Only in Japan

30 04 2012

I’m still pretty busy; but I wanted to share this with you all: where else in the world would a company think of using an toy to sell a razor?  If the toy is an anime figure, the answer must be Japan.

 

 

It seems Schick is cross promoting with Evangelion because by this time I’m sure the list is running thin on things that haven’t been cross promoted with Eva.  Schick Hydro 5 razors come with exclusive figures, and blade refills come with superdeformed Evangelion toys.  And before you ask, no I didn’t get one.  I’m a Gillette man, myself; and they’ve started putting One Piece characters on their packages.  Seems there might be a Evangelion/ One Piece shaving war a-brewin’.

Or maybe the Japanese have decided that otaku need to shave more.  Who knows.





Busy, Busy, Busy

23 04 2012

Haven’t had time to update the site lately… I’ve been hard at work getting some titles out the door, including the much hyped Another Take on Catherine.  So take heart in the fact that I haven’t abandoned ‘ol HCKBlog, I’ve just been busy.

In the meantime, here are some rough shots from the upcoming and aforementioned Catherine.

 





GAME VERSUS – Galaxy Force II

18 04 2012

I started a new series along side HardOffing, it’s called Game Versus.  In it, I take a game that’s been released on multiple consoles and pit the different versions against each other to determine which is best.  I can help but feel I could be more flowery about the whole thing; but it’s 2am and I’ve been editing for the last 13 or so hours and I’m tired, so this is as good as it gets. I guess my work will just have to speak for itself.  If you like it, let me know!





HardOffing Episode 5: Akihabara part 2

13 04 2012




You, Good Sir, Are Screwed

12 04 2012

Hey, you!  Gamer person!  Do you own a Wii or and a 3DS?  How about a PlayStation 3 and a Vita?  If you do, you’re being screwed.  Yep, I said it- screwed.  You’re taking it up the ol’ wazoo by Nintendo and Sony.  How, you ask?  Allow me to explain.

 

To play this, you had to have this.

 

Back when I was growing up, if you wanted to play an old game you had to hunt down the old system and the game you wanted to play.  If you wanted to play Bonk 3, you had to find a TurboGraphx and a copy of Bonk 3.  If you wanted to play Vectorman, you had to have a Genesis and a copy of the game.  Then, as game companies became more open (or fell apart in the case of Sega) and portable devices became more powerful, you could get an older game as part of a compilation or as a re-release on a handheld system.  Super Mario Brothers was originally released on the NES, then became available on the Game Boy Advance.  Sega Master System games could be re-purchased as Game Gear cartridges.  This was acceptable because it was the only way to get them and take them with you on the go.

Then came a watershed moment in gaming: Nintendo announced the Virtual Console for their Wii system.  Suddenly tons of old games for various systems could be played in one place without having to track them down and pay out the nose.  Sony followed suit offering downloadable PSOne Classic titles, as well as PC Engine (TurboGraphx) and Neo Geo Titles.  While the retro Wii downloads were locked to your system, Sony took it a step further allowing classic games to be transferred to the PSP handheld gaming system, so they could be taken with you.  Everything seemed well and good up to this point; but here’s where things get a little strange…

 

 

Nintendo then released the 3DS system with its own Virtual Console separate from the Virtual Console available on the Wii, and Sony released the Vita with no backwards support whatsoever, except if you live in Japan and are willing to pay them (but it doesn’t extend to their retro games line, only to select PSP titles).  Eventually, they did make Neo Geo and PC Engine downloadable titles available to play; but only after saying that they wouldn’t.

 

Here’s what I’m getting at: in the last year, it’s conceivable that if you own a Wii and a 3DS, and want to play the original Legend of Zelda, you could have purchased it once for the Nintendo Wii through its Virtual Console, and then again through the 3DS and it’s virtual console, even though both systems use the same storage media and access the same network.  Actually, if you want to take it a step further, you could have purchased Zelda on the NES, Super Famicom (if you were in Japan), Game Boy Advance, Game Cube, Wii, and 3DS.  That’s 7 times you had the opportunity to buy the same game.

 

You'd have to pay upwards of $130 to play the same Zelda game on various Nintendo consoles.

 

Sony seems to get it a little more than Nintendo; but even they are slow in implementing a feature that seems like a no-brainer from the start.  Now, I’m not the kind of guy that feels entitled to play whatever game I like on whatever system I like… these machines are their developer’s babies, so what they say goes; but gamers aren’t the ones that opened the retro gaming on modern devices door, Sony and Nintendo are.  People like to joke and say that Nintendo makes portable machines that print money, but in actuality it’s nostalgia for past games that’s really raking in the dough.

