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Showing posts with label Grasshopper Manufacture. Show all posts
Showing posts with label Grasshopper Manufacture. Show all posts

Sunday, August 23, 2015

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)

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, November 17, 2013

DLC review: Killer is Dead - Smooth Operator pack

Included with each collector’s edition/launch day copy of Killer is Dead, the Smooth Operator pack provides players with another full-fledged mission to take on, as well as an extra gigolo mission and alternate costumes for both Vivienne and Mika. The costumes are purely for aesthetic purposes and hold no bearing on the outcome of the new mission or any others. The gigolo mission with vampire Betty is a bit more challenging than previous interactions with Koharu or Natlia, but is ultimately just as shallow in design. The real substance of the Smooth Operator pack comes from the extra mission, dubbed ‘Episode 51’, wherein Mondo travels to an old castle to seek revenge on a Wire-vampire hybrid at Betty’s request.

As with many of the main game combat missions, Episode 51 opens with a series of moving pictures as opposed to a full-blown cinematic sequence, which details how Betty, despite being a vampire, was bested by another vampire who infused his body with Wire material. After this quick backstory segment, the game shifts back to its usual hyper cel-shaded standard. While this DLC pack still basically looks as good as anything in the main game, the fact that Mondo is sent to explore an ancient castle nestled within a dark forest gives it a very distinct aesthetic that is both fresh and familiar when compared to the Area 51-inspired base where Mondo fought Giant Head or David’s lavish mansion on the moon.

The setting also proves the most challenging to see in, at times, with Mondo needing to scour the dungeon for torches to light his way. Even the most brightly-lit portions of the castle still look dim in contrast to other levels, which certainly aids in perpetuating a classic monster movie vibe, but simultaneously leads to Mondo bumping into walls as well as the occatsional retracing of steps. Typical gameplay is broken up with the inclusion of a manned turret section and notable integration of both Mika and Bryan into the narrative. Aside from a brief appearance from Mondo’s unicorn friend, Episode 51 has practically no ties to the main storyline of Killer is Dead, and as a result, can be played at nearly any time once it has been installed.

Episode 51 offers a decent challenge factor while providing significant rewards in the forms of money and ore, and can prove a rather enjoyable means to boost stats and abilities. The time it will take to complete this DLC mission is pretty typical of the earliest up to the mid-game missions – not nearly as lengthy as Mondo’s storming Hamada Yama’s hideout, but comparable to his first visit to David’s mansion. With all the attention to detail and overall production quality of Episode 51, it certainly feels like a mission that was originally intended to be released as part of the full game.

My rating: 7 (out of 10)*

*(rating applies solely to downloadable content, not its inclusion with the content on the original game disc or other downloadable content)

Wednesday, November 13, 2013

Xbox 360 review: Killer is Dead


A government agent who operates as a sword-for-hire to various clients, Mondo Zappa is a man largely shrouded in mystery from the outset of Killer is Dead. From the earliest missions, it is made clear that he is the successor to his bureau’s former top man, but it isn’t long before the story pans out to make way for the larger picture. After a few missions that allow players to become accommodated with the control scheme and highly-fluid, smooth-as-hell gameplay style of Killer is Dead, Mondo makes a visit to the moon where he briefly clashes with a man named David. David apparently usurped command of the dark side of the moon from a woman named Moon River, and though he bests Mondo during their first meeting, he remains present throughout the remainder of the game, influencing the beasts and machines Mondo will square off against in locations like technologically marvelous skyscrapers, steam train cars, and even within Mondo’s own dreams.

Killer is Dead’s artistic style is heavily influenced by a previous Suda51 hit, Killer7. Killer is Dead is hyper cel-shaded to the point where people and objects obscured by shadows appear as completely black with little more than a vague outline defining them, allowing Mondo’s red eyes or David’s golden robes to glow and clash distinctly. Killer is Dead may run on the Unreal Engine, but its graphical direction prevents the technology from looking as obviously aged as it did in Lollipop Chainsaw. In fact, Killer is Dead is both one of the most visually loaded and visually impressive titles of 2013.


