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Review: Eden of the East the Movie I – The King of Eden (Dub)

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Eden of the East the Movie I: The King of EdenMedium: Anime Film
Genre: Drama, Romance, Science Fiction, Thriller
Director: Kenji Kamiyama
Studio: Production I.G
Distributor: FUNimation
Release Date: Nov 28, 2009 (JP), Apr 26, 2011 (US/CA) 
Age Rating: Not Rated (contains occasional swearing and mild violence)
Runtime: 82 minutes

Original stories are tough to make. Just ask Hollywood studios, who, in their push for greater and greater profits, have seemingly decided that these fabled creations are nowhere near as lucrative as comic book cash-ins, lazy remakes, and even movies based on board games. The anime industry has faced a similar conundrum in recent years, with more and more of the industry taken up by adaptations of manga, light novels, and video games. That's what makes Kenji Kamiyama (Ghost in the Shell: Stand-Alone Complex, Seirei no Moribito) and Production I.G's Eden of the East franchise shine so brightly to so many critics—it is an entirely original story created for the purpose of this anime, and this anime only.

While the TV series wasn't quite perfect, it was a great proof of concept for Kamiyama as an original storyteller, and I was excited to see how he would finish the epic story that the series started. Unfortunately, the first Eden of the East movie, subtitled The King of Eden, stands as proof that getting an original story right takes a lot more than some slick directorial work and clever scripting.

It's been six months since the events of Eden of the East. The "Noblesse Oblige" game, in which 12 unwitting victims (called Seleção) have been burdened with ten billion yen, a concierge that uses that money to carry out their every whim, and an obligation to "save Japan," is still in progress. The remaining Seleção, those who were not killed or otherwised removed from the game during the series, are still trying to track down the "Supporter," the one player among them who supposedly kills each Seleção when their funds run out. Takizawa, the quirky young man who served as our protagonist for the TV series, has gone missing, and his records show that he gave an order to his concierge to turn him into the "King of Japan," an order that apparently involved wiping his memory and giving him a new name (again).

Our story opens with Saki, a recent college graduate whose budding romance with Takizawa flung her into danger during the Eden TV series, trying to track him down in New York City. From the get-go, I was stunned by Kamiyama's attention to detail. New York looks spot-on, from the EZ-Pass toll booths to the NYC Taxi logos to the diffused lights in the windows of apartment buildings. Yusuke Takeda's (Giant Robo, Ghost in the Shell: Stand-Alone Complex, Gankutsuou) art direction strikes a delicate balance, creating scenes that are believable, but not so photorealistic that they're distracting.

Saki runs frantically through the beautifully drawn streets of New York City

It's that sort of delicacy that characterized Kamiyama's work on the TV series as well, and it follows through to the film. Takeda's backgrounds mesh perfectly with Kamiyama's screenplay and Satoru Nakamura's (Ghost in the Shell: Stand-Alone Complex) animation direction, which focus on a sort of slightly cartoonish realism. City streets look like real city streets, characters talk about taxes and politics like real people, and technology works the way real technology works (with some exceptions). There is comedy to be had among the drama, however, and this adds that splash of silliness that keeps the film from going too deep down the rabbit hole.

He may have the execution perfectly mastered, but a flawless genius Kenji Kamiyama is not. While each piece of the story is compelling in its own right, they never really mesh into a cohesive whole. Furthermore, the central conflict is never clear, since the most threatening villains are either off doing things unrelated to the main characters, are shown to be harmless fools, or are turned into good guys! In the end, there's not much to actually be worried about, since the protagonists are never in any real danger.

Look at this! I've gotten six paragraphs into this review without mentioning that amnesia is the most lazy way to start a follow-up to a popular TV series. Once they meet back up, Saki and Takizawa's relationship ends up being essentially the same as it was at the end of the show, so amnesia doesn't even seem to be a way out of some inescapable plot cul-de-sac. Building on the existing character relationships and simply moving ahead with new challenges would have made for a much more interesting film, and I don't really understand why Kamiyama didn't go down that route.

FUNimation's dub is a little overacted at times, as was the case for the original Eden of the East, but some of the more subdued roles, like Saki (Leah Clark), Takizawa (Jason Liebrecht), Hirasawa (J. Michael Tatum), and the sultry concierge Juiz (Stephanie Young) convey the tone of the story quite well. Unfortunately, the occasional odd deliveries mean it's going to be tough for non-anime fan types to take this seriously, despite the very Hollywood-style premise of the series.

The true finale comes in the second movie, so I will reserve my judgment on the entire series until I see it. However, The King of Eden is a weak follow-up to the already somewhat unsatisfying TV series ending. While it continues to prove that Kenji Kamiyama is a competent director who can construct beautiful ambiance and believable character relationships, the movie also seems to pull away the curtain on his seeming inability to tie up a complex, original narrative. Unless you're someone who really loved the TV series, this film's not for you.