It’s 2012.  Games, by and large, are digital now, and for all intents and purposes they could be conceivably transferred from modern consoles to modern handheld gaming devices, albeit with graphical limitations.  Retro games have none of these limitations, and provide an instant library and cash flow system to new devices.  That’s where the problem lies: companies are worried that if you can easily transfer you copy of Super Mario on the Wii to your 3DS or your Spyro PSOne Classic to your Vita, they’ll lose out on your money; that is, they’ll lose out on double charging you.  Although a system of cross transfer compatibility makes sense from a consumer standpoint, from a business standpoint, companies are scared to death of this.  Maybe it speaks to how little money companies make per release.  Keep in mind that over the last 10 years, game budgets have soared.  20 years ago, it took four people to design, program, and complete a game.  Now it takes international teams.  The cost of making games is out of control, and companies have had to shift income to the cross platform sale of older titles to make ends meet.  I know it may seem inconceivable that a big company could have trouble making money when they’re releasing hundreds of titles; but it can happen…. Just look at Sega.

 

As a consumer, you should just about be fed up with this.  I know I am.  There’s no reason why we should be forced again and again to buy the same games.  I understand why we had to on purely cartridge based systems, but in this digital day and age there’s no excuse.  Its just greed.





Hatsune Miku Vita Bound

12 04 2012

 

According to the latest issue of video game magazine Famitsu, the next Project Diva game will be releasing on the PlayStation Vita later this year, and oddly enough, the PlayStation 3 next year.  Why it’s going to take an additional year to put it out for a home console, I can’t fathom.  The game ditches the pucchi look that was fond in the recently successful Project Mirai for Nintendo’s 3DS system, and returns to it “normally shaped” roots as seen in past iterations of the game found on the PSP and PS3.  As always, you can click on the images to enbiggen them.

 

 

Here you can see various screens from the new game, which looks to have maintained the play mechanics of the previous games; but also takes advantage of the dual nub support that the Vita offers.  Also announced are the returning somewhat failed Vocaloid characters of Rin, Ran, Ruka, Kaito, and Meiko.  Will any Vocaloid ever be able to dethrone the ever popular Hatsune Miku?  At this point, probably not.

 

 

Next we get a taste of the locations of the various dance scenes in the game as well as a brief glance at some of the costumes that will be available.  I like that one of the outfits has been designed by someone who is only known as “bob”.   Way to go, “bob”!

I think it’s interesting to note that while Vocaloid fans are getting quite a bit of Hatsune Miku in their lives courtesy of Sega; all the games that have been released thus far have been relatively the same.  Sure, the songs and outfits change, and graphical prowess varies by system; but couldn’t Sega try something a little different?  Are they that set on just driving this Vocaloid cash cow into the ground?  Why not try something new?  I, for one, would love play to play a Vocaloid RPG, and at this point that seems a logical way to go to keep it fresh.  Maybe it’s time for Sega to give Compile Heart a call, hum?

Also, the dates on the top picture refer to a general public game play event being held at Makuhari Messe, April 28 and 29.  There you’ll be able to try the new game out for yourself, if you live in the Tokyo area.  For the game to have just been announced and have a public play event must mean that either it’s pretty far along in development, or that Sega really doesn’t put that much work into these things.  An official release date has not yet been made.

 

 





PS3 REVIEW: Tales of Xillia

11 04 2012

Let me preface this review by giving you a little history of myself and games in the Tales series of role-playing games.  I first heard about Tales of Phantasia probably in about 1997 or so, before any of the sequels, when it was available for the Super Famicom.  Back then, games that came on cartridges were much more expensive to import, and I remember it being somewhat hard to get as importers had turned their eyes away from 16-bit systems, and expensive… somewhere in the $125 range.  So I played it on an emulator.  At that time, nothing could emulate the special sound chip that was used to give the game an actual opening theme and voice throughout the game; but never the less I was blown away by the beefy graphics that seemed to hold their own against modern RPGs.  Additionally, I was struck by the attention to detail the programmers had shown, and it had me hooked.  I eagerly imported the limited versions of Tales of Destiny and Tales of Eternia.  Then I took some time off from gaming.  I would pick up with the Tales series four games later, when Tales of Vesperia was released for the Xbox360.  Vesperia, like the previous games, also impressed me.  So when it came time to get a new PlayStation 3, I went searching for the limited edition Tales of Xillia bundle, not only because I liked the design of the console; but because it included a game I planned to enjoy as well.

