Saturday, February 27, 2016

Sadame (3DS)

If I were to summarize Rising Star Japan's "Sadame" by using other JRPGs in the genre as comparisons I'd say that it is a mixture of "Samurai Warriors", 'The Legend of Zelda", "Muramasa: The Demon Blade", and "Diablo 3". There are certain elements from each of these gaming experiences that seem to have inspired this action RPG. When it comes to the 'Samurai Warriors' comparison you'll find that the game plays heavily on actual Asian history, but does so in a fictional sort of way. It takes one of four character classes (Samurai, Ninja, Monk & Maiden), turns them into the protagonist, and pits them up against the lords of various dynasties who have been physically corrupted by karma. This act by act battle takes place much like 'Samurai Warriors' would, and has players guiding their character of choice to wave after wave of enemies in order to clear them out, and make it to the end boss for the same purpose.

The 'Legend of Zelda' comparison, on the other hand refers to the fact that the action in 'Sadame' is much like what you'd see in one of the older Nintendo DS games of that said series. You'll be traveling through various Japanese locales set in a feudal Japan in an almost top down fashion, and will be fighting both lesser enemies, and greater bosses as you loot the places for better items. As far as the "Muramasa" part of the game goes I say it's like that because the monsters, and demons within are very reminiscent of such a mythological representation. The creature design is similar to that of "Muramasa: The Demon Blade" in a lot of ways. Lastly, the 'Diablo 3' comparison comes into play simply because the game harbors a character customization setup that slightly mirrors what 'Diablo 3' has going on. The rarity of items is definitely there as is the gem placement, and spell usage. It's a set of features that not only compliments other parts of the game, but also gives it replay value. While those comparisons may sum up 'Sadame' at base level, let me go a little deeper into detail with what this 3DS game offers it's potential buyers ...

Wednesday, February 24, 2016

Love Live! School Idol Project - Complete Series 1 SE + 2 PE (NISA)

GENRE: Idols, High School, Drama

DIRECTOR/LOCAL DIRECTOR: Takahiko Kyogoku / Mitsu Hiraoka

STUDIO/PRODUCER: NIS America / Nippon Ichi Software

MSRP: $98.98 (US)

RELEASE DATE: February 14, 2016

LENGTH: Season 1 = 2 Blu-ray, 13 episodes, 308 mins. / Season 2 = 2 Blu-ray, 13 episodes, 307 mins.

LANGUAGE: English Dub w/Songs in Original Japanese (English Subtitles Included)

PREMIUM EDITION EXTRAS: Hardcover Artbook w/Glossy Pages + Artbox & 2 Slim Blu-ray Cases

JAPANESE CAST (CHAR/VO): Honoka Kosaka - Emi Nitta, Eli Ayase - Yoshino Nanjo, Kotori Minami - Aya Uchida, Umi Sonoda - Suzuko Mimori, Rin Hoshizora - Riho Lida, Maki Nishikino - Pile, Nozomi Tojo - Aina Kusuda, Hanayo Koizumi - Yurika Kubo, Nico Yazawa - Sora Tokui

ENGLISH CAST (CHAR/VO): Honoka Kosaka - Marieve Herington, Eli Ayase - Erica Lindbeck, Kotori Minami - Cristina Vee, Umi Sonoda - Kira Buckland, Rin Hoshizora - Faye Mata, Maki Nishikino - Caitlin Glass, Nozomi Tojo - Laura Post, Hanayo Koizumi -Xanthe Huynh, Nico Yazawa - Erica Mendez 

Tuesday, February 23, 2016

Why I Love the Neptunia Series

After having an open talk with my friend Aaron this morning on Twitter I realized that there needs to be some clarification as to why I recommend, and back the Neptunia series/franchise. The series itself is undoubtedly notorious for including sexual images of younger looking female characters, and I know that does not sit well with some people. It is understandable, and I'm not trying to defend such artistic practices as that sort of moe, and loli inspired creative direction does weigh heavily on morals. I will say in the game's defense though (for those who can look beyond the girl-on-girl perversion) that it holds value in it's storytelling. As I've said many times before the series is tied to, and reflects our own gaming industry happenings. Whether it be the console wars of old, or the copyright issues of today everything is discussed in a between the lines kind of fashion. That's why I fell in love with the series. That and the hyper-stylized anime combat. As far as the perverted side goes it is there, and to a varying degree, but if you can look past it 90% of the story, and gameplay overshadows the few images, and innuendo placed within. You do have to be willing to look beyond something so outstanding in nature though.