Ani-Gamers Podcast #036 – Experts of Fan Controversy

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Featuring: Alex Leavitt, Chris Beveridge, Ed Chavez, Jennifer Fu, Clarissa Graffeo, and Ada Palmer

Yes, yes, I promised a review of Spice & Wolf for this episode, but Alex Leavitt has forced my hand by politely requesting this long-overdue recording. That's right, get ready for ANGRY ARGUMENTS, because this is Experts of Fan Controversy (Anime Boston 2011), in which anime fandom "experts" face off on major issues of the day, including piracy and translation accuracy! OK, let's be honest here: there isn't actually much controversy or anger in this panel, but it certainly has lots of very useful insights into the workings of the anime industry and fandom. Plus it's got points. And who doesn't love points?

Show notes and links are coming soon, and cross your fingers for that Spice & Wolf episode next time!

DIRECT DOWNLOAD - RSS Feed - iTunes - Send us Feedback! - More episodes 
 
(Runtime: 1 hour, 22 minutes)

Revenge of the iPad Video Game Review Round-Up

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iPowa

Have an iPad? Want to play games on it? Don't want to throw your money around the app store like a madman in search of a decent purchase? You've come to the right place, my good friend! Pull up a chair and I'll give you some more rapid-fire reviews of iPad games!


iPowa

($0.99 – US App Store linkUK link)

iPowa was released with zero fanfare onto the App Store, and I picked it up day one on a whim. It’s an endearing little puzzle game where you flick a tiny penguin around the screen to collect stars, using bubbles that act as launch pads and various randomly placed power ups to keep from falling off the bottom of the screen and ending the game. There is no overacting structure or plot line, just a fun little time waster with a global scoreboard and infinite replayability due to its randomly generated levels. iPowa has given me hours of enjoyment playing it on the bus, and the low price even includes an iPhone port in case you own one of those as well.

[Recommended]


War of Eustrath

War of Eustrath

($5.99 – US App Store linkUK link)

War of Eustrath is a turn-based strategy RPG which very closely follows the mold of Super Robot Wars and Fire Emblem. You control a small number of very powerful but specialized mechs and get thrown into pitched battles against hordes of other mechs as ... you do something or other. I have to admit that while the world is well realized, the plotline is instantly forgettable and I often found myself skipping past the character conversations between battles. This is not entirely the fault of the plot itself — in fact it is quite interesting — but it is horribly copyedited and reads like a Google-Translated version of the original script. Putting this aside, the combat itself is very enjoyable and well balanced except for a few brutal encounters that you will have to throw yourself at over and over again to get past. There is a robust leveling and customization system, as well as multiple plot paths and endings that depend on your choices and how well you play. A rather pricey offering, this game is still well worth a look if you are a fan of strategy games. You may want to wait for an update if you can’t stomach Engrish, though.

NOTE: Since this review was originally written a major patch has been released that corrects many of the problems with the script. The story is still inconsequential, but at least now it is in legible English!

[Recommended]


Dominion HD

Dominion HD

($4.99 – US App Store linkUK link)

Remember the first iPad game article, where I reviewed Strategery, a game much like Risk but not quite? Well, Dominion is a straight-up clone of the modern rule set of Risk with a cleaned up visual aesthetic. If you have ever played the wonderful nuke-em-up game Defcon you will recognize the clean, faintly glowing look instantly. The AI is a bit dense and so the single-player mode is best used as an extended tutorial beyond the basic one provided, or as an exhibition mode to view the different maps provided. Multiplayer is where the meat of the game lies, especially at the time of writing as the game has a dedicated player base viewable via the game browser. There is one glaring oversight however — if, on the first time you start the app, you turn off Push notifications, you are unable to enable them later on. Due to this I now have an abysmal online record as I have no idea when I am supposed to take turns in the games I have signed up to. One upside is that the game is updated frequently with new maps and other goodies, something that looks likely to continue in the future, even if the additions are nothing earth-shattering.

[Passable]


Warpgate HD

Warpgate HD

($7.99 – US App Store linkUK link)

This is going to date me, but this game is an awful lot like the old spacefaring game Elite. You are given a spaceship, dumped into an open map, and it's up to you to trade, shoot and mine yourself to the top of a dog-eat-dog galaxy. Sadly, Warpgate does not quite live up to the comparison, as the whole thing feels disappointingly sterile. Even in hostile areas where the locals want your head on a space-pike, things feel very empty and inconsequential. The tutorial plot chain drags out endlessly, both by screen after screen of empty dialog and by the clunky menus and interface. Combat feels almost random and it is hard to intuit if you are succeeding or not, or even if strategy would help more than simple button mashing. All of this is a shame as behind all these clunky elements is a well-constructed core with an interesting universe to explore. Sadly it is slathered in a thick layer of gloop that makes the game unpleasant to play, even excepting the frequent crashes. I would still recommend trying the Lite version if space exploration is your cup of tea, after all inscrutable interfaces are almost a point of pride for the genre at this point. In all seriousness, you may find yourself in love with it and able to overlook the flaws in favor of the depth of experience on offer here.

