries cover a much broader spectrum than in the first game, and offer some unusual perspectives on the game's events. Delta's story is the main focus of the game, and the conclusion of the game will likely spark some controversy among fans.

Though Bioshock 2 uses the same Unreal engine as its predecessor, there are many noticeable changes. The graphics have been updated, but don’t sacrifice the merging of real world with cartoon-style that was introduced in the first game. The AI has undergone drastic alterations and the game is both more challenging and more immersive because of this. Though Delta is able to fire his plasmids and weaponry at the same time, this increase in power is balanced by increasing the number of enemies he encounters at any given time. Hacking has been retooled and now uses a timed minigame involving a moving bar and various colored areas, as opposed to the previous pipe puzzle minigame. While it does move much more smoothly than the pipe game, this new style of hacking can leave players exposed to enemy attacks, as it plays out in real-time.


The plasmid powers available in Bioshock 2 aren’t much different from those in the first game, save for one notable exception in the last level. As players acquire more ADAM, however, they can upgrade the plasmids, which will in turn alter the way they work. For example, the Electro-shock plasmid will jump to multiple enemies when upgraded to the third and final level.

In Bioshock, players were encouraged to build up their ammo and EVE hypo reserves before engaging a Big Daddy. Considering players now control a Big Daddy, these particular fights aren’t quite as challenging or spectacular. True, the newest Big Daddy type, the Rumbler, will deal out more pain to players than the Bouncer or the Rosie. But the most impressive fights come from two events very closely knit with the main story. The first are the Big Sister fights, which occur directly after either harvesting or rescuing the last Little Sister in any given level. While a Big Sister’s health is comparable to that of a Big Daddy, she is significantly faster and more agile, often latching on to Delta’s helmet and punching him in the visor. The second challenging battle sequence arises from a Little Sister gather. Delta can adopt the Little Sisters associated with the other Big Daddies in order to have them extract ADAM from corpses around Rapture. When a gather sequence occurs, players will be met by an onslaught of Splicers until the Little Sister completes her extraction. As the game progresses, players can utilize trap rivets, hacked security bots, the cyclone trap plasmid combined with other plasmids, and miniature auto-turrets to fortify the radius around the Little Sister.


One of the largest selling points for the sequel is the inclusion of online multiplayer. Included are deathmatch and team deathmatch modes, known as Survival of the Fittest and Civil War respectively. Also included are Capture the Sister (a clever spin on the traditional capture the flag), ADAM Grab and Team ADAM Grab (both keep-away variants), Last Splicer Standing, and Turf War (where players compete for territorial control).

The multiplayer mode allows players to choose from a host of characters specifically designed for this new mode. Players can customize their plasmid and weapon loadout, as well as unlock gene tonics as they level up. The level-up system will allot points to a player even if they aren’t victorious in a round - they will just earn significantly less in experience points than a player on the winning team. The multiplayer also has a story mode woven into it, chronicling the events of the selectable characters during Rapture’s Civil War.


Overall, the multiplayer works very well. It feels similar to Team Fortress 2, unsurprisingly as both games use derivatives of the Havok gaming engine. Although players can utilize the Big Daddy suit during certain points in a round, it will allot the user greater damage resistance in exchange for use of their plasmids. As such, the Big Daddy still is a force to be reckoned with, but doesn’t feel overpowerful so long as the other players are smart when they attempt to take him down.

Bioshock 2 is a fitting sequel in every way. It can never replace the original, and it doesn’t try to. Instead it offers a new story from a new perspective and gives players a truly gratifying experience. Every improvement made in the sequel shines through brilliantly, while the mechanics that were left untouched flow just as fluidly as ever. I am glad that 2K pushed the game back from its original November 2009 release to February of 2010, as nearly everything was fine-tuned to perfection. Players can delve deeper into the mystery and horror that lurks in the halls of Rapture and experience some of the most solid gameplay available on this generation’s consoles.

My rating: 9.5 (out of 10)

Saturday, February 6, 2010

Anime review: Ergo Proxy


I’m a huge fan of sci-fi entertainment, from video games, to comic book, to novels and films. I’ve even more intrigued by the dystopian sci-fi subgenre. It happened by chance that I was browsing through YouTube’s officially hosted shows and came across a series called Ergo Proxy. I was sold on the first few episodes, but I wondered just how strong this series could remain.

