Azn Badger's Blog

What About the Lysine Contingency…?

Let’s Play Robocop, Part RAWK!

Well folks, it’s been a long time coming, but the Azn Badger has finally redeemed himself.

Ladies and gentleman, after weeks of diligent Rocky IV-esque caveman training, the Azn Badger has finally beasted the ever-loving fuck out of Robocop on the NES.

Just like Rocky, true victory (not that pussy-ass moral/spiritual victory shit) eluded me until the unnecessary, but awesomely over-the-top 10 minute rematch fight.

Rocky II: Stupid Movie, Great Fight...

Not that the final boss fight takes 10 minutes to complete, but you know what I mean…

Anyway, despite suffering a humiliating defeat at the hands of a RED ED-209, (10 times as dangerous as the normal one!) prepared to wowed as the Azn Badger claims his revenge in form of a quick and brutal pwn-session!:

Filed under: Games, Movies, Uncategorized, , , , , , , , , , , , , , , , , , , , ,

Batman’s New Threads

I was clickin’ around on IGN earlier today, when I noticed an article in their comics section entitled, “Batman Has A New Costume.”

Being a Batman enthusiast, I naturally clicked it, half-expecting some sort of shocking redesign along the lines of Batman 500 AKA the Jean-Paul Valley Batman from the Knightfall story arc.

Pictured: The EXACT image that got me into comics in the early 90's.

You see, though I admittedly haven’t followed Grant Morrison’s recent work on the Batman series, least of all the death and return of Bruce Wayne portion of it, with all of the outlandish Batman costume designs being thrown around as of late, I figured we were due for even more craziness.

Goddamnit! I hella' wanna' hate on this image for being dumb, but it's so damn awesome!

Color me surprised when I discovered that not only was the costume redesign a helluva’ lot more tasteful than I was expecting, it was also done by Moon Knight and, *sigh…* Messiah Complex artist David Finch was responsible for it.

As beautiful as his art can be, GODDAMN YOU DAVID FINCH FOR TRICKING ME INTO READING MESSIAH COMPLEX!

That being said, let’s take a look at Mr. Finch’s work:

ART.

I have to say, not just as a David Finch whore, but as a Batman fan in general, I really don’t mind the new costume.

Most of the changes are quite subtle, with some elements, such as the classic; almost Tim Burton Batman-esque yellow chest emblem, actually being recycled elements from previous designs of the Bat-Suit.

Keaton Batman: The Finest Batman the Silver Screen Has Yet to Produce.

In some images I’ve run across, it seems apparent that DC was trying to cash in on the recent mega-success of the Arkham Asylum videogame, as both the beefier arm guards/gauntlets, the bulkier and more heavily ornamented utility belt, and the molded seam-lines of the suit seem very similar to the art style of the game.

No, the Joker is not about to suck Batman's cock. Buncha' dirty sickos...

Which reminds me, I simply have to play Arkham Asylum at some point…

The seam-lines I mentioned above are probably the one aspect of the design that I’m on the fence about.

How appropriate that that just happens to be the single most noticeable change from the current status quo.

To me, the best Bat-Suit designs have always been the ones that take advantage of the 2D, pen and paper medium.

Blue Batman = THE SHIT.

In comics, the artist has the ability to manufacture images of characters without having to take into consideration the physical properties of whatever materials their costumes are made of.

Depending on the artist’s sensibilities, or the mood of the story, Batman’s cape and cowl can be rendered as smooth and voluminous as silk, or as heavy and lustrous as leather.

Kind of like Spawn! You're not allowed to ask "why," you just kind of accept it...

In comics, Batman’s costume usually looks best to me when it’s portrayed as a skin-tight presence surrounding the character.

To me, Batman usually looks best when he isn’t so much wearing a Bat-Suit, as he is embodying it.

Jim Lee’s Batman always struck me as a fantastic, if not ludicrously beefy design.

Jim Lee's Batman is so fucking beastly, it should be spelt "Bat-MAAAANNN."

Aside from the utility belt and heavily detailed boots, every element of Lee’s Bat-Suit strike me as essentially being a part of Bruce Wayne’s anatomy.

At the same time though, I have to say I was very impressed with Lee Bermejo’s rendering of the Bat-Suit in Brian Azzarello’s excellent Joker graphic novel.

Not from Joker, but close enough. Did I mention this art is badass?

Essentially at the other end of the spectrum in terms of costume/character design, Bermejo’s extremely realistic renderings resulted in a Bat-Suit of tangible weight and bulk, so much so that it truly seemed like a suit of armor.

Not only that, but Bermejo’s design of Batman’s cape was truly striking, as it appeared leathery and almost obscenely heavy, such that it assisted in portraying the character as being almost inhumanly powerful and omniscent.

I’m rambling.

To sum up, Finch’s design of the Bat-Suit is honestly only a mild departure from the status quo, but it’s amazing how much an impact a few seam-lines can make.

Personally, I find the new design to be, how shall we say; “acceptable,” I wouldn’t be surprised if those seam-lines get the axe somewhere down the road, as honestly I find them to be somewhat distracting.

Much like pie... If anything can stop me in my tracks, it's the sight and/or smell of a delicious pie...

To me, it’s almost as if Finch is trying to straddle the line behind the Christopher Nolan movie’s Bat-Armor design, and the comic’s traditional Bat-Suit, with the end result being a costume that appears almost flight suit-ish.

So what if Batman has brown-guy hands. I'm lazy, so sue me.

While I find the design to be acceptable, I’ll end by saying this:

I’d take Jim Aparo or Jim Lee’s streamlined Bat-Suit over David Finch’s Bat-Flight-Suit any day.