[Bad]


Tweet Defense HD

Tweet Defense HD

($7.99 – US App Store linkUK link)

I must admit that I am rather fed up with tower defense games, and unless they do something exciting I tend to tire of them quickly. Tweet Defense’s gimmick is that it links to your Twitter account and changes gameplay variables based upon the status of your account. In particular there is a "booster" function where you get a large buff for following a particular account each day. An important thing to note here is that one of the driving forces behind the game is a marketing firm and so this particular game mechanic feels rather invasive and unsettling. But never mind all this, how does the game play?

Well, poorly. First off, the game is bloody ugly. The general design is not very pleasing to the eye and without a spark of originality. The game plays out at a painfully slow pace and it is worth noting that it is a great deal harder if you eschew the Twitter account linking, making this slightly unsavory feature a must to actually play the game. I was honestly hoping for a more inventive use of the Twitter association, such as having enemies or towers procedurally generated by incoming tweets.

I only downloaded this game because it was free for a day, and even for free it feels like a waste of time. The original price of $8 sounds like daylight robbery. Avoid.

[Terrible]


Uzu

Uzu

($1.99 – US App Store linkUK link)

This is a bit of a cheat, really. Uzu is not a game, but an experience. It calls itself a "kinetic multi-touch particle simulator" and that's exactly what it is. You tap the screen with one or more fingers and a sea of multicolor particles whirl around the screen in various patterns and motions much like an interactive music visualizer. The effect is amazingly entertaining, and heightened by listening to good music at the same time. I have lost an hour of my life so far playing with the app while utterly enraptured by it. Plus, it's a dollar. I've paid much more than that before for less entertainment, like when I saw Transformers 2 in the cinema. Get this now, and amaze your friends with it.

[Highly Recommended]


We Rule

We Rule

(Free – US App Store linkUK link)

I have a theory as to why this game exists. It goes like this: Developers NGMoco took one look at Farmville and the other Facebook free-to-play micro-transaction games and said, "hey we should get in on that too!" The result is a rather daft-looking clone which is more abrupt at demanding you pay money for features and blackmailing your friends into signing up as well, cutting short the tutorial into what could have been an interesting fantasy kingdom sim. The game has an irritating tendency to crash, and this coupled with an utter lack of charm and the horrendous loading times meant that I found it hard to be bothered with playing after my second session was abruptly ended. If you must play a time-sink game, you would be better off playing a more established and well-known example.

[Terrible]

Zenkaikon 2011: Giant Robot Openings from 1963 to 1984

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Not having a particular interest or background in giant robot anime, I would probably be the last person you’d expect to see at this panel. However, a panel I attended last year at Otakon provided some insight into the creation, production, and subtext of oft-ignored credit sequences, so I decided to see what there was to be said about this specific evolution. Starting with Astro Boy and ending with something pre-1984, the panel consisted of one un-subbed opening sequence after another (roughly 42 by my count) without the benefit of any explanations, explorations, or even names. After one of the presenters hit play on the laptop, the audience was left to marvel at one- to two-minute clips in rapid and seemingly infinite succession for almost the entire hour.

Despite being irked at the lack of introduction and discussion, I initially fell into a state of humored awe. There’s just so much giant robot anime out there ... and the panel didn’t even reach its end! No wonder there wasn’t any time for intros (as frustrating as that was). After 10 or so openings, however, I felt a wearing tedium akin to being accosted by a friend whose notion of in-person entertainment is the sharing of endless Internet memes. While thorough in their acquisition of material, the panelists could’ve made a go of being more selective by grouping openings into trends and showing one example per group per time period and then discussing possible reasons for the noticeable differences.

After coming to terms that there would be no explanations, I sat back and tried as adeptly as possible to discern the evolutionary path myself. There was more than enough on which to comment, but among the things I found fascinating was the gradual swing in focus from violence to teamwork as saving grace. Within even this over-simplified observation there is much to expand upon: operator interaction with singular robots in the various recurring violent and teamwork eras, focus on detailed technological aspects of the robots themselves, form, weaponry, setting, fictitious and real word historical framing, etc. Alas, with but a minute or two of fury to note so many aspects, I simply put down my pen and enjoyed the relentless onslaught of visuals with the rest of the lip-syncing, bouncing crowd. And for the first panel on opening day of the con, maybe that’s all I needed.