Ergo Proxy draws a great deal of inspiration from the literary works of Isaac Asimov’s “I, Robot” and George Orwell’s “1984”, while feeling similar in both theme and mood to Aeon Flux and The Matrix. The series begins in the domed city of Romdo, wherein citizens live out relatively normal lives with the comforting knowledge that they are safe from the diseases and savage people who live outside. But Re-L Mayer, granddaughter of Romdo’s regent, is running her own secret investigation of Romdo’s past and the god-like entities known as proxies. Though still a prominent figure over the course of the series, the first few episodes somewhat ‘trick’ viewers into believing Re-L is the main character.

The lead role is instead given to a young man known as Vincent Law, an immigrant from the Mosque dome. Vincent is a simple worker in Romdo’s undercity who is working towards earning his privilege to be considered a ‘fellow citizen’ and be looked upon as an equal among Romdo’s higher class inhabitants. Unfortunately, Vincent gets caught up in the mystery of the proxies, is targeted by Romdo’s defense force as a threat to their stability, and narrowly escapes Romdo with his life.

The final major character of the series is Pino, a rather obvious nod to Pinocchio. Pino is a companion type auto-reiv (robotic assistants to the humans) who becomes infected with the cogito virus. The virus leads Pino to believe she has a soul, and as the series progresses Pino begins to understand human intricacies such as emotions, imagination, and curiosity.


The series is very moody, but isn’t quite as dark and violent as it tries to sell itself as. This isn’t a bad thing by any means, as it allows the character and plot development time to flesh out. That said, the fight sequences are phenomenal and never feel repetitive. The characters encounter many proxies along the way, but none of them are quite the same, utilizing different powers to their advantage. Some of the proxies use psychological warfare as opposed to physical attacks, and a select few are even shown to be compassionate. The fact that the proxies are trying to live in a human world and are often viewed more as resources than beings makes their dislike of the humans understandable. Some of the proxies are driven to the brink of insanity, becoming even less human than the humans themselves.

Ergo Proxy is rather atypical compared to many sci-fi anime I have watched in the past, as there is no explicitly stated good or evil force. Rather, it is up to the viewer to decide who was right and wrong in the end, and as such viewers will likely come to different conclusions based on the events therein. The end of the series is the only section that really breaks this mold, attempting to bring some straightforward Biblical references into play. While these still work with the story well enough, they don’t seem to fit in as coherently with the other overarching themes of the series. It’s a minor detraction at worst, though.


As for the flow of the story, it only slows down at a few points in order to explain back-story on characters or to strengthen the characters’ relationships with one another. There are moments in the series where viewers are deliberately caught off guard by plot twists. The episode titled “Ophelia” will have viewers witnessing the many possibilities of the characters’ fates. The old man in “Anamuneshisu” breaks the fourth wall, drawing viewers in as part of the experience, and whether or not he is a proxy or simply a manifestation of Vincent’s mind is left completely ambiguous.

While all of this can be very intriguing, the series is not without its flaws. While Ergo Proxy prevents itself from running in circles, there are a few episodes that feel as if they belong in another anime entirely. “Who wants to be in Jeopardy” is meant to provide some blatant foreshadowing, but the way it goes about doing this seems monotonous and out of place. “Eternal Smile” is somewhat more fitting, focusing on Pino’s imagination and growing emotional spectrum. But it is still a large shift into a cartoon-style and childish world from the cyberpunk dystopia that has been well established by the time “Eternal Smile” rolls around.

Ergo Proxy’s soundtrack combines more traditional orchestrated pieces with electronic and heavy percussion sounds. The result is an accompanting soundtrack that is incredibly unique and creates a surprisingly diverse number of sounds. The art design is hauntingly beautiful, though some viewers may be turned off by the constant browns and dark grays, as it is often difficult to see exactly what is going on at times. The series does a fantastic job of bringing new ideas into the mix of a genre often filled with rehashed storylines. For an anime rated TV-MA, Ergo Proxy does a fantastic job of balancing intricate fight sequences with post-modern ideologies and political unrest.