The story is more single-minded in its focus than other Grasshopper Manufacture titles. While Mondo and his allies will take on all manner of assassination gigs across the globe, David’s influence remains a constant pillar that reminds players of their ultimate endgame goal. The pacing during the game’s first half is a tad slow, but it never feels sluggish. Rather, it allots time to emphasize the themes and symbolism in Killer is Dead, which include a great number of traditional Japanese folklore elements, the moon, the Earth, and the sun as astral energies, the reliance people have on blood, and the contrast of technology and humanity, to name but a few. As with No More Heroes and Black Knight Sword, there is a decent amount of information relevant to the overarching story that is not explicitly stated, but can still be pieced together with hints dropped by NPCs and symbols associated with some of the characters. It takes around ten hours to reach the finale on a normal difficulty setting, and the payoff is incredible.

In truth, Mondo Zappa is practically a complete inversion of NMH’s Travis Touchdown. Both characters break the fourth wall from time to time, though Mondo is significantly less talkative and carries himself with a professional demeanor. While Travis bumbled through all of his romantic pursuits, Mondo has multiple women swooning over him, and can win their affection in gigolo missions where he presents them with presents in order to fill up an affection meter. These sections, though optional, must be completed at least a couple of times in order to acquire the freeze shooter and drill subweapons. The affection meter will increase more rapidly if Mondo ogles the bodies of these ladies instead of their faces, but if they catch Mondo’s vision straying south, their own meter - which gauges how impressed they are with the suave assassin - will dwindle. These gigolo missions are incredibly simple in design, and while they are not terribly challenging, they feel clunky, as if they were stapled on to the experience late in development. Suda51 games are known for frequently incorporating a high degree of sexuality in character designs as well as their interactions, but the gigolo missions are flat out lazy – there’s no meaningful end result, other than receiving the basic subweapon, and certainly no reason to return to the gigolo missions later on, as the freeze shooter and drill can be upgraded with ore at any time from the pause screen just like Mondo’s healing factor, katana attacks, guard break, and so on.


Whereas both No More Heroes titles played largely as action games with adventure elements worked into the overworld of Santa Destroy and portions of the combat-heavy levels, Killer is Dead plays as pure an action experience as Devil May Cry or Bayonetta. Mondo can chain combos by slashing his katana, performing a guard break with his mechanical arm, or simply keep the meter active by firing his cannon attachment at foes. The more damage Mondo inflicts on enemies, the more blood he is rewarded, which can be used as cannon ammunition, ‘adrenaline rush’ insta-kills on weak or heavily wounded Wires, and even to replenish his health. Finishing off enemies after the combo meter has exceeded thirty consecutive hits will result in a brief freeze-frame for each enemy slain, offering players free choice of one of four rewards – those being blood, ore (used to upgrade Mondo’s stats and weapon capabilities), wire synapses (which restore Mondo’s physical health), or health gems (which increase his health bar).

Speaking of upgrades, Killer is Dead does well to prevent the game from becoming too easy too quickly. The cheapest upgrades push some basic improvements to Mondo’s offensive capabilities, while the one that require the most ore will allow him to automatically heal at a gradual pace over time or remove the limiter on his katana, allowing combo chains to be achieved more easily. Rarely do these upgrades improve his overall strength or defensive capabilities, however. To improve Mondo’s health or blood meters, one must gather the relevant replenishing items within each level, rewarding players who do a little bit of exploring.


The game’s dodge mechanic is forgiving to just the right degree – if an enemy lunges toward Mondo, there should be ample time for players to press the right button and then counter said foe, and any mistakes after the first hour’s learning curve are on the player exclusively. The game does well to keep the camera at an angle that will provide an ideal view of the action and other nearby foes, though it is quick and easy enough to adjust while in the heat of battle. Also, the more combos Mondo has chained together, the faster he will move and attack, and the game accounts for this wild and loose progression by having him automatically block enemy fire or simply not taking damage that would upset the combo chain once it has gone upwards of fifty or so.