Credit goes to yosefu2 for posting all the above clips to YouTube.



Click here for more of our Zenkaikon 2011 coverage

Con Report: Zenkaikon 2011 – Room to Grow In

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March 18-20, 2011
Valley Forge Convention Center
King of Prussia, PA, USA


Zenkaikon, the follow-up to Zenkaikon 2009, escaped the previously exclusive and cramped confines of the Radisson Hotel in King of Prussia and took over the entire* Valley Forge Convention Center. The extra space, more than adequate to accommodate the 3,168 paying people who attended (not to mention guests, vendors, artists, staff, and press), was definitely worth the extra four-month wait caused by rescheduling that consequently eliminated the chance for a Zenkaikon 2010. Floor space allowed for generous registration and autograph queues; two Artist Alleys, the main one incorporated into the Dealer's Room and a small hallway that bordered the upstairs panel rooms; and navigation that was fast and easy compared to last con's experience of swimming through Con Funk-flavored JELL-O Pudding. The Dealer's Room, also benefiting from increased breathing room, was capacious and easily navigable, while the sole Main Events room was capable of hosting a riotous crowd.


The abundance of space in the Main Events room, however, also seemed an overbearing presence at times with regards to some of the scheduled panels and acts. On Friday, the Ancient Greek-themed Opening Ceremonies at 1pm brought in a decent crowd, but one that only occupied 1/5 of the room; Uncle Yo's standup around 5 pm almost filled the main section of the same space but saw sparsely populated wings; and Gelatine's concert at 7 pm catered to roughly 17 people total (some of whom unfortunately and very noticeably left during the performance). Though I didn't attend them, events such as the Sakura Cosplay Ball Dance, its after-party, the masquerade, as well as anything involving guests Vic Mignogna and Todd Haberkorn most likely saw much better attendance due to scheduling (at least).

Thankfully, the echoes of footsteps audible on Friday were stifled by Saturday's deluge of congoers. The main parking lot was mostly full as of 10 am, registration lines snaked with eager attendees, and the aisles between rows of dealer tables bustled with patrons. Almost every panel I attended seemed to bring in a decent size audience that either almost or completely filled generously sized rooms. Some panels even turned people away due to being over capacity. Sadly, I left early on Sunday and did not get a chance to gauge attendance. I hope the trend continued; the last panel I saw, Charles "Anime Anthropologist" Dunbar's Miyazaki presentation, was pretty full.


As with the previous Zenkaikon, events scheduling was a bit awkward. Some of the troubles could be pinned on the fact that other groups had reserved certain rooms in the convention center during the con and Zenkaikon had to work around such obstacles, but the programming coordination, set to 15 minute intervals, led to awkward overlaps that often forced attendees to decide whether to leave early or arrive late if seeing consecutive panels in separate rooms. With that said, room proximity and general utilization of the convention center's layout made for effortless transitions between events.

There were myriad points of interest, enough to cause internal conflict within even the most focused con-goer. Regarding live music, NYC's Gelatine put on a fun, energy-filled show — I regret not being able to see them for their second concert on Sunday, and Tokyo's own Rose Noire gave their U.S. concert debut to the applause of many decked out in goth/lolita fashion. Of course there was no shortage of good panels. Some of my favorites included "Iron Artist," "Feminism and the Ladies of Final Fantasy," and Charles Dunbar's Modern Mythology and Miyazaki sessions. Zenkaikon also hosted karaoke, electronic and tabletop gaming, as well as a con-long LARP (Live Action Role Play) event. All this was supplemented by video rooms showing a decent range of anime and live action series and movies.

Panels and guests weren't the only focus of this heartfelt convention. Held just one week after Japan was subject to an earthquake as well as the resulting tsunami and nuclear plant crises, Zenkaikon put sympathy front and center. $3,750 in donations were collected throughout the venue, supplemented by some dealers and artists passing on all or a portion of their profits towards specific charities of their choice. Perhaps the most heartwarming sight was that none of said donation stations were ever empty, illustrating the love and concern shared by all attendees for the nation and people whose culture and art have given us so much.


Thanks to a very dedicated staff (I overheard members on many occasions offering to forsake breaks in order to help out wherever needed), Zenkaikon was efficiently run and easy to enjoy. The availability of a Press Ops room was also a welcome addition for productivity as well as actual and proverbial battery recharging, and the Scanticon Hotel's bar certainly didn't hurt either. At its current rate of expansion (there were 1,988 attendees in 2009), I have no doubt that Zenkaikon will fill those spacious rooms without any problem and for very good reasons. Looking forward to 2012!

* minus select rooms dedicated to other organizations**
**what other organizations? THERE IS ONLY ZENKAIKON!!!