My rating: 9 (out of 10)

Saturday, January 2, 2010

2009 Year in Review: Anime

2009 has come and gone. This past year was a big reintroduction to anime for me. I watched quite a few series in full, as well as some that I have yet to finish. I am a little behind with the times, so bear with me as much of the anime I watched this year is older material. While I do plan on writing more in-depth reviews for many of these anime, below is a short list of the anime I watched in 2009, as well as my ratings for each (out of 10).

- Mobile Suit Gundam 0080: War in the Pocket: This is an odd Gundam series, as it tries to weave an innocent kid’s view of the Zeon vs. Federation war in and out of the more realistic and gruesome experience of the mobile suit pilots. As awkward as the plot feels at times, it does a nice job of conveying various emotions and gives an alternate perspective on the war from the Zeon side. Rating: 7.0
Full review: http://kuragawa.blogspot.com/2010/04/retrograde-review-mobile-suit-gundam_17.html


- Mobile Suit Gundam 0083: Stardust Memory: Perhaps the most important segway between the original Mobile Suit Gundam and Zeta Gundam, Stardust Memory is a tense series that portrays a last-ditch effort by the Zeon remnants to carry out an attack against the Earth Federation. The plot is slightly confusing towards the end, and the second half of the series falls victim to rather slow pacing. Still, there is plenty of space-bound action to be found and the differing personalities of the characters play off each other nicely. Rating: 8.0
Full review: http://kuragawa.blogspot.com/2010/04/retrograde-review-mobile-suit-gundam.html

- Gundam SEED Stargazer: A dark miniseries that occurs as a sidestory during SEED Destiny and chronicles a desperate battle between the coordinators and the naturals. The characters are nicely developed but don’t overstay their welcome. As brilliant as the series is for such a short time frame, my only complaint is that the series wasn’t longer. Rating: 8.75
Full review: http://kuragawa.blogspot.com/2009/09/i-just-wanted-to-look-up-for-time-being.html

- Gundam 00 (seasons 1 and 2): Perhaps the best alternate universe Gundam series, Gundam 00 takes place in the near future where three super-nations fight for resources and global control. The Gundam meisters intervene and uncover a plot more elaborate than they could have imagined. Both seasons are great, but the character development is stronger during the first season. The transition to season two is fluid and the conclusion is of epic proportions. Rating: 8.9
Full review of season one: http://kuragawa.blogspot.com/2010/04/retrograde-review-gundam-00-season-one.html
Full review of season two: http://kuragawa.blogspot.com/2010/04/retrograde-review-gundam-00-season-two.html


- Code Geass: Lelouch of the Rebellion (seasons 1 and 2): Though the first season is considerably stronger than the second, Sunrise has created a fantastic mecha series set in a dystopian world. There are some obvious inspirations from Gundam, but this series does an excellent job in separating itself from the crowd, giving the lead role to someone who is far from the stereotypical ‘good guy'. Rating: 8.75
Full review of season one: http://kuragawa.blogspot.com/2010/06/retrograde-review-code-geass-lelouch-of.html
Full review of season two: http://kuragawa.blogspot.com/2010/06/retrograde-review-code-geass-lelouch-of_23.html

- Princess Mononoke: Though certainly one of Miyazaki’s more mature-themed films, it still carries a heavy emphasis on the concept of imagination and childlike wonder. This fantasy epic pits man against beast, though the latter could have been elaborated on better. Though the main characters are rounded out well, some of the supporting cast is a little shaky. Still, the soundtrack is exquisite and the animation flawless. Rating: 7.25


- FLCL: A brilliant satire on Evangelion, Lupin III, and even non-anime material such as South Park, FLCL is fluid and dishes out a gigantic helping of action and comedy until its climactic end. Though it is only six episodes long, this comedy is a strong series all its own and delivers some fantastic stylized sequences. Rating: 9.5
Full review: http://kuragawa.blogspot.com/2010/04/flcl-review.html

- Dokuro-Chan: A short series that is certain to coax a few good laughs out of viewers. Its plot is thrown off track multiple times and the ending fails to give any sort of resolution. The humor therein is a bit sick and twisted, and the comedic sequences do seemed forced from time to time. But for a series that doesn’t try to take itself too seriously, there are plenty of gags and parodies to be found. Rating: 6.0