The variety in level design is flat-out brilliant. Though some levels may be completed more quickly than others, all of the main game missions feel as though they have seen plenty of time and care from the development team. Little additions like a piano staircase that has a different note associated with each individual step and added puzzle elements that open secret rooms go a long way in rounding out the experience. Outside of the main game, players can revisit portions of previously completed levels in order to try their hand at various challenges, some of which put Mondo in the sidecar of Vivienne’s motorcycle or behind a turret, while others simply ask that he slay a certain number of enemies within a set time limit. The most difficult challenge missions come from Scarlett, a nurse who can be found hidden within each of the main game missions. Tracking her down time and time again will unlock more challenges, and the criteria Scarlett lays out for Mondo certainly yield the biggest monetary rewards.


Travis Willingham, Johnny Yong Bosch, Tara Platt, and others lend their talents to the cast, and while Patrick Seitz’s soft-spoken and professional demeanor are performed very well, Liam O’Brien steals the show in every scene where villain David appears. Akira Yamaoka (of Silent Hill fame) adds a highly-creative blend of industrial, classical, and techno tunes to the mix. While Mondo and David are wonderfully inventive characters that beautifully contrast each other, the supporting characters are largely hit-or-miss with regards to their complexity and importance to the plot. Vivienne Squall does little more than remind everyone in the bureau that they need to be paid a hefty sum for each job, Mika’s annoying and childlike behavior gets old incredibly fast, while cyborg boss Brian provides some comic relief. The villains, though given notably less screen time than Mondo’s allies, are by and large quite memorable, both with regards to the visual representations and their attitudes/personalities.

Suda51 fans looking for a more goofy, bizarre romp in the vein of No More Heroes or Lollipop Chainsaw may find themselves a bit disappointed. Killer is Dead is no doubt a strange game, and very much a one-of-a-kind action experience, though it pushes a more serious story that is, at times, as dark in tone as the excessively-saturated cel-shaded shadows. It might not be a particularly long game, and it definitely has some oddities and pitfalls outside of the core gameplay. But for those looking to experience a curious culmination of Japanese folklore, cosmic mythos, and the smoothest gameplay Grasshopper Manufacture has delivered yet, Killer is Dead is an excellent choice.

My rating: 9 (out of 10)

Sunday, July 14, 2013

Top 10 Games of the Seventh Generation Consoles - #2: No More Heroes and No More Heroes 2: Desperate Struggle


While there have been plenty of solid sequels and revamps of classic titles on the seventh generation titles, few developers have dared to tread into brand-new territory. Few have dared to create something so bold as No More Heroes. Much as I love the Mass Effect sequels, Metroid Prime 3: Corruption, and the other games that found their way onto this list, they are all sequels or spiritual successors to previous releases. Though the No More Heroes titles do draw inspiration from contemporary hack-and-slash action titles and 8-bit arcade-y games, the culmination is a wonderful breath of fresh air, not just to the genre, but to video games as an entertainment medium.

Both the original No More Heroes and its sequel Desperate Struggle are (among other things) unapologetic – Travis Touchdown slices and dices his foes into bloody pools, spouting off vulgar one-liners during his moments of downtime that are equal parts awesome and silly. The original game defined a brand-new experience and was one of the earliest Wii titles to really nail the motion controls down by balancing those with a traditional button/joystick combo. While No More Heroes boasts many a colorful environment and memorable assassin, the sequel cleaned up the entire experienced, streamlining the overworld and amping up the combat just enough that it was more fast-paced without teetering into the realm of frenetic.