Click here for more of our Zenkaikon 2011 coverage

Ani-Gamers Joins Anime and Manga Bloggers For Japan

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A rescue worker walks through the rubble in a devastated Japanese town.

In my last post on the recent Japanese earthquake, I provided some basic details of the problems currently occurring in Japan in the aftermath of the massive 8.9 quake. And while I suggested you donate to charities to help the victims of this tragedy, Daniella Orihuela-Gruber from All About Manga has gone the extra mile and started up an informal group of anime/manga bloggers who are pushing for more donations.

Today Ani-Gamers joins in this campaign, reminding our readers that there is still months if not years of work to be done for Japan to rebuild after the earthquake. And, as Daniella points out, the $12 million in donations have not yet even surpassed the numbers for the recent Haitian earthquake or the Hurricane Katrina catastrophe in New Orleans!

For more information on donating, and suggestions on some great charities to give to (namely ShelterBox and the highly-rated Doctors Without Borders), check out Daniella's big Anime and Manga Bloggers For Japan post.

Japan Earthquake Update and Relief Suggestions [EDIT 1]

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A map of the earthquake that hit Japan

As I'm sure most of our readers have heard already, on Friday, March 11 a powerful earthquake (8.9 on the Richter Scale) struck just 80 miles east of Sendai, on the central Honshu island of Japan. In addition to shaking up buildings throughout Japan and causing widespread death and injuries, the quake also sent a massive tsunami thundering across the Pacific Ocean, which hit the northern coast of Honshu at speeds comparable to a commercial jet. The city of Sendai was hit with the brunt of the wave, but it also swept through various cities and towns in the north of Japan, resulting in the utter decimation of many towns and deaths numbering in the hundreds.

Additionally, a nuclear power plant at Fukushima (a city approximately 50 miles southwest of Sendai) was severely damaged by the earthquake, resulting in a breakdown of its safety system and a potential for dangerous nuclear fallout. Citizens have been evacuated from the immediate area and officials are hard at work on containing and cooling the reactors, but there is still a significant risk.

Despite all the bad news, it would seem that Japan's strict building codes and mandatory earthquake/tsunami training has been an incredible boon in ensuring the safety of their citizenry. While the death toll is certainly horrific at the moment, it would undoubtedly have been at unthinkable levels had Japan not been as prepared as it was. On that note, The New York Times is running an eye-opening story on Japan's anti-earthquake measures, which is a must-read for anyone interested in the implications of this disaster.

Plus, charitable organizations around the world have quickly mobilized to provide relief to the people in Japan suffering due to this unforeseen disaster. Most notably, the American Red Cross has been heavily promoting their SMS service, which allows you to easily donate $10 to Japanese earthquake relief by texting "REDCROSS" to 90999. (The organization also has a donation page on their site, where they can take larger donations by credit card or other payment methods.)

For more information on ways to help the Japanese people affected by the earthquake, visit the website Causes Exchange, which has a very helpful list of charities that are accepting donations toward the cause. (Big thanks go out to Anime Diet for providing the list, and for their swift coverage of the disaster.)

Meanwhile, Anime News Network is maintaining a massive list of anime/manga industry members who have checked in to confirm that they are OK in the wake of the earthquake and tsunami. Notable names so far include Mamoru Hosoda, Kenji Kamiyama, Tite Kubo, and Hideo Kojima.

Longtime anime convention personality Walter Amos has confirmed via a Facebook post that "Noboru Ishiguro (Space Battleship Yamato, Macross), Artland Studios, and all its staff are OK." Artland staffer Yuko Suguro sent Mr. Amos the following message today:

Thank you for checking out [sic] on us! Artland is fine and so is Mr. Ishiguro. There were [sic] no damage in the building, and no one got hurt. We are working regularly from today, but everybody is a bit nervous because of the continuous after shake [sic]. I think everything will be back to normal by Monday.

If you have any news or stories about the earthquake, or if you have suggestions for ways that people can get involved in helping those affected by it, please leave us a comment on this post or send an e-mail to evanm [at] anigamers [dot] com. As new developments or suggestions come up, I will update this post with the new information.

EDIT 1: Vertical, Inc. Marketing Director Ed Chavez confirms in a Twitter post today that Mari Morimoto, Japanese/English translator for such manga as Dragon Ball and Naruto, is safe after leaving an evacuation center in Sendai with her mother.