- Suzuka: A high school drama intended for the younger teen group. It’s a modern day Romeo and Juliet, but the manga is far more elaborate and creative. Still, for what it’s worth this series does a decent job of creating some colorful characters and the plot closes up decent enough at the conclusion of the anime. Rating: 7.75


- Welcome to the N-H-K: A dark comedy that is definitely not for the younger audience. The story follows Sato, who has dropped out of college and has no job. He stays in his apartment all day, convinced of a conspiracy by the Nihon Hikikomori Kyoukai, until the arrival of Misaki, who promises Sato that she can cure him of his reclusive ways. The series pokes fun at depression, suicide, sex, and drug addiction in ways that seem neither forced nor over-the-top. The series shows how susceptible everyone is to these issues, and the ending throws viewers a surprise twist. Though technically appropriate for ages 17 and older, this anime will likely be most appreciated by those in the college group on up. Rating: 9.5
Full review: http://kuragawa.blogspot.com/2010/04/welcome-to-nhk-review.html

- Neon Genesis Evangelion: Possibly the most controversial anime of all time (both for its ending and its subject matter), Evangelion is a series that changed the giant robot genre forever. That said, Evangelion is truly a breed of its own and delivers many plot twists that will really force viewers to think. It is a psychological analysis of every character in the series, though I often found myself probing my own psyche while watching it. Simply put, this is one of the greatest anime of all time, despite its rather clumsy ending. Rating: 10
Full review: http://kuragawa.blogspot.com/2010/04/retrograde-review-neon-genesis.html

- Neon Genesis Evangelion: Death and Rebirth: A film version of the original series, I would only recommend this as a refresher course for those who have already seen Neon Genesis Evangelion, but have yet to see End of Evangelion. Major points of the series are covered, but minor things that make the series enjoyable are left out entirely. Death and Rebirth’s portrayal of the characters is bland and the intended setup to End of Evangelion is rather pointless and almost insulting to the series. Rating: 5.0
Full review: http://kuragawa.blogspot.com/2010/05/retrograde-review-neon-genesis.html

- End of Evangelion: The ending that should have been, the story feels appropriate in almost every way. However, that fact that it took Anno and his team so long to release it may leave fans with a bit of a sour taste in their mouth. The story is dark and moody, picking up exactly where episodes 23 and 24 left off in the tv series, and leads up to an incredibly thought-provoking climax. However, the psychological aspect of the film seems rather forced in comparison to its tv series predecessor, and as such the overall product just doesn’t quite meet the caliber of the original Neon Genesis Evangelion. Rating: 8.5
Full review: http://kuragawa.blogspot.com/2010/04/retrograde-review-end-of-evangelion.html


- Rebuild of Evangelion 1.0: You Are [Not] Alone: Anno’s groundbreaking series brought back to life in a theatrical reimagining, this first in a line of four films is essentially a rehash of the first six episodes of the original 1995 anime. The new style of animation is beautiful and the soundtrack is epic. The character development is given second string in order for the action to shine through, but the plot twist at the end is sure to confuse even the most die-hard fans and leave them wanting more. Rating: 7.75
Full review: http://kuragawa.blogspot.com/2010/04/retrograde-review-rebuild-of-evangelion.html

- Rebuild of Evangelion 2.0: You Can [Not] Advance: Picking up exactly where Rebuild 1.0 left off, Rebuild 2.0 does a much better job with pacing and character development, an impressive feat to handle, considering the number of characters in this film. In contrast to traditional Evangelion style, this film is primarily about Asuka during the first half, focusing almost entirely on Shinji in the second half. While this feels like the Evangelion fans have come to know and love, there are plenty of differences that set it aside from the original, including a massive cliffhanger ending that seems only appropriate for the new story. Rating: 9.75
Full review: http://kuragawa.blogspot.com/2009/09/earlier-this-year-i-watched-first-of.html

Friday, December 25, 2009

25 Days of Christmas - #1: The Legend of Zelda: Ocarina of Time


Although every single one of the games on this list is great in its own right, there is one that stands above the rest as my favorite video game of all time. It was released in 1998, a year that revolutionized the gaming industry. 3D graphics were still fresh and developers were experimenting with all sorts of new mechanics and modes of play. Amidst some of the best titles of the day, including Metal Gear Solid, Resident Evil, Banjo-Kazooie, and StarCraft, there was a sequel released by Nintendo that redefined the series, as well as adventure gaming, forever. The Legend of Zelda: Ocarina of Time was a far cry from previous entries in the acclaimed series, but ended up selling over 800,000 copies in its first year.