 

That machine is a beautiful, beautiful thing. Until it gets dusty.

 

The first thing that struck me about Tales of Xillia was the lushly animated eye catch it has.  Very beautiful.  What it does, though, is set your expectations up for a level of quality that ever materializes.  You begin by choosing a main character to play as, Jude, a boy, or Milla, a girl.  I chose Milla.  We’re then treated to a console rendered opening scene where Milla senses the death of a spirit, and travels to right the wrong that’s occurring.  The PS3 is a pretty powerful piece of hardware, and Namco had already set the standard for current-generation Tales  games with Vesperia (Tales of Graces F doesn’t count because it was made for the Wii and then ported over to the PS3).  Gone is the anime look of Vasperia, replaced with shocking low-res textures and jerky movement that had me flashing back to the marionette look of Star Ocean: The Last Hope International.  I really was shocked.  I expected more graphically than what I was given; but I trudged on, and I mean trudged.  For me, there wasn’t a lot to like about the game.  In fact, I’m not even going to give it the benefit of my prose, I’m just going to list what I liked and didn’t like:

 

LIKED

-       You can actually rely on the characters you aren’t controlling to act intelligently in battle and to heal you when you need it.

-       One of the pieces of background music sounds like the Back to the Future theme.

-       The character of Tipo is awesome creepy.

-       You can set all party members to attack automatically, so you don’t actually have to play a lot of the game.

-       One of the characters gets hurt and actually has to go around in a wheelchair for a bit.  That’s new.

 

That little purple bowling pin thingy is made of pure awesome.

 

DIDN’T LIKE

-       Gameplay is boring and repetitive.

-       Characters are beyond cliché, reminding me of hollow copies of characters from the last RPG I beat, Ni no Kuni, and then every RPG before that.

-       There’s no sense of urgency in the entire game.

-       Character customization is unnecessary and, well, dumb.  Why would I want my characters running around dressed as other characters from other games?  Why would I want my characters to have a wolf’s tail or wear bunny ears and funny nose glasses?

-       Areas beyond towns have items that replenish every time you enter that zone, and they’re marked on your map so you can just going back to that place and get more stuff.  Where’s the challenge?

-       Monsters are overpopulated, and advancing becomes a grind fest.  An easy grind fest.

-       Items that you can pick up are shine and are readily identifiable from a distance.  What is this, Resident Evil?

-       Characters movements are jerky and unnatural.  They move their head, pause, move arm, pause, etc.  And when they walk, it doesn’t look like their feet are touching the ground.

-       You can’t go in most of the buildings in the game, and when you can go into one, there’s nothing to do, you’re just in that building.

-       I didn’t die once, and only had to use healing herbs 6 times in the entire game.

-       One of the characters gets hurt and has to go around in a wheelchair.  That’s retarded.

-       The plot is pure cellophane.

 

OK, everybody attack while I go into the kitchen and make a sandwich.

 

I could go on; but I won’t.  Really, this game is just another hollow JRPG; the kind that gives JRPG’s a bad name.  And that’s so sad, because the Tales series and Tales fans deserve so much more than that.

There’s a reason why in Japan the almost three year old Tales of Vesperia still retails for ¥5480 ($68.00) used, while the newer Xillia goes for a much lower ¥1480 ($18.00).  It’s because the ball has completely been dropped by Tales Studios.  Where past entries in the series stood for quality and meticulous design, Xillia feels more like a cash grab.  It feels like Namco just slapped it together, threw it out the door, and said, “Here… now give us your money.” They set the bar so high with their efforts on other systems, Tales fans deserve so much better from the first true outing of the series on the PlayStation 3.  Maybe the next one will be better, or maybe Namco’s just trying to milk you for every penny you’ve got.  If the way they handle their DLC is any example, I’m betting on the latter.

 

 

As a final note, I’d like to mention that I was finally able to pick up an actual copy of the original Tales of Phantasia for the Super Famicom.  It rocks so hard, and what they did with that special sound chip is simply amazing, even 15 years later.  It’s mind blowing to hear a SNES game that actually has an opening theme song that not just bleeps and bloops, but is sung.  If Tales Studios could be half as inventive now as they were then, we’d have another gem in our hands; but as of now, we only have a lump of coal.








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