Monday, February 22, 2016

Megadimension Neptunia VII - Heart Dimension Neptunia H

Coming around full circle "Heart Dimension Neptunia H" ties in everything from Uzume's initial introduction to the goings on in regards to the failed attempt at securing Uzume's console in the second part of the unfolding tale. At the heart of this current story arch you'll find that the CPU candidates, and the four Gold third members are the main role-players in a quest that has finally pitted them against the real culprit behind the scheme at hand. After the ruling CPU's evolved into their next form during the final battle against Affimax's leader in chapter two they succumb shortly afterwards to the tricks of a doppleganger known as Kurome, and are forced against their will into the Heart Dimension. Kurome, as it turns out is the main villain of this latest Neptunia tale, and she is intent on seeing things through to the end. Until now it wasn't made clear what Kurome's agenda was, but as things come into the light through character interactions it is made known that she is intent on merging both Zero Dimension, and Hyper Dimension so that the Hyper Dimension falls in a similar manner as Uzume's world did. Along with Arfoire and Croire, Kurome continues to lead the CPU candidates on a chase in hopes that she can possess the console that she sought out from the start. The only thing standing between her and that end goal now is the CPU sister candidates, and the Gold Third who had become allies through circumstance.

Sunday, February 21, 2016

Capcom You Done Goofed

This Sunday morning I got into SFV hoping that I could get in some decent matches to share with my Youtube audience. To my dismay I ran into a steady stream of modders, and lagswitchers via the good old PSN. This was made worse by the pitiful excuse that is matchmaking. In SFV you have only two options when searching for a match online. One is regarding the platform of choice (PS4 / PC), and the other the connection quality (which makes no real difference with cheaters in the mix). Without the previous region options, and skill level settings in place the player is forced to play against those online players who are abusing the system. Noobs get paired with wannabe pros, and visa versa. This in itself is a huge oversight on Capcom's part. Their whole ideal of pro level competition is so badly warped that they have overlooked these matchmaking details in an attempt to force players to get better, or fail. With the lack of a proper tutorial mode (combos, setups, ...), and an Arcade mode with competent AI/CPU opponents to fight against newcomers do not stand a fighting chance. Not to say that going up against the world's greatest cheaters is going to make them any better though.

Tuesday, February 16, 2016

Street Fighter V - Impressions (CENSORED VERSION)

The following critique is open for discussion between gamers, and members of the Capcom staff. All I ask in engaging in said conversation is that you keep things clean, and well thought out. Don't throw around expletives, or blame like a wayward child. If you have facts, or opinions based on said facts feel free to share them. Just do so modestly, and earnestly. The truth is what I personally aim to present here, and I hope you all take the time to do the same. Let us begin ...

First off I want to say that I honestly feel as if I just paid sixty dollars for a free-to-play fighter. What I mean by that is that SFV in it's current state is a lot like what Koei Tecmo, and the Killer Instinct developers offer up freely at base level with their core fighting game franchises. The only significant difference between those gaming experiences, and this one is that you get a full roster of currently available fighters. Does a full roster, and only a few modes warrant a sixty dollar price tag? I don't think so. Not only does SFV feel as if it should be a F2P game, it also still looks and feels as if it's in a Beta state. Not all features are functional, and not all listed offerings are readily available. A huge chunk of what should be there is not there. The added fact that online play is worse than last-gen's "Ultra Street Fighter IV" makes the experience even less worth the retail pricing than it already is. The one viable offline mode, as of now is the "Survival" mode. It is the only thing that is even really worth playing at this moment in time, and that's not saying a lot.