The sequel also saw a more focused, darker story – one of Travis seeking revenge – which still managed to balance the silly with the gritty. While the first game was more off-the-walls goofy, the references to Star Wars and Back to the Future therein seemed unorganized and random compared to the sequel’s mecha boss fight between robots inspired by anime Space Runaway Ideon and Gurren Lagann, or a narrow forest whose twisted dead trees and red night sky were an obvious nod to Capcom’s explosively popular Resident Evil 4. Instead of giving off the impression that the game was chock full of ideas that creator Suda51 thought were cool, NMH2 came across as more of a love letter – not only to the creative minds behind the works Suda was paying homage to, but to fans of the original NMH as well.

Personally, I am a bit partial to Desperate Struggle. It’s much easier to jump into, has a higher degree of replayability due to its time attack Death Match mode and general faster pacing. But I won’t deny that the boss fights in the original No More Heroes were some of the best I’ve experienced in any game. Being such a huge fan as I am of the Legend of Zelda series, that is the standard with which I compare the boss fights of any and all other video games, and it is incredibly rare that another title provides as consistently high-quality encounters. But the UAA ranking matches in the NMH games are truly something to behold – a brilliant mesh of flair and challenge that defines the core of the experience.

Sunday, February 17, 2013

Xbox 360 review: Lollipop Chainsaw


Following the formula of No More Heroes, Grasshopper Manufacture's Lollipop Chainsaw is equal parts violent hack-and-slash and comedic romp through the zombie-infested city of San Romero. Juliet Starling arrives at school on her eighteenth birthday to discover that an emo student named Swan has unleashed the armies of the undead. Juliet - born into a family of zombie hunters - fights her way through the sea of zombies until she finds her boyfriend Nick, who - attempting to protect Juliet - becomes infected himself. Very much in love with Nick, Juliet performs a magical spell that allows her to remove Nick's head and keep him alive, while his body cannot be saved. Chainsaw in-hand and Nick's decapitated head hanging from her belt, Juliet vows to undo Swan's work.

Juliet avoids typical blonde ditz clichés due to the fact that she is a Zombie Hunter and has a game plan in mind with each new peril she faces. Some of her behavior does come across as silly, but that is primarily a result of her innocent nature combined with her bloody line of work. These two opposing forces allow her to become a truly memorable protagonist, and quite a likeable one at that. Nick is a source of great humor as well, considering he is more or less along for the ride, and is well aware that he is by far the most normal and sane member fighting the undead - the rest of whom are all members of Juliet's family. He constantly quips about his lack of a body, but also acts as eyes in Juliet's blind spots, rooting her on as she dishes pain to the zombie masses.


The games' jokes and one-liners bounce back and forth between stupid and uninspired to rather clever set-ups. Some NPCs swear simply for the sake of reminding players that Lollipop Chainsaw is an M-rated game, while the majority of Juliet and Nick's conversations are as cutesy as they are awkward and entertaining. Each of the boss characters represents a different genre of music, with most bearing a resemblance to a specific famous musician. These character designs, as well as much of the dialogue, are far less subtle parodies than what Grasshopper Manufacture presented in No More Heroes. While Lollipop Chainsaw may not win any awards as a comedic work, the B-movie atmosphere is consistent and the game does not take itself too seriously, despite the writers seeming to think it is more cleverly-scripted at times than it actually is.

While the earliest levels take place in bubbly cheerleader/zombie hunter protagonist's high school, later stages explore the greater area surrounding the school. Most stages incorporate some sort of minigame element, though the core of the gameplay lies in pom-pom hits, chainsaw swings, and the resulting combos you can chain together. Certain attacks will be unlocked as part of the game's natural progression, but most will be unlocked through the in-game store by spending medals earned from zombie hunting. This allows for a significant degree of freedom, as players can effectively unlock new combos at their leisure, making each person's individual playthrough unique. The gameplay may not be as fluid or exciting as the likes of No More Heroes, but it certainly holds its own in following a similar formula to the combat system in games like Devil May Cry.