That being said, here’s one more look at it for the road:

Cool enough, but nowhere Bat-MAAAANN levels of MAN-liness.

Filed under: Comics, Movies, , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , ,

Deadly Premonition Review

Deadly Premonition is a budget game.

Plain and simple.

Described by Destructoid as a “beautiful trainwreck,” Deadly Premonition is an open world/survival-horror hybrid developed by Access Games.

I first caught word of Deadly Premonition several months ago when I sat down to watch the first part of Spoony’s (Noah Antwiler) Let’s Play of it.

To my knowledge, that first hour or so of gameplay, is the only portion of the game that Spoony has posted any footage of.

Pictured: A man that has better shit to do than play a shitty game like Deadly Premonition.

After having played, and beaten the game over the course of 30 hours of gameplay, it’s easy to see why someone would so readily drop this game.

Deadly Premonition is a game that asks a lot from the player.

It has terrible graphics.

The soundtrack is extremely repetitive and is often times far too upbeat given the seriousness of the story.

The gameplay is equally repetitive, with controls approaching Resident Evil 1 levels of clunky-ness.

Knife vs. Zombie!? Not bloody likely!

For the most part, the only 2 saving graces of Deadly Premonition, are the strength of it’s writing, especially in regards to the characters, and the design of it’s surprisingly expansive map.

While the writing in Deadly Premonition is by no means brilliant, it has a a lot going for in that it’s just so damn quirky.

David Lynch’s Twin Peaks was a huge stylistic influence on Deadly Premonition, and it shows from beginning to end.

Numerous homages are made to the TV series in the form of the game’s setting, (a Pacific Northwestern town) as well as the unexplained abundance of cherry pie.

Oh yeah, and this kind of cryptic-ass fucked up shit:

"THE, SUIT, BURNS BETTER... LOOK!!! BURN'S SUIT! BURN'S SUIT!"

To call the characters in Deadly Premonition “odd,” is to discount the power of that word.

In the game, the player takes on the role of FBI profiler, Francis York Morgan, (his friends call him York) a facially scarred man that has a strong connection to the paranormal, smokes way too fucking much, has prophetic visions by looking into his morning coffee, and has a tendency to speak to an imaginary friend name Zach, often while in the company of others.

Well, looks like we caught him doing all of the above at once. His coffee is in between his legs...

If the above character traits aren’t intriguing to you even in the slightest, then congratulations, you are the snootiest high-brow motherfucker on the planet.

Pictured: You.

The game begins as York arrives at a fictional town in Washington called Greenvale.

Greenvale has recently played host to a gruesome murder/crucifiction, the investigation of which serves as the chief subject of the plot and gameplay in Deadly Premonition.

The closest thing to nudity you'll find on this blog. Except maybe the occasional dirty Donnie Yen photo...

The actual execution of the gameplay in Deadly Premonition, is that of a sandbox-style game, married with the over the shoulder shooting mechanic of Resident Evil 4.

Though I’m not much for sandbox games, I have to say, I was fairly impressed by Deadly Premonition’s take on it.

To be fair, I think most of my enjoyment of the map in the game springs from it’s impressive recreation of a Washintonian town.

Yup, a whole lotta' trees and little else...

As a life long, Seattlite, and one time Olympian, I can say with certainty, that the developers of Deadly Premonition really got the look and feel down pat.

The sprawling country roads, surrounded by evergreen trees, the big ass farms with seemingly nothing growing in them, the not quite picturesque lakes, it’s all there.

Haven’t you ever played GTA and wondered what it would be like if it was set in your hometown?

Then again, if you grew up in South Central, there's a good chance GTA strikes pretty close to home for you.

Well, if you’re from Olympia, Nisqually, or anywhere in Eastern Washington, Deadly Premonition; while not really possessing the vast breadth of sandbox-y goodness that GTA is known and loved for, absolutely gets the look just right.

If there’s any downside to the design of the map though, it’s due to the fact that it requires the player to drive around a little bit too much.

You see, unlike GTA, which offers a myriad of distractions while traveling from point A to point B, Deadly Premonition’s map is pretty sparse.

Pictured: Grand Theft Auto's definition of "distractions."

Sure, there’s fishing mini-games scattered about, as well as the occasional dirt road or hidden item, but for the most part, you really are just driving for minutes at a time.

Pictured: Deadly Premonition's "distractions."

Remember those country roads I mentioned awhile back?

Well, you better get used to them, ’cause if you start playing Deadly Premonition, your gonna’ end up driving up and down them like no other.

Let me put it this way:

The driving in Deadly Premonition is kind of like the sailing in The Legend of Zelda: Windwaker.

It’s boring, there’s altogether too much of it, but if you can force yourself to power through it, there’s actually a pretty good game beyond it all.

A pretty good game that I WILL beat someday...

Which brings me to the review proper.

Deadly Premonition is an okay game.

It’s not great, it has a shit ton of flaws, but if you’re willing to accept the game as being the best that it’s studio could manage with what they had, then it’s actually pretty good.

Trust me, it's a lot easier to appreciate Deadly Premonition when you grew up watching shit like Ultraman.

The murder mystery storyline is fairly well developed with some pretty cool kill sequences and red herrings thrown in for good measure.

The murders in the game involve a psycho-killer cutting out the tongues of young women, stuffing their mouths with red seeds, and then somehow rigging them in Saw-esque death traps for the main players to stumble across.

In all, while actually not very graphic or bloody, most of the murders are quite unique, and indeed even shocking due to the excellent voice work and dialogue.

Pictured: Why we always knock before we go into the bathroom...

The cast of characters is quite vast, with every character in town having a unique voice, personality, and even side-missions offer you from time to time.

