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Wednesday, December 30, 2015
Wii U review: Fast Racing Neo
In an era where futuristic arcade racers like F-Zero and Hydro Thunder have largely disappeared, Fast Racing Neo seeks to reignite that spark of wonder and excitement these titles of yesteryear once offered. At first glance, Fast Racing Neo might look like a direct F-Zero successor under a different name and from a different developer. The game boasts a dozen hover racing vehicles, tracks vary from desert domains to space stations, slick ice-capped mountains, mining facilities connected by giant tubes, and jungle vistas with ninety degree inclines.
Each of these vehicles handles a bit different from the next. Some are quick on acceleration, but have lower top speeds, and vice versa. Some handle sharp turns on a dime, while others have longer and heavier frames that force a larger turn radius. But each vehicle is capable of blazing through gorgeous environments at incredible speeds, all without dropping the framerate below a perfect sixty frames per second. It’s a bit of a shame that the vehicles can not be given alternate color schemes, but their names and designs do well to pay homage to the era of gaming that inspired them.
Track layouts similarly feel the part of F-Zero GX’s offerings, and are, in some cases, even more challenging when attempted at the higher speed settings. Not unlike Mario Kart, the Subsonic, Supersonic, and Hypersonic ‘difficulties’ have less of an impact on the capabilities of the opponent racers’ A.I., but rather increase the speed at which everyone zips along the track. Fast Racing Neo avoids a ‘rubber-band’ catch-up system, so there are rarely rival racers that follow closely behind you for the four tracks within any single cup. This of course also means that you as a player still need to shoot for the front of the pack, as the overall rankings are less predictable than in other arcade racers.
Fast Racing Neo controls with buttery-smooth precision, though as mentioned, no two vehicles control in quite the same fashion, so it may take a few runs to get the feel for which vehicle is best suited to your personal play style. Similarly, each course dishes out something new as you progress, and the best way to beat the competition is learning a track’s ins and outs through a trial-by-fire approach. Fast Racing Neo, oddly enough, also gives a nod or two to Ikaruga and other shoot-‘em-up games, with the incorporation of a color-shift system. Certain boost and jump pads are blue, others orange, and you must shift between the two on the fly to make the most of these. Jewels scattered across the track, meanwhile, will fill up your boost gauge, which you can then utilize whenever you so choose.
In the event that you crash while attempting a jump, the game quickly respawns you at the section of the race track closest to where your machine exploded. You are granted a small amount of boost to try and catch back up with the competition. An unlockable Hero Mode ups the difficulty even further, as it demands players manage their boost meter as a shield meter as well (not unlike the F-Zero series), as well as finish in first place to further progress. It’s a bonus mode for the most determined of players, those who haved proved their skill by completing all of the previous difficult settings.
Fast Racing Neo does include online play, wherein players vote from a limited selection of courses. Their vote is then cast into a pool with the votes from each of the other players, and selected roulette-style, not unlike Mario Kart Wii’s online selection process. However, there is currently no way to vote for the difficulty/speed setting, and the game appears to default to the lower end of that. Despite rather bare-bones menus, the game makes up for this with vehicles and courses being covered in gorgeous, shiny visuals, making Fast Racing Neo one of the best looking titles on any console this generation yet. The techno soundtrack is a great, adrenaline-pumping match to the game’s sci-fi setting, and further cements Fast Racing Neo as a worthy successor to a genre that has largely fallen into obscurity.
My rating: 9 (out of 10)
Labels:
arcade,
Fast Racing Neo,
game review,
racing,
sci-fi,
Wii U
Monday, December 14, 2015
Gaming, Anime, and Comic Book Update: "See You, Space Cowboy..."
2015 saw many major titles delayed into the following year. From Star Fox Zero, to the new Legend of Zelda, and even Persona 5, the holiday game offerings for this Fall and Winter were slim compared to years past. Those aforementioned Wii U titles, as well as the Shin Megami Tensei x Fire Emblem title, will certainly be purchases for me this coming year. I also recently picked up Xenoblade Chronicles X. While I’ve spent a decent amount of time with it already, given how long the game is reported to be, I highly doubt I will get around to reviewing it until January, at the very earliest.
Fast Racing Neo, meanwhile, will likely be my last game review to be posted for 2015. It has managed to impress me so greatly that I have no doubt that it will land in my top 5 games for the year. I also recently purchased SteamWorld Heist for the 3DS, which is reported to last around 13 hours or so. I’m not sure if I will get a chance to write up a review for that game by the end of the year, so for the time being, given how I intend to continue devoting most of my gaming time for the next month or so to Xenoblade Chronicles X. Also on the radar for early 2016 will be Shin Megami Tensei IV, as I recently added it to my 3DS library as it was on sale in the eShop. I’ve never played a core SMT title before, but my experiences with the Persona series that spun off of it have been largely positive thus far.