[Sources: US Geological Survey, Business Week, Reuters, Anime News Network]

Review: Off the shores of Albion – Traitor's Keep DLC

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Fable III Traitor's Keep DLC

Title: Traitor’s Keep DLC for Fable III
Genres: Action, Adventure, RPG
Platform: Xbox 360 (Downloadable)
Developer: Lionhead Studios
Publisher: Microsoft Game Studios
Release Date: Mar. 1, 2011
ESRB Rating: M for Mature

Lionhead Studios, as if apologizing for the embarrassment that was their "Understone" DLC, released another downloadable quest as an add-on to Fable III (see my review of the full game here). An apology is worth nothing, however, unless there is heart in it. With that in mind, "Traitor’s Keep" DLC is a panting fireman who’s just saved a family from their burning home and runs back in for their beloved cat, Claws.

Unlike "Understone," which provided only one very small location (albeit inventively placed) with an all too linear objective and short, humorless narrative, "Traitor’s Keep" spans three brand new and expansive areas (islands) – Ravenscar Keep, Clockwork Island, and The Godwin Estate – that collectively play host to 4 new missions and several side quests capable of quenching any post-crowned adventurer’s wander-lust. Lionhead claims that the main story, which concerns events and people at a secret prison that keeps Albion’s most notorious criminals, takes no less than 2.5 hours to complete. As wandering about is half the fun of Fable, I think my gameplay clocked in somewhere around 5 or 6 hours for obtaining all 250 Gamerscore worth of new achievements.

"Traitor’s Keep" is all about back-story. By way of an assassination attempt, the monarch comes to learn of Ravenscar Keep (the aforementioned prison) and that it has long been used by at least the two previous rulers: the current hero's brother, Logan, and mother. Given Logan’s predisposition towards military might and his hard-line tactics towards the general populous, one can imagine what types of people he incarcerated there ... namely revolutionaries, like the present monarch (though less successful), who’ve been seething ever since their imprisonment. While touring Ravenscar, players learn of a plot betwixt three pathologically fixated inmates, each of which (gasp) constitutes a quest, and one of whom fills in some blanks about how Albion transitioned to its industrial state.

Fable III Traitor's Keep DLC

While "Understone" presented little challenge to players who had already leveled-up their character by way of completing the game, "Traitor’s Keep" introduces new enemies as well as a few variants on some favorite beasties that manage to evoke some mildly impressive battles (some of which are more inventive than tough and vice-versa). In addition to the new clockwork creatures (beetles, exploding dogs, and psychotic automatons), there are rainbow-licious hobbes, extra-hollow hollow men, and (my favorite) drunken balverines. There are humans to fight as well, and being in a prison seems to have honed their group-based fighting skills a bit.

If there’s a weakness to "Traitor’s Keep," it’s the obvious moral choices. Kudos are deserved for including them at all, but the few choices that are presented are so heavily weighted that there is absolutely no ambiguity concerning where the hero’s yea or nay would place him or her in an opinion poll...a shame given Hobson’s prominence throughout the earlier portion of the DLC. More decisions affecting the public-at-large would have been terrific, especially if they came to learn of the prison despite attempts at secrecy. That could have at least added a feeling of political pressure.

Most importantly, "Traitor’s Keep" brings the funny. Sight gags and great writing as well as Fable in-jokes found scrawled across myriad notes and letters abound throughout this DLC. Supplement all of the above with four new outfits (three collected and one given) and one robot dog (non-exploding) to call your very own, and the 560 MS points it takes to purchase this quest seems a pittance for the experience.

[Highly Recommended]



This review is based on downlodable content purchased by the reviewer.

Review: Dead Space 2 (360)

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Dead Space 2

Genre: Action, Survival Horror, Third-Person Shooter
Designers: Steve Papoutsis (executive producer)
Developer: Visceral Games
Publisher: Electronic Arts (EA Games)
Console: PC, PS3, Xbox 360
Release Date: Jan. 25, 2011 (NA), Jan. 27, 2011 (AU), Jan. 28, 2011 (AU)
ESRB Rating: M for Mature

Following Isaac Clarke’s horrific journey during his time on the planet-cracking ship, the USG Ishimura, Dead Space 2 is a sequel that introduces new elements to the series while disbanding with some previous ideals. Some of the newly introduced concepts have their uses and are relatively fun and easy, yet not all of them fall under this category.

The story takes place three years after Isaac Clarke escaped the nightmare aboard the USG Ishimura. He has been kept in stasis this whole time and doesn’t seem to remember a thing. Brought back to help during a new Necromorph outbreak aboard the space city known as "the Sprawl," he must fight his way through Unitologists, government workers, and both old and new Necromorphs, his main goal being to destroy a newly-created Marker which is being protected at all costs by members of EarthGov. While the story sounds fascinating on paper, it is delivered rather poorly throughout the game. Dead Space 2 falls back on the previous game’s downfall: that Isaac is merely moving from place to place because someone else told him to do so.

This problem is even worse, however, in that the people talking to you don’t clarify what it is you’re supposed to be doing. You can travel through nearly three of four areas, not knowing where you are, before discovering what purpose you have in being there. It is confusing, disorienting, and oftentimes frustrating. I had to replay the game’s first several chapters just to understand what the point of it was, and such a thing should not be a problem.