I have been an avid fan of the Zelda series for years (it is the only series to have three entries that made this top 25 list), but Ocarina of Time is easily the best. The story is superb and takes a much darker look into the traditional Zelda story. Players are once again pitted against Ganon in his attempt to conquer Hyrule, but this time around he is disguised as a young Gerudo warrior named Ganondorf. He manages to convince the King of Hyrule into trusting him, a move which proves fatal for the entire country.

Link is initially introduced to players as a young Kokiri who is sent by the Deku Tree to meet with Princess Zelda in order to try and foil Ganondorf’s evil intent. Zelda sends Link out on a quest to retrieve the three spiritual stones, which will in turn unlock the door of time. Link, already granted one of the spiritual stones by the Deku Tree, heads of to seek the aid of the Goron and Zora people in collecting the remaining two. While the dungeons are the main focus of this entire section of the game, the characters Link encounters and the events he takes part in become crucial to the plot later on.


Upon returning to Hyrule with the spiritual stones, Link finds that Ganondorf has run Princess Zelda and her aide Impa out of Castle Town. Link then completes Zelda’s wish in opening the door of time to attempt to undo Ganondorf’s evil, but things go awry as Ganondorf uses the door of time to create his own monster-ridden version of Hyrule. Link awakens seven years later and is approached by the sages of Hyrule who present Link with a way to stop Ganondorf once and for all.

During Link’s time as a child, players will travel to three major dungeons: the Deku Tree interior, Dodongo’s Cavern, and Jabu-Jabu’s belly. These serve as a lengthy introduction to the game mechanics and story, but present a good level of challenge in their own right. Jabu-Jabu’s belly is primarily centered around solving puzzles, but the enemies Link encounters therein are incredibly unforgiving and do an excellent job of bridging the gap to the adult dungeons, preparing players for what lies ahead.

The major temples during the adult storyline are associated with a different element and tribe of people in Hyrule. Each of the sages Link encounters are characters from his past, and will reward him with a medallion of each element upon defeat of each temple boss. The Forest Temple is a bit of a mind trip upon first entry, and will force players to look at puzzles in a few different lights. The Fire Temple is heavily focused on fine-tuning Link’s combat skills and is one of the larger temples in the game. The Water Temple and Shadow Temple make excellent use of Link’s secondary weapons, while the Spirit Temple forces players to navigate its massive interior twice over – once as a child, and again as an adult.


Aside from the main dungeons, there are sub-missions critical to the story that Link must complete in order to progress the story further. Players can also collect more items, ammo, and weapons by competing in minigames like Bombchu bowling, and completing sidequests for characters such as the Happy Mask salesman and Malon of Lon Lon Ranch. Players can rescue the wild horse Epona from greedy Ingo. While riding horseback from place to place is not a core part of the gameplay, it does flow smoothly and saves players a lot of travel time.

Each secondary weapon is brilliantly designed, and despite the fact that there are so many, each is unique and has its own purpose. As a child, Link will rely heavily on his slingshot for distanced attacks, Deku Nuts for stunning nearby enemies, and the boomerang for both stunning faraway enemies and retrieving items from a distance. Adult Link, on the other hand, is much more equipped for combat with the Megaton Hammer and bow, but can also access different areas and solve puzzles with bombs and the Hookshot. His tunic can be changed to accommodate for extremely hot temperatures and breathing underwater. Likewise, Link has hover boots which allow him to temporarily hover over gaps and iron boots which weigh him down in order to scour lakebeds and portions of the Water Temple.