On the anime front, while I did manage to start a number of series this year, I didn’t finish nearly as many as I had hoped. This was due in part to my trying to juggle too many series at once, and also partly due to personal events outside of the blog that demanded my attention more so than my viewing of these anime. As such, I hope to deliver quite a few anime reviews early next year, but am expecting to cut my year-end anime countdown to a ‘top 3’ this year, instead of my usual ‘top 5’.
On the comic book front, however, I manage to crank out quite a few more reviews than I initially expected. The short-lived nature of many of Marvel’s Secret Wars spinoff series helped bump the overall number of comic book reviews up significantly, while I was still able to devote time to more intense and lengthy reading material, like Black Science and Age of Apocalypse. I still have a number of comics that I picked up at this year’s Grand Rapids Comic-Con that I have not yet begun to read through, and those will most likely make for some of my earliest comic book reviews in 2016. The remainder of the year, meanwhile, remains largely ambiguous. No doubt I will continue reading Black Science, Tokyo Ghost, Nova, and Guardians of the Galaxy, but there are a couple of series I’ve had my eye on that may serve to replace Saga on my reading list.
Tuesday, December 8, 2015
Limit Break: Why Splitting the Final Fantasy VII Remake into Multiple Parts May Be a Good Thing
The initial reveal of the Final Fantasy VII remake was met with seemingly unanimous applause just a few months ago. Now that details of its release format and gameplay have been revealed, it seems fans have become a bit divided over this bold reimagining. I have yet to complete the original PS1 version of Final Fantasy VII, but the good third or so of it that I have played, I very much enjoyed. I still prefer Final Fantasy IV, but I cannot deny how well VII has aged, nor can I deny its role as one of the most popular and critically-acclaimed video games of all time.
Which brings me to my first point: given just how well-liked Final Fantasy VII is, someone somewhere was going to be let down with at least one decision or another. It’s the nature of the beast, and probably part of the reason that Square Enix was so apprehensive to try and recreate this game in years past. Even less heavily altered updates to classic games like the 3DS ports of the N64 Legend of Zelda titles were met with criticisms regarding changes made to their save systems and the inclusion of helpful hints for gamers who may have been too young to have experienced Ocarina of Time and Majora’s Mask during their original release.
Also, Final Fantasy VII is a very large game, in both scale and assets. This can be said about most Final Fantasy titles, yes, but each of the areas that Cloud and company visit are full of detail, with many rooms or sections to explore, not to mention the vast expanses beyond the walls of Midgar. And given that the developers intend to add more content than was originally included in the PS1 release, it kind of makes sense that they would want to take their time and stagger the release process instead of dropping it all at once, with less content than they had planned. So long as the remake of Final Fantasy VII is released in reasonably-sized chunks at a relatively consistent rate, I see no problem with this plan. If anything, the feedback Square Enix receives from each installment will help to improve their efforts on the next one.
I admit, I’m not entirely sold on their decision to utilize a new battle system. In my opinion, ATB is one of the best battle systems in any JRPG to date, and as the old saying goes: “If it ain’t broke, don’t fix it.” At the same time, the recent gameplay trailer only offered us quick glimpses of the new battle system, and I don’t think anyone outside of Square Enix is entirely sure as to how the combat works just yet.
I’m a big fan of the character designs for Cloud and Barret. Barret is a reasonably-proportioned human instead of some cartoonish hulking goliath, while Cloud looks tall and thin, much like his in-battle character model from the PS1 version. I feel their voices are also incredibly appropriate, and so far (fingers crossed that this carries on through the rest of the remake) Barret does not appear to act the part of the racist caricature that he was in an era gone by. Obviously, only time will tell how the ultimate end product looks and plays, but I feel that this remake has quite the potential to do its original incarnation justice, and perhaps even improve upon some of the world’s locations and character interactions.
Sunday, November 15, 2015
Comic Book review: Age of Apocalypse, Volume One
Considered by some to be one of the best Marvel event series of the 1990s, X-Men: Age of Apocalypse tells the story of an alternate history where Charles Xavier was killed by his psychotic son Legion decades before his school for gifted children could provide a safe haven for troubled youth, and before the legendary X-Men could become a fighting force for good among mutant and humans alike. Instead, Xavier’s death provides Apocalypse and his loyal horsemen a clear path to launch a campaign against humankind, keeping with the all-powerful mutant’s beliefs in ‘survival of the fittest’. Born of Apocalypse’s conquest is a dire future, where humans are corralled into pens like cattle, where mutants are hunted to either be hired into Apocalypse’s ranks or killed for opposing him, and where one Erik Lensherr champions the causes of his old friend Xavier and forms his own team of X-Men.