Like York, most of the cast are endearingly quirky, such that I found I had no trouble remembering most by name.

The game is surprisingly long, with admirable pacing that sees the first half of the game being a largely sandbox style experience, with important story beats coming at the appropriate times, and the second half taking on a more urgent, and therefore more linear and focused style of progression.

That is to say:

The game allows you the freedom you desire from the outset to get to known the lay of the land, and collect all of those hidden goodies and side-missions, but just before you get tired of slogging through all of that, the game forces you get on track and follow the main storyline.

Deadly Premonition: A Story of Male Bonding.

The storyline has a few holes in it, such that you’re left scratching your head from time to time, but when focus is left on York, or any of the other main characters, it’s actually quite good.

I was particularly impressed by how they handled the explanation for York’s imaginary friend, Zach.

While the actual explanation was kind of muddled, I found it to be effective from a purely conceptual standpoint.

If there’s any one thing that I need to slap Deadly Premonition across the face about, it’s the game’s shooting mechanic.

About half of the gameplay in Deadly Premonition consists of Resident Evil 4 style shooting/adventuring segments.

During these sections, the player is confronted with goofy looking backwards walking ghouls that attack you by shoving their hands down your throat.

"GIMME' BACK MY TIC-TACS!"

There’s only a handful of enemy skins, and only about 2-3 different enemy types throughout the game, resulting in a bland and repetitive experience.

Worse yet, most of the enemies have horribly inflated lifebars, resulting in boring gameplay that takes forever to get through.

No joke, I put a third of a 300 round magazine into an enemy’s head one time, only to find that I had to stop to reload before I finally killed him.

That, my friends, is called padding one’s gameplay.

Pictured: About half of the total enemies in Deadly Premonition. I'm not even joking.

Being as all of these segments take place in a Silent Hill-esque “other world,” the creators of this game may as well have omitted the shooting segments altogether, as I think it would have been more efficient to simply force the player to run away from danger.

Anyone remember Run Like Hell? Shitty game, fun premise...

Which brings me to the quick-time segments of Deadly Premonition.

They were actually quite good.

While the button variations weren’t diverse enough, (B always dodges throwing axes) their frequency and difficulty level are pretty good.

I especially enjoyed the protracted chase segments, as they were actually quite tense, and made impressive use of a split-screen effect showing both York’s and the pursuer’s perspective at the same time.

Pictured: The Bad-Ass Pursuer. Playable at one point in the game!

In all, Deadly Premonition is an impressively detailed game for a budget title.

While it lacks polish in virtually every area, it’s easy to see where the developers had good ideas, but lacked the resources to act on them.

Requiring the player to eat, sleep, shave, and clean their wardrobe regularly was a nice touch that went well with the game, being as it forces you to play out every minute of every day in-game.

Pictured: My favorite suit in the game.

Well, that is unless you’re smoking to speed up time.

I enjoyed the deadline system for the story missions, as I found it fun to cruise around town all day doing side-missions, only to take a look a the clock and discover I only had 5 minutes before I had to be at the old mansion for an important story event.

Despite all of my praise though, Deadly Premonition is definitely only for those who, like me; can find it within themselves to play the game and accept it’s problems.

I picked up the game because I was intrigued by it’s characters and story.

I accept that it’s hideous, often times boring, and only has about a half dozen tracks of music.

Because of this, I simply cannot recommend Deadly Premonition to anyone but myself.

It’s not a game for everyone, but I happened to enjoy my time with it.

I’ll probably never touch it again, but it was fun while it lasted…

Filed under: Games, Movies, Tokusatsu, Uncategorized, , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , ,

Jimminy Christmas! 10,000 Hits!?

Holy fucking shit.

10, THOUSAND hits?

Wasn’t it less than a month and a half ago that we were celebrating the 5,000 hit milestone?

I don’t know what’s changed, but in the past week or so has been nothing but peak day after peak day.

For whatever reason, the hits have come flooding in as of late, and for that, I am truly thankful.

To all who have stopped by from time to time, thanks a bunch.

With 10,000 hits (and change) now firmly under my belt, I feel I’ve reached an important turning point in the progression of this blog/writing project of mine.

By that I mean, it may be time to expand and do more than just write articles everyday.

Some of my coworkers suggested, and in fact offered to participate in the production of a podcast.

I know what you’re thinking:

“A multimedia Azn Badger’s blog?  Surely you must be crazy…”

Gary Busey: A Man All About "Crazy."

I’ve never done a podcast before, but I am sincerely intrigued by the prospect of making one, so expect streaming audio goodness in the near future.

In addition to this, my brother, upon hearing that I’d reached 10,000 hits, was quite adamant about me investing in my own website.

His feeling is that, now that I have a proven audience, and some degree of presence on the internet, I should take advantage and create a formal hub for all of my work.

Doing so would allow me greater flexibility, and domain hostings aren’t all that expensive, so I think I’m actually gonna’ do it.

It’ll take some time to get it looking/working right, and it’ll probably be a pain in the ass for a month or 2, but in the end I think it will be a good investment.

Anyway, no apologies this time, ’cause frankly I think I’ve done pretty well for myself the past 5,000 hits.

Thanks again for reading!

See yah’ tomorrow.

Filed under: Movies, Tokusatsu, Uncategorized, , , , , , , , , , , , , , , , , , , , , , , , , ,

Bayonetta: First Impressions

BUTT.

In light of yesterday’s Devil May Cry post, I figure it’s appropriate that I take the time to share some of my thoughts on the similar, but also very different game:

Bayonetta on the Xbox 360.

Please bear in mind that, as of this post, I’ve only got about 2 and a half hours of gameplay under my belt.