But the most significant tool used in the game is, of course, the Ocarina of Time itself. As Link progresses through the game, he learns various new songs that can grant him access to select areas, alter time from night to day and vice-versa, cause rain to fall, and allow him to warp to different temple entrances. To play these songs, players must hit different combinations of the C-buttons and A-button.

The boss fights in Ocarina of Time are nothing shy of epic. Morpha will lash out with tentacle-like appendages and trash Link about the room before flinging him into a wall and draining nearly half his health. Ghoma will crawl about the walls and pillars deep within the dark interior of the Deku Tree, and players must use the slingshot in order to bring the spider-like beast down to the ground level to deal any damage to the monster. The battle against Twinrova will force players to constantly watch their backs, as Kotake and Koume circle Link, throwing blasts of Fire and Ice at him. The final battle against Ganondorf/Ganon will take the most challenging elements of all these previous battles and pool them together, creating a truly fantastic finale.


The soundtrack, while comprised of MIDI files, is memorable and fits the game like a glove. From the Song of Storms to the theme of the Lost Woods, the soundtrack completes the experience, immersing players in the world of Hyrule. The Legend of Zelda: The Ocarina of Time has been heralded by many gamers as not only the best Nintendo title released, but the greatest video game of all time. And while I do believe that every game on this list is brilliant in more than one way, Ocarina of Time reigns as my single favorite video game of all time.

Thursday, December 24, 2009

25 Days of Christmas - #2: Shadow of the Colossus


Ico was released in 2001 for the Playstation 2, and was a cult classic of sorts. The game focused heavily on scaling buildings and solving puzzles as the horned boy Ico attempted to rescue the mysterious Yorda from an evil queen and her shadow creatures. The game, though not very widespread, was received with much praise from those who did play it, and many hailed it as the Playstation 2’s equivalent of The Legend of Zelda.

In 2005, Sony released the prequel titled Shadow of the Colossus. Early footage showed the game to be focused around teamwork with other horned people as they attempted to climb aboard and slay a large moving creature. This beast appeared to be made of some sort of stone-like material, with long fur covering the majority of its body. The final product, though similar in design, put players in control of a lone character known as the Wanderer.

Shadow of the Colossus has an absolutely breathtaking opening sequence as the Wanderer’s journey to the forbidden land is chronicled. The sequence is completely devoid of dialogue, but is layered over by a beautiful and dark tune orchestrated by Koh Otani. As the Wanderer approaches the temple, players are given their first glimpse of the massive and open world that is the forbidden land. What they are unaware of, however, is just how empty the land truly is.


The story sets up rather simple. The Wanderer was in love with a girl who met an early death. He comes to the temple in the forbidden land in hopes of bringing her back to life by appealing to the deity of the forbidden land Dormin. Dormin agrees to help the Wanderer if he is able to slay the sixteen colossi that exist within the confines of the forbidden land. Not asking for any further instructions or elaboration, the Wanderer mounts his steed Aggro and rides off to slay his first foe.

As large as the first colossi is, he is in fact one of the smaller Colossi in the game. His build is humanoid and players will be required to perform the relatively easy task of climbing up his back in order to locate his glowing weak spot, which upon injury will profusely bleed a black liquid substance. The Wanderer, having slain the giant, is rewarded by the bizarre effect of having the black material from inside the colossus turn into rope-like appendages, and then throw themselves into his gut. If this seems incredibly odd or somewhat disturbing to anyone, I can’t help but agree. The game’s mysterious aspects are what make the overall story so impactful, as much of said story is reserved almost exclusively for the latter half of the game.

The colossi are incredibly varied in design, and although players will be using the same basic controls to defeat the behemoths, each battle requires a distinctly different strategy. The fifth colossus, Avion, is a huge bird that flies around a partially submerged set of buildings. Players must attract the colossi’s attention via arrows and leap onto the front of its wing as Avion attempts to swoop down and knock the Wanderer into the water. From there, Avion will do rolls in the air, attempting to fling the Wanderer off his wings. In contrast, reptilian colossi Kuromori is trapped within a colosseum-like structure, and scampers around the walls as he fires energy beams at the Wanderer. In order to take this colossus down, the Wanderer must shoot arrows into its feet, then jump onto its belly after it has rolled over to find the glowing weak spot. The colossi come in many different shapes and sizes, and each has its own attack to use against the Wanderer.