Nick's head can occasionally be attached to an empty zombie body to open new pathways for Juliet. Using these will prompt a sort of quick-time event that requires players to press specific buttons one after another. It's rather dull, and each of these Nick-on-a-headless-zombie sections must be completed to progress through the entirely-linear game. On the other hand, Juliet can collect Nick Tickets throughout the game which can be spent on a few different attacks that utilize Nick's head, from firing him out of a popper cannon, to spinning him around on a ribbon. These will cause a fair amount of damage to foes and some even grant Juliet temporary damage resistance, acting as an alternative to her other powerful attack that results from chaining enough kills and filling the chainsaw gauge. Once the chainsaw gauge is filled, Juliet can temporarily power up her swings and slashes, making them rainbow colored and briefly granting her invincibility. Decapitating three or more zombies at once rewards Juliet with a large sum of medals, and this is made much easier in her powered-up state.

While the fighting is largely repetitive, the game mixes the experience up by placing environmental barriers that Juliet must cut down, encouraging players to race across rooftops with the chainsaw dash ability, and placing Juliet within classic arcade games like Pong and Pac-Man. Each boss fight has multiple phases and distinguishes itself from the others very well. One element the whole experience seems to lack is something to properly connect the different stages. The story does well enough to explain why Juliet and Nick land on a farm and need to scale a skyscraper-sized arcade, but each level feels like it could have been expanded upon. The game only lasts around six hours, and while it does encourage multiple playthroughs for completionists, there seem to be a lot of missed opportunities on the part of the development team. The game also lacks much of a challenge factor. For fans of typical action hack-and-slash games, the normal difficulty setting will be a walk in the park, and even rookies of the genre will likely find the challenge at least a little underwhelming. Meanwhile, the harder difficulty settings do little more than restrict your stock of health-rejuvenating lollipops.


Graphically, the game looks okay - nothing more, nothing less. There is a subtle cel-shaded look that layers everything, adding to the comic book style the game tends to lean toward in its overall artistic presentation. While character models are well-animated, textures and character models themselves do not look particularly good when compared to many other games of this generation - due in large part to the aging of the Unreal Engine - and the game's brightly-colored environments do little to mask this visual shortcoming. On the other hand, the soundtrack is a standout part of the game's presentation. The original score is upbeat and action-oriented, while licensed tracks like Toni Basil's "Mickey", Dead or Alive's "You Spin Me Round (Like a Record)", and Skrillex's "Rock n' Roll (Will Take You to the Mountain)" are plain fun to listen to and add an extra level of pep and silliness to the cheerleader-driven narrative. Though few and far between, there are a handful of moments where the audio mixing becomes very unbalanced, and it is difficult to hear scripted dialogue over environmental noises.

There are ranking modes and plenty of unlockable costumes, but the core of the experience lies in playing through the story. A single playthrough of Lollipop Chainsaw will only last a few hours, which may be a deal breaker for some, especially when stacked up against its contemporaries. Fans of Grasshopper Manufacture and Suda51's previous work will no doubt feel at home, though they may not be laughing quite as hard nor as often as usual. Lollipop Chainsaw is fun, fast-paced, and the individual levels are well-developed. Unfortunately, the game lacks significant extra substance to land it a spot comparable to other games of its kind.

My rating: 7 (out of 10)

Saturday, July 14, 2012

Wii review: No More Heroes


Travis Touchdown is a socially awkward otaku who just happens to have some serious skill wielding a beam katana. After blowing all of his money at the bar one night, he decides to take up the offer presented by Sylvia Christel to enter the United Assassin's Association. Travis has two goals in mind: become the number one ranked assassin in Santa Destroy, and get Sylvia in bed with him. After defeating Helter Skelter, Travis is qualified to challenge the remaining ten assassins, each of whom utilizes a different style of combat.