What is so captivating about the Age of Apocalypse story is the manner in which it takes familiar characters, partnerships, and rivalries, and turns them on their heads. Magneto is now a hero, an icon among those mutants who would dare to stand against Apocalypse and strike back at his dystopian regime. Rogue is Magneto’s wife, and together they have a child whom they name after the late Charles Xavier. Logan is still survivor of the Weapon X program, but is never referred to as Wolverine, and loses one of his hands in a battle with Cyclops, the latter of whom works for Apocalypse under Sinister as one of their most trusted officers. Nate Grey, the X-Man, is a highly powered telekinetic who travels with a band of misfit performers including Toad, Sauron, and Forge, while Sabretooth, Wild Child, Blink, Iceman, and Morph round out Magento’s team of X-Men.
It’s a dark, gritty vision of the X-Men, but rarely feels like it is pushing an ‘edginess’ simply for the sake of selling to older teenage audience. The dialogue is appropriate to the setting, while remaining overall friendly to readers of a broad age range. Character and environment artwork maintain a consistent direction throughout, though each artist does add their own slight spins on these faces and places with which readers will spend many hours.
What is unusual about this first numbered volume in the Age of Apocalypse series is that it gathers a strangely disjointed collection of issues together. Unlike the later volumes, the span of time that is passing across the issues collected in this first trade paperback is hard to pin down. Likewise, it would appear that certain events from issues placed toward the back of this volume actually occur simultaneous or even before issues that are placed near the front. Some of the storylines in this first volume lend a significant amount to establishing the characters and state of the world in Age of Apocalypse. Others, like Blink’s solo romp through the Negative Zone wherein she loses her memories and is caught up in a power struggle between Blastaar and Annihilus’ loyalists, add very little to the core plot, acting as largely uninteresting (sometimes annoying) distractions.
Still, Age of Apocalypse is a wildly engrossing story, and even with its shortcomings, this first collected volume offers some genuinely enjoyable subplots. Its disorganized nature simply falls a bit short of the quality of the later volumes. For those who enjoyed the Prelude or random issues of the later Age of Apocalypse tale, I can assure you that the series only gets better from here.
My rating: 7.5 (out of 10)
Comic Book review: Armor Wars (2015)
Technopolis, as its name implies, is a sprawling hyper-futuristic metro, where all citizens are forces to wear variants of the Iron Man armor to prevent themselves from contracting a lethal virus that was unleashed on the region many years prior. Tony Stark is resident baron, and often clashes with his brother Arno. James Rhodes is Tecnopolis’ designated Thor, wielding a giant hammer and shiny Asgardian-inspired mechanical suit. And young Kiri Oshiro and Lila Rhodes, both resourceful teens who know a thing or two about tinkering with and repurposing the tech of these armored suits, begin unraveling the mysteries surrounding the death of Kiri’s boyfriend Peter Urich, aka Spyder-Man.
James Rhodes, meanwhile, begins his own investigation into the death of Spyder-Man, suspecting that Kingpin Wilson Fisk might have some involvement. Meanwhile, Arno Stark begins sending reconnaissance troops like Stingray to scope out just what his brother Tony, Kiri, Lila, or anyone else who may have interacted with Spyder-Man are up to. These interwoven plot threads make for a decently compelling narrative, while also preventing the story from becoming too convoluted.
Armor Wars is a standout entry among the Secret Wars spinoffs for the manner in which it handles its processes of world-building. The constant threat of being exposed to the natural world paints an eerie world where humans grow to accept rocket-powered machinery as an extension of themselves. Armor Wars also offers a few really strong plot twists, while simultaneously avoiding playing on a scale too grandiose for its own coherence.
The theme of where man ends and machine begins is certainly common to Iron Man-centric tales, but it is fresh to see a large portion of the story through the eyes of youth Kiri and Lila. There are a couple of points where the story slows down more than is perhaps ideal for Armor Wars' overarching plot, pacing which would be better-suited for a series that is not limited to a five issue run. Overall, however, Armor Wars is an enjoyable read, a dark mystery driving toward an action-packed climax. Of all the Secret Wars spinoffs, Armor Wars performs as one of the best at keeping itself within manageable boundaries of narrative pacing and character development.