The control scheme is fairly simple. Players will use the square button to swing their sword and stab the colossi, while using the triangle button to jump. The R1 button is used to grab hold of the colossi’s fur or outcroppings on a building. Cycling between weapons is left up to the left and right D-pad buttons, the X button lets the Wanderer call to his horse Aggro, and the Circle button reflects light off the Wanderer’s sword to point him in the direction of the next colossi. The six main controls for the game make things fluid and intuitive, as players can memorize these rather quickly.

Some gamers may be turned off by the fact that there are only sixteen enemies in the entire game. I admit that I was somewhat skeptical at first, figuring the game would be easy to complete. Not so, as many of the colossi, regardless of what difficulty setting you are playing on – really pack a wallop. But instead of getting frustrated each time I died, I actually found it helpful, as it teaches you which approach works and which do not. As challenging as the game may be, it is also incredibly fair, dealing out fights that are intense but not impossible.

When not fighting the colossi, the Wanderer will spend a large amount of time travelling to reach them. Along the way, players can save the game at any one of the small prayer buildings. Also, players can sort of ‘level-up’ the Wanderer by collecting rare glowing lizard tails and grabbing fruit off trees. These will then improve the Wanderer’s maximum grip ability and health bar respectively.

In regards to the landscape, there is such variety in this huge land, it’s almost surprising that Sony managed to pack it all onto one disc. The massive ruins at the edge of the desert make an epic setting for the battle against the fifteenth colossi Argus. The graveyard-esque environment in which player fight the fourth colossi Phaedra, is almost completely devoid of architecture, and shows off the beauty of the natural environment. Players will travel to all sorts of areas, and from the empty city nestled deep within the jungle, to the geyser field where players must coax out ninth colossi Basaran, no two environments will ever look the same.


While the main game is a decent length, it still leaves something to be desired. Thus, Sony added a second playthrough in conjunction with a time trial mode. In this second time through the game, players can unlock new weapons and armor as they complete each time trial challenge. These can prove invaluable against the colossi, and loosen up the player’s dependency on fruit and lizard tails.

The art style of the game is some of the most hauntingly beautiful I’ve ever seen in a video game. Everything feels believable, yet still has an aura of fantasy about it. The lighting effects are quite possibly the best in any game from this past generation. While much of the game is constrained to a dark setting, it lets the mood of the game express itself freely to the player. Koh Otani has outdone himself again with a superb soundtracks. While the story does not pick up pace until the second half, it is masterfully written and tosses an amazing plot twist at players. Simply put, Shadow of the Colossus is Sony at their best, offering some of the most challenging and creative adventure gaming in years.

Wednesday, December 23, 2009

25 Days of Christmas - #3: Metroid Prime


Reinventing a game is never an easy task to accomplish. This can be especially difficult if a game series hasn’t had a release in nearly ten years. Despite the huge challenge that lay before them, Nintendo and Retro Studios took up the task to revive the Metroid series in 3D. The road was paved with many bumps, but ultimately led to the one of the greatest adventure games on the Gamecube, and for that matter, one of the greatest games of the last generation of consoles.

As vast as the ocean was in The Legend of Zelda: The Wind Waker and as creative and diverse as all of the levels in Final Fantasy: Crystal Chronicles proved to be, neither of them quite measured up to the experience that Metroid Prime delivered. Samus Aran is back in action, dealing a whole lot of pain to the space pirates while exploring more of the history behind her adoptive mentors, the Chozo. The game is set between the original Metroid and Metroid II: Return of Samus. The space pirates have divided their forces since their defeat at Samus’ hands, sending three major forces out across the galaxy. One such group is performing experiments on the wildlife of Tallon IV, attempting to mutate them with a substance known as Phazon. Samus infiltrates their frigate, but shortly after all hell breaks loose as the subjects of experiment begin wreaking havoc on the frigate. As Samus fights her way back to her gunship, she runs across Ridley, whom she presumed dead on Zebes. As the frigate falls out of orbit and begins a collision course with Tallon IV, Samus follows in her gunship, determined to figure out what exactly is going on.