Developed by Sega, and directed by the prolific and uber-talented Hideki Kamiya of the now defunct Clover Studio, as well as the original Devil May Cry fame, Bayonetta is, in a word:

JAPANESE.

Every pixel, frame, word and beat of Bayonetta is absolutely gushing with Japanese zaniness and anime-esque melodrama, such that my first few minutes with the game were almost too much to bear.

The aesthetic is way over-the-top, and the story and characters decidedly tongue-in-cheek, and for the most part, not all that appealing to me from a personal standpoint.

Nope, still not appealing. Goddamn she got a tiny head...

Despite this, I will say this:

The artistic design of the game, while not necessarily up my alley; is actually quite impressive.

The costuming and ornamentation of the character designs, while perhaps a little bit too flashy and intricate for it’s own good, are quite unique and certainly praise worthy.

Huh, this I like. Go figure...

In fact, I could honestly see myself owning a coffee table book of the production materials for Bayonetta at some point.

Anyway, the flashy cut scenes of Bayonetta, (choreographed by the always excellent Yuji Shimomura of Versus and Death Trance fame) annoy me much in the same way that Devil May Cry’s do.

They’re overlong, they often show the characters behaving contrary to how they do in-game, (Anybody at all tired of seeing Dante be invincible in cut scenes, only to be a total pussy in-game? Anybody?) and they feel artificial, like flash for the sake of flash.

Kind of like any movie by:

Pictured: "Flash" incarnate.

I guess the cut scenes just frustrate me because they are actually quite intrusive to the gameplay experience.

Like Devil May Cry, Bayonetta is a game all about action, and when the action is frequently interrupted by cut scenes, showing my character busting out awesome moves that I’d like to see myself do in-game, I get just a little bit frustrated.

Bottom line, 2 hours into Bayonetta, I can’t help but feel that the pacing is not quite up to snuff, as the gameplay seems to come in all too infrequent spurts.

Which brings me to my 2nd, and ultimately far more critical gripe:

Bayonetta’s learning curve is just plain mean.

We're talkin' Kobe Mean Face-Mean!

While the game, like any current gen game, comes with the obligatory introductory tutorial sequence that seems to be essential to the illiterate, non-instruction manual reading gamers of today, outside of teaching you the basic button inputs of the game, Bayonetta doesn’t really teach you how to play the game.

Sure, you can put up a good fight, and sure you know what you’re doing for the most part, but at the end of the day, if you’re playing the game straight through as I am, you’re just not given enough time to get a grip on the gameplay before the game starts tossing you some serious shit to deal with.

"Oh don't mind me, I'm just the first boss. Excuse me while I TOTALLY WRECK YOUR SHIT while eating bagels and lox."

This is coming from someone that utterly beasted half of the Devil May Cry series.

My problem is this:

Bayonetta didn’t give me enough time to warm-up to it.

In the Devil May Cry series, the basic enemies are reactive to your blows, staggering and generally being reduced to punching bags the moment you first lay into them.

This is not the case in Bayonetta.

There is no fodder in Bayonetta.

Nope, none of these.

All of the enemies in Bayonetta are able to put up a decent fight, thusly leaving you with nobody hone your skills on.

Every fight is a desperate struggle.

From what I can tell, my complaint may in fact be a result of me having failed to grasp the concept of the dodge system and the Witch Time AKA Bullet Time mechanic.

I don't care what you tell me man. There IS a spoon, and I'm eating my fuckin' Cheerios with it as we speak. Fuckin' new-age bullshit...

Anyway, at this point, I’m tempted to say I like Devil May Cry 4 better, but I’m only a few hours in, so we’ll see.

I’m still having fun with Bayonetta.

I love the gorgeous presentation and liberal use of the context sensitive button mashing segments.

I’m diggin’ the core gameplay, but at this point I truly do suck at it.

Time will tell…

Filed under: Games, Movies, , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , ,

Devil May Cry and the Azn Badger

Capcom’s Devil May Cry series is one that the Azn Badger desperately wants to love.

Honestly, I don’t really care much for the Gothic aesthetic of the series, nor do I have any sort of appreciation for the death metal soundtracks and overall overblown nature of the storylines and cutscenes.

So, what exactly is it that I do like about Devil May Cry?

That my friend, would of course be the bombastic, action-heavy gameplay of the series:

My introduction to the Devil May Cry came in the form of the 3rd, and best, entry in the series, Devil May Cry 3: Dante’s Awakening.

Yes, I am in fact aware that he is wearing a nipple-strap. The game STILL kicks ass...

Featuring the highest difficulty level in the series to date, as well as perhaps the best, or at least, most relatable storyline, Dante’s Awakening effectively ruined me from enjoying any of the other games in the franchise.

Let it be known, beginning a game series from it’s highest peak in terms of overall quality, and then working your way down is not the way to enjoy a videogame franchise.

That'd be like going from THIS to THIS.

You see, I really enjoyed my time with Devil May Cry 3 on my PS2.

I played it to death, nearly beating it on the hardest difficulty in the process.

After I finally grew tired of 3 though, I made the mistake of thinking it would be fun to work my way backwards and play through the first game in the series.

I skipped that sack of fail Devil May Cry 2 though, as I’ve heard nothing but bad about that one…

ASSSSSSSSSSSSSSSSSS!!!

From the moment I picked up the controller to play the original Devil May Cry, it immediately became clear to me that I was playing a vastly different, and far inferior game.

The gameplay was slower and less responsive.

The animations were less dynamic and felt very detached.

The attacks lacked the sense of “oomph” that was the highlight of the experience in the 3rd game.