While the storyline itself comes off as being somewhat poor, the elements that bring the story to life are very well executed. Isaac now speaks throughout the game, and his dialogue fits him quite nicely. He is obviously a man who is perturbed by his past, and his experience with the Necromorphs comes through in his dialogue. He is a survivor with nothing to lose, and he reveals this through his conversations with the remaining survivors on the Sprawl. His messages and video logs are oftentimes hard to hear, however, even with the volume turned up, and subtitles are almost necessary to catch everything Isaac and the other people are discussing. Sound effects during the course of the game are both well produced and well timed, somewhat making up for lost words.

The first Dead Space was known for its horrific images and gruesome, nightmarish areas. While Dead Space 2 delivers on its horrific images and enemies, the game isn’t as scary as its predecessor due to an increased amount of action sequences. There were only a few places where I jumped in fear, and never once did I hesitate to enter a room. It could be because Dead Space fans know what to expect, but it also comes from Isaac’s attitude mentioned earlier. He has experience and a lack of care towards survival; he is going to get the job done, and to hell with whatever comes his way. Another reason for this is the game’s increased difficulty. Even after mastering Dead Space 1, I found Dead Space 2 to be quite the challenge, and given that there are now up to five difficulty options available, it is easy to assume that the producers were specifically aiming for an action-type game. Guns and armor (which are now specialized, individual suits rather than upgrades to a single suit) can be purchased at the store, and newer weapons have some nicely added effects. Melee is also much more impressive this time around, as Isaac’s swings and kicks are fluid and effective. In conclusion, all this combined means that enemies are less scary but tougher to deal with.

The environments in Dead Space 2 are gorgeous. Instead of crowded, packed-in hallways and gray, metallic facilities, the Sprawl is filled with facilities, such as a train station, a daycare center, and a shopping mall. Areas are much more open, and the amount of detail placed into the different objects adds a unique touch to the game’s overall quality. Lighting is particularly effective, as Isaac’s shadow and flashlight are very well defined, and the images located on the various televisions, monitors, advertisements, and stores all hint towards a much more peaceful time. Players can easily picture people living in such an environment, and to see it now overrun with Necromorphs and covered in blood is tragic. When navigating these areas, an upgraded locator module becomes extremely useful. Instead of just pointing Isaac in the right direction, the new locator shows objectives, stores, benches, and save stations, making it easy to navigate when one gets lost in the often-twisting hallways of the Sprawl. Another upgrade used for traveling is the capability for 360-degree movement in zero-gravity zones. Instead of jumping from one wall to the next, Isaac can now fly in any direction he wishes, using his boots to travel quickly.

Perhaps the most interesting aspect of the game is Isaac’s dementia, which plays a huge role in the story. Nicole appears in the form of a ghoulish corpse from time to time, talking to Isaac over her death and his guilt, and the images he sees due to his dementia are perhaps the most horrifying elements to the game. It is clear that Isaac is haunted by his dead girlfriend, and her appearances reveal a darker side to Isaac’s thinking. His conversations with Nicole, as well as the terrifying visions that accompany her appearances, add an element to the story that will stick with gamers.

Overall, Dead Space 2 is an enjoyable game. While the plot doesn’t go very in-depth this time around, the gameplay itself is smooth, fun, and a bloody mess. Players watch the return of Isaac Clarke and his haunted visions, and with five difficulties to master, there are plenty of opportunities to get all weapons, suits, logs, and achievements. And hey, if the single player mode sounds boring, why not play with friends online? The game also has a multiplayer aspect, where online gamers can either carry out a mission as a human or attempt to stop all humans as a Necromorph.

[Recommended]



This review is based on a retail version purchased by the reviewer.

2010 Staff Picks: Elliot

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Elliot's choices: Demon's Souls and Bayonetta

For the five days leading up to the New Year, Ani-Gamers is posting an un-ranked list of our favorite titles from the year 2010, featuring up to two choices from each writer. Be sure to check back throughout the week to find out what geeky stuff our contributors really dug this year! We now present the choices from manga and video game reviewer Elliot Page.

Demon’s Souls (From Software): While this came out in the US in 2009, its only this year that Europeans like myself have had the pleasure of being humiliated by the ruthless gaming experience that is Demon’s Souls. There are just so many things that make me love this game — the atmosphere in particular. The ravaged, demon-filled lands of Boletaria and the few people who still cling to life set an excellent tone for your character’s adventure, making you truly feel like the last hope for the world. Not that saving the world is an easy task — the game’s controller-smashing difficulty is well documented, but it never feels punitive. This, combined with the tight direct-action combat and lack of hand-holding, makes playing the game all the more satisfying, especially when you kill a major demon. I barely have time to mention the game’s amazing online system, where players can leave notes for each other as advice or enter another player’s game to either assist or antagonize them. Plus, Demon's Souls has buckets of re-playability due to the breadth of character options available, and the fact that you will grow to love the pain the game inflicts.