The first area on the surface of Tallon IV that players will find themselves in is the Tallon overworld. It is a lush jungle setting, with green plants growing out of the rock walls and a constant rainfall that will stream droplets down Samus’ visor. This first step onto the planet’s surface is so surreal and captivating, and gives players a taste of what is to come from later areas. The different areas of Metroid Prime are beautifully detailed and throw various environmental challenges at players, as well as unique wildlife. The narrow lava-filled Magmoor Caverns will be incredibly unforgiving to players who fall off the rocky platforms, and is infested with Triclops beetles and Magmoor Dragons. As serene as the snow-laden temples might be, Phendrana Drifts pits Samus up against packs of hungry baby Sheegoth, and is host to one of the games most challenging boss fights. The Phazon Mines, which are accessible much later in the game, delve deeper into the history of the space pirates and their exploitation of the planet.


The scan visor serves two purposes to the player. The first is to learn more about the different creatures in order to understand how to counterattack and defend oneself. The secondary focus is to unlock bonus material in the art gallery upon completion of the game. The more scans a player makes, the more bonus material is unlocked for them. Later visors include the thermal visor and x-ray visor, practical for detecting enemies in dark areas and locating cloaked platforms respectively.

As with any Metroid title, the weapon variety is impressive. The four major beam types – Energy, Wave, Ice, and Plasma - make good use of their individual uses for both combat and puzzle solving. These can be used in conjunction with missiles, though players will be required to seek out these upgrades of their own accord, as only one is central to the gameplay. The morph ball has small bombs that can be used to break through barriers, larger bombs to take down thicker material and debris, a boost ability for launching Samus up half-pipes to greater heights, and a spider-ball ability that magnetizes the morph ball to tracks in order to traverse difficult terrain.


The game is deep and fairly long, but players will be required to perform a significant amount of backtracking during the second half. This is nowhere near as tedious and annoying as in Metroid Prime 2: Echoes as most of the time spent revisiting areas in Metroid Prime opens new rooms and grants players weapon and suit upgrades. Such is the case with the Gravity suit, which once acquired allows Samus to move freely through the water without any constraints due to the weight of her suit.

While the space pirates are Samus’s main foes in the game, they do improve their skills as the game improves. While the beginning of the game has Samus up against mostly grunt soldiers with little armor or weapons, she will encounter airborne Jet troopers who send a barrage of missiles at her, as well as underwater forces that launch torpedoes and evade Samus’ beams. Much later in the game, Samus will encounter pirates who have reversed the Chozo technology and created energy-specific armors, as well as massive space pirates who were victims of Phazon experimentation.

The bosses in Metroid Prime never dish out the same fight. Battling Flagraah requires players to be swift as they attempt to cut off the plant’s energy source with the use of both Samus’ beam weaponry and morph ball attacks. Thardus’ battle forces players to constantly refer to their various visors, but never feels like it is moving along at a sluggish rate. Fighting Meta-Ridley challenges players to dodge his bombardment of the Chozo temple while firing everything they’ve got at the space pirate leader.

While Retro Studios and Nintendo didn't have to add any more to the game, they went ahead and did it anyways. Included on the disc is the complete game of the original Metroid, exactly as it was in its 1987 release, Justin Bailey codes and all. Players can also connect to Metroid Fusion via the GBA-Gamecube cable to unlock the Metroid Fusion suit for play in Metroid Prime.


The game has beautiful graphics that really push the limits of the Gamecube. Even when compared with many of the system’s later releases, Metroid Prime looks as great as ever. There are no load-ins for areas or textures. Everything flows seamlessly from one area to the next. However, as great as the art style and graphics are, the aspect of the game’s design that I found to be the most captivating was the soundtrack. The sounds of the original three Metroid titles are present, but improved on tenfold. From the drum-heavy sounds of Magmoor Caverns to the calming piano that plays over Samus’ exploration of Phendrana Drifts, the music conveys the mood of the game perfectly. Though many thought the series impossible to revive, Retro Studios executed Samus' return perfectly. The story is deep and sets up wonderfully for the other Prime titles. Metroid Prime is easily the best game available on the Gamecube, and one of Nintendo’s most impressive releases ever.
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