Not only that, but due to the games’ age, the graphics and textures were somewhat lacking.

Yeah, I'd say there's a difference...

Needless to say, I found little enjoyment in playing the original Devil May Cry post-Dante’s Awakening, so much so that I saw fit to return it to Gamestop after only a few days.

Devil May Cry was a wonderful game for it’s time, serving as the progenitor of a new breed of fast-paced action games shortly after it’s release.

You see what you did Capcom!? You gave that piece of fuck Gackt an excuse to star in his own game!

Despite it’s laundry list of credentials though, being the first of something doesn’t necessarily make it the best, or in this case, anywhere near that level of quality.

Recently, I had the opportunity to play through Devil May Cry 4 on the Xbox 360.

Pretty fuckin' spankin' if you ask me...

After the beating the ever-loving piss and shit out of Devil May Cry 3 in decidedly epic-fashion several years back, I found Devil May Cry 4 to be somewhat tame in terms of difficulty.

In general enemies were easier to stun, and more importantly, easier to corral and manipulate, resulting in the gameplay being much more forgiving, and ultimately flashier than ever before.

Since the release of Devil May Cry 3, Capcom went on to reinvent the Resident Evil series, and indeed; much game design in general, with it’s 4th entry.

In the post-Resident Evil 4 world of gaming, context sensitive button functions were very much en vogue, predictably resulting in Capcom’s own Devil May Cry 4 including several instances of said gameplay elements.

In fact, awesomeness can be visited upon most enemies with a simple touch of the “B” button:

Cheap thrills yes, but thrills nonetheless.

Personally, I couldn’t give 2 shits about the new main character of Devil May Cry 4, a frustratingly emo little butt-pirate named Nero, (voiced by Adam the Black Ranger AKA Johnny Yong Bosch)

Pictured: Nero.

I will say this about him however:

His move-list is fun, inventive, and made all the better by the inclusion of the Devil Bringer in his arsenal.

The Devil Bringer is the chief innovation brought to the table in Devil May Cry 4, and for the most part, it’s worth the price of admission.

Trust me, yanking enemies over to your position for quick and efficient beat downs is a pleasure that far surpasses repeatedly Stinger-ing my way across an arena just to get to an out of reach opponent by leaps and bounds.

But then again, being able to do shit like this is pretty fun too:

While the game is a little bit on the easy side when compared to Devil May Cry 3, I’m willing to concede that that may in fact be a good thing.

Devil May Cry 3 was a beast.

It got off on taking eager young player’s confidence and shitting all over it like a fuckin’ pigeon perched above a Porsche.

... Yup, pretty much the visual I was going for.

4 however, is a prettier and more accessible game that even goes so far as to have a storyline (for those that give a shit) that requires virtually no knowledge of the prior games to understand.

Simply put, Devil May Cry 4 serves as a fine example of how to begin a series anew on a new platform.

In fact, I'd go so far as to say that it fared better than Resident Evil 5 in the console transition.

While not as good as 3, 4 was an enjoyable entry in a young series that was desperately in need of a #2 best game in it’s lineup, as up until it’s release, none of the other games could be at all regarded as anywhere near the level of quality of Dante’s Awakening.

I understand that I’m being critical of the series, but as I mentioned earlier, Devil May Cry is a series that I want to like.

So far we’ve got 4 games in the series, and I’ve only liked 2 of them.

I don’t like the art.

I don’t like the music.

I hate the storytelling.

All I play them for is the raw experience of playing the game.

In that sense, 1:2 ain’t a bad ratio at all.

KITTY.

Which brings us to the newest Devil May Cry game, one that, to my knowledge; is intended to be a massive diversion from the core series.

Uh, okay. I see what you did there, very nice... I don't get it.

Going by the name DmC, (Ugh…) this new game features a protagonist of a drastically different design aesthetic, as well as a game world that seems a little more urban, and less castle-like than previous entries in the series.

This would all be fine in my book, as I was never that attached to Dante or Nero as series’ protagonists, except for the fact that this new character’s design is just plain HIDEOUS.

Pictured: An ugly-ass, skinny piece of emo punk-fuckery that I honestly have ZERO desire to play as in a game.

At this point, all we have is a trailer to work from in terms of first impressions, however I for one feel my desire to give this game a shot slipping away purely based off of the character design:

That may sound petty of me, but unless DMC gets some truly fuckin’ incredible reviews chances are I’ll probably sit it out in favor of taking a step back and visiting some of other hardcore action game franchises out there, like the Ninja Gaiden series and Bayonetta.

Every now and again I have to ask myself: Why HAVEN'T I played this game yet?

Anyway, this has been a lengthy and intensely muddled post.

For this I apologize, but thanks for reading.

Filed under: Games, Tokusatsu, , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , ,

Best Boss Music #10: Ikaruga

I loves me some space shooters.

Foh’ real man, if a game is vertical scrolling, and involves a great deal of shooting, chances are I’ve either played it, or would very much like to play it.

Ikaruga stands as a game that is at or near the apex of quality and ingenuity for the vertical scrolling shoot ’em up subgenre.

Right next to this beast...

Developed by legendary team over at Treasure, Ikaruga is an intensely complex and difficult game, that while actually quite short, even by shoot ’em up standards, is very difficult to complete, even for the most seasoned of veterans.

I myself have never managed to beat Ikaruga, only getting far enough to get to the first step of the final boss’ stoop.

"Haha! Stoop Kid's afraid to leave his stoop!"

Set somewhere amid the same mythology as the one conceived in Treasure’s earlier Radiant Silvergun, Ikaruga is one of the rare shoot ’em ups that actually has a legitimate backstory, albeit one that is completely omitted from the actual gameplay.