My rating: 8.25 (out of 10)
Sunday, November 8, 2015
Comic Book review: A-Force
The island of Arcadia is nothing short of a paradise, a peaceful city that has largely managed to avoid the chaos of other Battleworld realms like those seen in Age of Apocalypse or Age of Ultron vs. Marvel Zombies. Thanks to the watchful protectors of the all-female A-Force team, the residents of Arcadia have long felt safe, as any threats to their home have quickly been subdued by Medusa, Dazzler, Loki, Captain Marvel, America, Nico, and Baroness She-Hulk.
When a giant shark appears in the waters of Arcadia’s bay and threatens the populous, the A-Force springs into action, but the overly energetic America throws the beast too far beyond the borders of Arcadia, and past the giant wall that divides the monstrosities of the Deadlands from the rest of Battleworld. This act is a direct violation of Doom’s laws, and the Thors descend upon Arcadia to take America away, to have her answer for this crime. She-Hulk attempts to plea with the Thors, but they warn her that any attempt to interfere will be viewed as a movement against Doom. She-Hulk tells America to be strong, but as America is taken away by the Thors, the other members of the A-Force are clearly shaken, and some begin to question She-Hulk’s right to lead as baroness of Arcadia.
A-Force provides a wonderful blend of a few different genres. Of course there is plenty of action from this troupe of butt-kicking ladies, but there is also a vivid sense of adventure and self-exploration for Nico, who has lost her friend America to the technicalities of Doom’s laws, yet just as soon gains a friend in the form a mysterious visitor from the stars. This newcomer to Arcadia will leave a significant impact on all of the A-Force members, and is as much a curious, endearing character as she is pivotal plot device, despite only having a few lines of dialogue for the entirety of this limited series.
The older A-Force members, on the other hand, have vastly differing outlooks on the situation at hand, and some suspect that America’s forcible removal from Arcadia may be the result of foul play from somewhere within Arcadia. She-Hulk may be baroness of the realm, but her comrades are not afraid to challenge her authority if they believe she is not appropriately grasping the situation at hand. The blend of personalities within the A-Force is fresh and makes for some very compelling interactions – Dazzler always has some pep in her step, She-Hulk is the tough-as-nails leader, and though she may butt heads with Medusa on occasion, both present reasonable arguments for their actions, and are equally strong-willed individuals.
The single major setback in A-Force is one that seems to be a common hindrance among many of the other Secret Wars tie-ins, in that it is merely a five-issue run. One particular subplot feels like its endgame is somewhat rushed in the final chapter. That said, the handful of conflicts that the A-Force does face are paced quite well, and the series’ length does allow for the rest of its story to be resolved with reasonable satisfaction by the time the last pages are reached. If anything, A-Force is one such limited series that I wanted to see carry on, as there is plenty of opportunity for more fun, exciting adventures to be had with this female fighting force. And as luck would have it, A-Force is now among the series Marvel has announced will be continuing as part of the post-Secret Wars relaunch.
My rating: 8.5 (out of 10)
Saturday, November 7, 2015
Comic Book review: Ghost Racers
Within Battleworld, there exists the Killiseum, an arena where all manner of deadly sporting events are held. Notable among them are the lethal, high-speed free-for-alls that pit a half-dozen Ghost Racers against one another. Classic Ghost Rider characters like Johnny Blaze and Danny Ketch take to their flaming bikes, dodging environmental hazards that stand between them and the finish line. But the main character, and hero of the day, is Robbie Reyes, the most recent host to have taken up the mantle of the Ghost Rider before the collapse of the multiverse resulted in the formation of Battleworld.
Much like his introduction in the Marvel NOW! series, Robbie Reyes is a caring older sibling to his brother Gabe, their parents absent, and their home located in a neighborhood that is anything but glamorous. Robbie takes to the race in his sporty muscle car, with the spirit Eli guiding him, and is currently the favored racer. But those who lose are subjected to a number of torture devices below the Killiseum. The Ghost Racers are also – to a certain degree – under the control of the sadistic Arcade, and should one of them get out of line, he can easily sick the others on them. All of this makes for a considerable threat when Robbie and Eli hatch a plan to escape Arcade’s perverse sport once and for all.
The art direction and dialogue in this limited series wonderfully match the grungy atmosphere that has often been associated with the Ghost Rider comics, as well as other Marvel tales aimed at teen audiences on up. Character designs do well to present a variety of Ghost Rider styles, while also paying homage to the series’ long history. Ghost Racers is not an overly-complicated story, but it does present a sufficient number of hurdles for Robbie to overcome. As lead protagonist, Robbie is just as likeable a character as in his Marvel NOW! debut. Ghost Racers proves an entertaining read – one that is surprisingly well-paced, given its smaller scope when compared to many of the other Secret Wars tie-ins.
My rating: 8 (out of 10)
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