No More Heroes plays out as sort of a "greatest hits" series of boss fights. Each boss is preceded by a short level wherein Travis must take down weaker henchmen. As the game progresses, these areas become longer and the henchmen become stronger, equipping themselves with blunt objects and firearms. When it comes to the actual boss fights, though, the game does not disappoint. Some of the other assassin's use a more straightforward approach, while others utilize their environment. Some are able to use ranged attack, while others prove deadly at close-quarters. Each of the boss characters is quite well-developed and carries a strong presence - fights against Destroyman, Bad Girl, and Harvey Moiseiwitsch Volodarskii will be just as memorable as their names.


The pace does slow down in-between boss fights, as Travis must earn enough money to qualify to enter each. At first, Travis is only able to access side jobs that range from collecting coconuts to mowing lawns to picking up trash. And while those descriptions don't sound particularly enticing, the way the game utilizes the motion controls makes them mildly entertaining. The fact that each side job only lasts a brief while keeps them from getting stale too quickly.

After properly completing a side job, Travis' employer will inform him that there are assassination gigs accessible at various locales in Santa Destroy. The first few prove incredibly straightforward - either kill a specific target or take out everyone in the area. Later assassination missions will add further restrictions, like taking out a line of enemies by hitting a baseball at them with your beam katana or only using wrestling moves. The more strict the rules of an assassination mission, the more money Travis will earn. After a few times running the routine of side job-assassination mission-boss fight, it's easy to pin down a rhythm to quickly earn the required funds.

Aside from putting his money toward the next fight, Travis can visit a number of locales around Santa Destroy. At Area 51, Travis can pick up some new clothes, and at Thunder Ryu's gym he can pay for lessons to improve his physical stats. Travis can also visit the lab of Dr. Naomi, a woman who develops new models of beam katanas. Back at Travis' motel room, he can kill time playing the game-within-a-game known as Bizarre Jelly, help his overweight cat exercise, swap the models of beam katanas he has amassed, and save the game by sitting on the toilet.

The first time Travis sits down on the toilet is only the tip of the iceberg when it comes to this game's unique sense of style. It's chock full of humor, from references to other video games and anime, to Travis occasionally breaking the fourth wall. Character designs and environments are bright and colorful, while the soundtrack is an awesome culmination of techno, rock, chiptune, and even a few metal songs.


The motion controls are worked into nearly every nook and cranny of the experience. Swinging the Wiimote lets Travis strike with his beam katana, wiggling it back and forth will recharge it when his batteries are low, and a combination of the Wiimote and Nunchuk allows him to take down enemies with a variety of wrestling maneuvers. In the event that Travis locks swords with his opponent, a prompt will appear indicating the Wiimote be spun in a certain direction in order to gain the upper hand. When Travis reduces the health bar of one enemy to zero, a prompt will appear indicating he swing either vertically or horizontally. This attack can take out not only the main enemy being targeted, but also those nearby. Each time Travis gets a kill, a small slot machine will roll at the bottom of the screen, with a winning combo granting Travis brief use of a handful of powered-up attacks.

The Wiimote will need to be tilted from side to side in order to steer the lawnmower, and back-and-forth motions with the Wiimote and Nunchuck will help Travis exercise. Only when Travis is driving his futuristic motorcycle around town does the game suffer from less-than-spectacular controls. Sometimes the bike will boost with only a small amount of acceleration applied, and bumping into practically anything and everything will send Travis flying out of his seat. Navigating Santa Destroy is easy enough - the map is only so large. But there isn't much interesting to look at outside of the key locales.

The story does not take itself too seriously, but develops at a steady pace that allows players to gain a better understanding of who Travis Touchdown is and how his character evolves from the moment he sets out to become number one to the moment he enters the final boss fight. The side jobs are a bit lackluster, and the transition from fast and intense boss fight to slow and careful work proves a bit of an annoyance at first. That said, the boss fights are outstanding - as varied and as enjoyable as something like The Legend of Zelda series could dish out. No More Heroes is one wild ride - an incredible gaming experience that is also beautifully creative. The unique blend of action and style Suda 51 brings forth in No More Heroes leads it to be as much of a video game as it is a work of art.

My rating: 9.5 (out of 10)
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