Similar to many of the older generation games, Ikaruga’s storyline was told, in detail; within the game’s instruction manual, as well as in cryptic messages that would flash on-screen briefly between each of the games 5 stages.

Yeah, 'cause I can read that...

While not nearly as deep as say, Konami’s Gradius series’, Ikaruga’s story is actually fairly intriguing.

The basic setup is that of a powerful empire discovering the power of God, only to wield it against it’s own people in an attempt to create absolute peace.

So, the evil empire discovers The Force...

This of course leads to a rebel faction taking up arms, only to be nearly completely annihilated in the process.

... And obviously the Rebels are fucking incompetent.

One pilot though, whom the player assumes control of, crash lands in village called Ikaruga (Mottled Finch).

... Said pilot crashes on a planet to acquire The Force...

The old people there, living in exile from the empire grant this pilot a ship imbued with a power similar to the power of God discovered earlier, though broken down into 2 separate polarities, black and white, or Yin and Yang.

Humor me and pretend you're interested.

With this power at your command, you the player dash headlong into the maw of the enemy forces on a suicide mission to turn the tide of the war.

The Yin and Yang concept mentioned above serves as the very core of Ikaruga’s unique gameplay.

Basically, every enemy and bullet in Ikaruga belongs to one of the 2 polarities of black or white.

With the touch of a button, the player is able to change their ship’s polarity back and forth between black or white alignment.

Pictured: The White and Black forms of the ship as rendered in pixel-format by Metaru.

When in either color state, the player’s ship becomes immune to all enemy bullets sharing it’s color.

Not only that, but purposely absorbing bullets of the same polarity slowly charges one’s special attack meter, which can be unleashed in the form of a massive homing laser attack that serves as Ikaruga’s equivalent to the classic shoot ’em up bomb attack.

Yup, that's a bomb.

At the same time, the player also has to take into consideration the fact that enemies take twice as much damage when struck by a laser of the opposite polarity.

This leads to occasional mental overload on the part of the player due to the constant possibility to trade the security of fighting an enemy of the same polarity, in favor of potentially destroying them faster by switching to the opposite polarity.

Now imagine this when you're EXPECTED to purposely run into half of this.

As mentioned earlier, Ikaruga is a very short game, at only 5 stages in length, however it’s difficulty stems from the intense level of strategic thinking necessary to maneuver each stage.

A huge element of the difficulty in Ikaruga springs from the fact that, in order to played correctly, one must effectively reprogram their most basic shoot ’em up instincts.

The one basic rule that is a constant in the vast majority of scrolling shooters, (well, except maybe Giga Wing) is that bullets are bad, and should never be touched due to the distinct potentiality that they might, I don’t know, KILL YOU.

Sadly, Takeshi Kitano forgot to un-learn the lessons taught to him by Ikaruga.

Ikaruga takes this most basic of concepts and throws it out the 3rd story window.

I think it goes without saying, I’m not very good at Ikaruga.

The game makes no attempt to cover-up the fact that it’s a shoot ’em up made exclusively for seasoned players of the genre with big hairy stones.

... Or failing that, one that can make fire from box-office success.

Hell, the game goes so far as to include a tiny animation for when you skim bullets with your ship, serving as a visual indicator as to exactly where the ship’s hit box is located.

Not only that, the game also grants the player special point bonuses for defeating enemies of the same polarity consecutively, as well as a particularly difficult to obtain bonus called “Dot Eater” that can only be obtained by beating a stage without shooting down a single enemy.

How is this possible?

Well, the stage bosses of Ikaruga all come with time limits attached, resulting in epic battles that can end in stalemate due to the retreat of the enemy unit.

Speaking of bosses, Ikaruga’s got some pretty neat ones.

Hey look it's a... Uh... Yeah, I got nothin'.

They lack personality for sure, but from a gameplay standpoint they are expertly crafted masterpieces of the genre.

The real star of the show during the boss fights though, is of course; the music!

That being said, let’s get down to our best boss track in Ikaruga:
Stage 1 Boss Theme: Butsutekkai

Though Butsutekkai gets the gold in terms of overall energy, I honestly feel that this next track is on par with it in terms of musical quality while adopting more of a sweeping dramatic sound.
Stage 2 Boss Theme: Recapture

Anyway, those are my 2 picks for the Best Boss Music in Ikaruga.

Tune in next time!

Filed under: Best Boss Music, Games, Movies, Uncategorized, , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , ,

Playstation Move + Sports Champions Review

Today I spent a good portion of my afternoon kickin’ it with my Korean buddy from up the street.

Pictured: Said Korean. He made this, not me.

Being as he’s a gadget oriented person, he saw fit to purchase the new Playstation Move on the first day of it’s release.

I was fortunate to be invited to christen the mighty motion control device along with him.

Color me surprised when I discovered that it was actually kind of fun to play.

Bear in mind, my impressions are, of course; derived solely from the Sports Champions disc packed with it.

Azn chick with a bow. Now that's not cliched imagery...

Like most gaming peripheral pack-in games I.E. Wii Sports, Super Scope 6, etc., Sports Champions could be viewed as little more than a tech-demo for the device, however in the case of the Move, it just happens to be a surprisingly deep and full-featured tech-demo.

FUCK. YES.

The game contains 6 different styles of play:

Archery, Ping Pong, Volleyball, Bocce Ball, Disc Golf, and a sword and shield Gladiator Duel.

I leave it to you to guess which game I insisted on playing most often.

"ARE YOU NOT ENTERTAINED!?"

While I didn’t have the opportunity (nor desire) to try the Volleyball game, I was pretty impressed with most of the others.

The Archery was pretty straightforward, and definitely favored speed over accuracy.

Much like how I favor this Robin Hood over any other.

I have to say, requiring the player to actually have to reach over their shoulder to pull the next arrow from their quiver was a nice touch.

Other than that though, the Archery game was definitely lacking without the use of a second Move controller to properly simulate the tensile strength on the string of the bow.

The second controller tracks the distance between the 2 to determine the strength of the shot. SCIENCE.

My friend is a gadget guy, but he’s also Azn, so I don’t expect he’ll be shelling out the cash for another controller any time soon.

Moving on, Ping Pong was definitely a standout among most of the games.

Ping Pong was the first game I was privy to trying my hand at, and as such, it served as my introduction to the technical capabilities of the Move.

TECHNICAL.

My first action in the game was to turn over my wrist before the serve, just to see how well the Move could track my motions.

I have to say, it was quite satisfying to see my on-screen avatar (some douche in sunglasses named Dallas) actually match my wrist gesticulations move for move.

Here’s a video of someone (who sucks) playing the same character:

Once I started the game, I found the controls to be quite intuitive and surprisingly true to life.

I was perhaps most impressed by the controller’s ability to keep up with my movements despite my wonky style of playing Ping Pong.

I play right-handed, but in a Southpaw stance… And I also play back-handed with the racquet held at my waist.

Pictured: The Azn Badger playin' Ping Pong.

Goofy yes, but effective against lower-tier players like myself.

Despite all that goofiness, the Move managed to keep up just fine, allowing me to actually get a win in Ping Pong before my friend, the owner of the device, even got a chance to.

Bocce Ball was kind of a mixed bag.

I played it hot-seat style with my 2 other friends, and we found that:

A): Bocce Ball is a game that is probably more fun when someone in the room knows the rules/objective of the game.

And B): Bocce Ball is a game best played in the presence of old people or feebs.

Pictured: The correct people to stomp on in Bocce Ball.

While pretty fun, especially whenever someone managed to accidentally make a nice shot, the real problem with Bocce Ball was the Move’s inability to simulate the weight of a Bocce Ball in your hand.

Trust me, when you’re trying to determine just how much man-force behind your Bocce throw, more often than not you’ll find yourself overthrowing.

This same problem was present when playing Disc Golf with the same 2 friends.

Thankfully, no one I know owns one of these.

Although in this case, the problem was much more pronounced.

Disc Golf was kind of like the Wii Bowling of the Sports Champion disc.

Once you “get it,” that is, figure out how to position your wrist and how much man-force to put behind your shots, for the most part you’ve pretty much figured out the game.

Though my friends and I didn’t come close to mastering Disc Golf in the short time we played it, I can say this:

Those of us who could straighten their wrists properly (not me) were consistently the victor in every match we played.

That being said, let’s cut through the bullshit and get down to talkin’ about the only game in Sports Champions that really matters:

GLADIATOR DUEL

I’ve played Gladiator Duel for about 4-5 hours total now, and I’ve gotta’ say, at least against the computer; it’s pretty fuckin’ fun.

The basic gameplay of Duel is that of a motion controlled sword fight.

Yes, you do in fact look THIS dorky when playing.

Remember how utterly weak-sauce the controls of Wii Boxing were?

You know how he landed that shot? By flailing around for 5 minutes and getting lucky, that's how.

Well, Gladiator Duel blows that shit outta’ the water.

Remember how every swing you performed in Wii Tennis, regardless of power or direction, would always result in a canned animation?

Pictured: Steven Spielberg spite-killing Shigeru Miyamoto at Wii Tennis.

Well, Gladiator Duel spreads it’s cheeks and drops a log all over that shit’s face.

Remember how Rocky successfully ended the reign of the communist reign of the USSR using only his fists and the magnificent man-force of his man-fists?

BOW BEFORE YOUR GOD.

Well, that has nothing to do with Gladiator Duel, but it was fuckin’ awesome…

Anyway, when playing Duel, swinging the Move controller results in any number of attacks, while doing the same motions while holding the trigger on the controller results in manipulation of the player’s shield.

Parries, that is defense using one’s sword are possible and indeed recommended, as are the use of lateral movement and backsteps.

There are numerous context sensitive actions available in the game, so many in fact that I found myself wondering how fun Gladiator Duel would be to play online with human players.

Here’s a clip, I don’t feel like fishing for pics right now:

Trust me when I say this, the game is far more intense once you step up the difficulty level.

I was quite impressed by the sheer volume of content available in Sports Champions, well, at least the Gladiator Duel portion of it.

Near as I can tell, there are 10 racially diverse player avatars to choose from, with apparently an additional six unlockable after completing all of the challenges for each sports event.

Pictured: The 2 Azn characters. Both are Japanese. Go figure.

My buddy and I managed to unlock Titus, the Roman gladiator-garbed boss character of the Gladiator Duel game.

Pictured: Titus and his trident wielding friend.

In addition to this, different weapon skins and costumes are unlockable for each character, but perhaps most importantly, many characters possess their own movement animations, with only a few being reused here and there.

Thankfully there wasn't a whole lot of this in Sports Champions...

Little details like that were certainly not necessary for the developers to release Sports Champions successfully, however they are ultimately what kept me from holding all that much against it.

I can honestly say that I’ll probably never invest in a Move, (I’d need a Playstation 3 first now, wouldn’t I?) however that doesn’t stop me from having a lot of fun playing it at a friend’s house.

A few words to potential purchasers:

My buddy was telling me that he tried using the Move in conjunction with the game Tiger Woods 11, only to find that the motion controls were stunningly inaccurate.

Also, the same buddy is still trying to find a game that stands out as being a must purchase for the Move.

To top things off, as mentioned earlier, many games seem to need a second controller to work properly, so that’s an extra $40 if you seriously wanna’ get the most out of your experience.

Oh well, that doesn’t stop me from pestering my buddy to buy another controller so we can try The Fight: Lights Out

Filed under: Boxing, Games, Kung Fu, Movies, , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , ,

Favorite Cover Artists: Tim Bradstreet

In keeping with the “grim and gritty” theme we established yesterday with my naming of Francesco Mattina as one of my favorite comic book cover artists, today we pay tribute to the prolific and uber-talented Tim Bradstreet.

Though he’s been working in the industry since the early 90’s, I first took notice of Mr. Bradstreet’s work when I first got back into comics in the mid-2000’s.

The comic responsible for getting me back into the mix, was of course Garth Ennis’ work on the Max version of the Punisher.

Despite all the laser sights, my money's on The Punisher in this one...

Bradstreet was responsible for designing the covers for every cover in the Punisher series, up until Ennis left the book, which of course was right around the time I stopped reading it.

Tim Bradstreet’s work is, much like Francesco Mattina’s, of the photorealistic variety.

Personally, I wouldn't trust a gold-toothed Michael Clark Duncan with my baby. Just sayin'...

In fact, though I can’t speak to Mr. Mattina’s artistic process, I know for a fact that Mr. Bradstreet makes extensive use of models and live-photo references of his own design.

Including our boy Thomas Jane!

Through tracing these photos, and then shading, stylizing them, and placing the figures in front of some of the dingiest, grimiest locales known to man,  Bradstreet is able to create some truly provocative imagery.

So... They really picked Keanu Reeves to play this guy?

Bradstreet’s work has a very distinct and consistent style to it that deals with composition in a way that’s much closer to photography than traditional pen and paper artistry.

That’s not to say Tim Bradstreet isn’t a true artistic talent, he is; it’s just that his work seems to stem from someone with more of an eye for photography than anything else.

I like this. No funny caption this time, sorry.

Unlike some of the more graphic design oriented cover artists in the comic industry, Bradstreet’s covers rarely ever contain any sort of dynamic colors or vector art.

More often than not, Bradstreet’s covers consist of little more than a topical image of the principle characters of the book, and amazingly enough, that’s usually enough to impress.

An example of a cover that totally bypasses any background elements in favor of placing all attention of the central figure.

Despite this, from time to time he puts out “louder” and more design heavy covers:

That's pretty fuckin' slick if I do say so myself.

Perhaps the most common, and striking, element of Tim Bradstreet’s covers is his propensity for obscuring his figures in shadow.

It’s a cliched technique, but in the case of most of the books that Bradstreet works on, namely some of the more pulpy books like The Punisher and Hellblazer, it works all too well.

BAD. ASS.

Anyway, that’s enough cock-sucking for one evening.

I’ve got overtime to look forward to tomorrow, so sorry for the decidedly lax post.

See yah’ tomorrow!

Filed under: Comics, Movies, , , , , , , , , , , , , , , , , , , , , , ,

Favorite Cover Artists: Francesco Mattina

Mattina does Batman.

While I can’t say I know a whole lot about Francesco Mattina other than the fact that he’s Italian, I do know this:

He makes some damn spiffy comic book covers.

While it must be said that he isn’t the most flexible of artists, as he’s been utilizing essentially the same style/aesthetic for as long as I’ve known of him, when it comes to what he does, there aren’t many that can challenge him.

Yes, not even the hairy Canadian.

So, I guess you’re probably wondering, what is it that Mr. Mattina does?

Put simply, he does artwork of the “darker” variety.

He does gritty:

DAMN.

He does awesome:

DOUBLE-DAMN!

And more often than not, he does it all while sticking to the dynamic and macho figure renderings and poses that have embodied superhero comics since their inception.

Thank you Google Images for lising Razor Ramon under the search terms "dynamic machismo."

Despite this though, one of the key strengths to his artwork, is his eye for composition.

Much like Marko Djurdjevic, (who will most certainly be making an appearance in this series of posts) Francesco Mattina quite obviously has a background in graphic design, resulting in the vast majority of his covers being eye-catching not just for the gorgeous artwork, but also for the creative and enticing layouts.

Take a look at this for example:

I know, it's Deadpool. Stop sucking his cock, fanboy. He's not THAT cool...

Aside from his compositions, his color work is flat-out amazing.

Most of his work has a sort of metallic looking sheen on it that gives everything a unique and lively look that emphasizes motion and atmosphere.

A little bit TOO Michael Bay Transformers-ish, but still cool nonetheless.

I also appreciate how, much like Ivan Reis and Ethan Van Sciver, Francesco Mattina also favors a slightly more realistic approach to the anatomy of his characters.

Not only that, I also find myself consistently impressed by some of his interpretations of certain character’s costume designs, as his photo-realistic style forces a level of detail that results in many of the costumes being rendered in a more believable, and therefore, practical; fashion.

Azrael, looking absolutely the best he ever has.

On a completely unrelated note, I couldn’t help but notice that his interpretation of Nova’s armor is alarming close to Richard Gyuo’s from Guyver:

Nova...

Gyuo...

Anyway, I first ran across Francesco Mattina when I was first considering getting into the Thunderbolts comic.

Truth be told, Mattina and Marko Djurdjevic’s work on that series was probably the biggest deciding factor in me picking up that book.

I’m oh so happy I did.

Anyway, I’m running out of steam, so I’ll just finish with this awesome, and brand spankin’ new Moon Knight cover:

Filed under: Comics, Uncategorized, , , , , , , , , , , , , , , , , , , , , , , , ,

Donate