Bayonetta (Platinum Games/Nex Entertainment): It’s hard to come up with a fitting opening line to fully encompass the wonder that is Bayonetta, but here goes: Bayonetta is a game where you play a nine-foot-tall woman who wears clothes made out of her own magical hair, has control over time, can summon massive demons, and spends her time destroying hundreds of freakish angels in order to do something or other. I don’t remember the plot very well — while hilarious and a great way to string the action together, it is so insane that your mind rejects it the second you stop playing. Bayonetta is what is known in the trade as a “Character Action Game” — somewhat like Devil May Cry, God of War, that sort of thing. That means a third-person camera, a combo system using different weapons including ground and aerial moves, quick time events, and button-mashing special attacks. Except, Bayonetta is the only game of this genre I have enjoyed, let alone completed twice over. The controls feel so tight and accessible, saving you from being constantly being reminded that there is a plastic knob in between you and the game. The game also has a great sense of fun all over, in its level design, enemies, and weapons. (Even the in-game shop will make you crack a smile when you visit.) The sheer amount of love put into the game shines through especially well in the final levels, during which I could not stop grinning for the entire two-hour session.

A side note: make sure to play the Xbox 360 version of this game, as the PS3 version has some horrible loading issues that rapidly suck the fun out of it.



Extra Bonus Item! (Likely to annoy Evan! This is done in the name of beefing out the amount of anime in the year-end picks.)

Baccano! (Brain’s Base): Seriously, go and read my Anime Secret Santa post on this series. After reading it, it should come as no surprise to learn that as soon as I had moved into my new house I unpacked Baccano! to re-watch it. To be precise, it was the fifth thing I unpacked, coming after the sofa, the DVD player, the TV and the kettle (for tea, of course). My love for this series only grows as I watch it this second time, and I heartily recommend it. (Ed. Note: Baccano! was released in the UK during 2010.)

Baccano! is also recommended by Ani-Gamers editor Evan "Vampt Vo" Minto.



See Also:

2010 Staff Picks: Evan Krell

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Evan's choices: Durarara!! and Twin Spica

For the five days leading up to the New Year, Ani-Gamers is posting an un-ranked list of our favorite titles from the year 2010, featuring up to two choices from each writer. Be sure to check back throughout the week to find out what geeky stuff our contributors really dug this year! We now present the choices from video game reviewer Evan "BakaTanuki" Krell.

Durarara!! (Brain’s Base): This oddball show is a bit hard to describe within a few sentences. In fact, even naming the protagonist is complicated with so many characters and plot threads. From the director, studio, and original author of Baccano!, Durarara!! is rather similar, as it is built upon a huge and interesting cast of characters, their interactions, and how their own stories all intertwine into the overall weirdness of Tokyo's Ikebukuro district. The series begins with a high schooler from the country moving into Tokyo, and leaves the impression that it will be about his experiences with his new surroundings and how he will be become involved in them. While not completely inaccurate, everything in Durarara!! has some sort of twist to it — often many. Later episodes introduce and focus on other characters, and eventually these pieces all begin to fit into the puzzle. There is a ton going on in this show, and keeping up with it all is part of the fun. Things can get pretty convoluted, but the atmosphere is laid back and fun enough to not really worry about it. Durarara!!'s urban fantasy setting makes little attempt (if any) to stay grounded in reality, and it manages to pull of some over-the-top fantasy played completely straight. The visuals are all quite distinctive with a certain dark-urban aesthetic to it. The music is also very good with both jazz and rock elements throughout. Durarara!! is extremely enjoyable, and I was thoroughly captivated with it as I followed it through Crunchyroll's simulcasting. Despite only being released this year, I am currently on my third viewing and keep finding more to love about it.

Durarara!! is also recommended by Ani-Gamers editor-in-chief Evan "Vampt Vo" Minto and contributor Ink.



Twin Spica (Kou Yaginuma): This story of a young girl pursuing her dream of becoming an astronaut is easily the best manga I have read this year. Asumi, a 13-year-old girl, has always wanted to be an astronaut like her mother was. The interesting thing about this goal is that her mom died in a rocket accident when Asumi was a baby. Twin Spica is a character drama at its core, as Asumi has to deal with various relationships with others as well as her own personal development. As expected, her father has trouble supporting her ambition to follow the career that lead to his wife's death, and she has to deal with a group of new classmates at the space training academy. There is also a mysterious boy with a Lion mask on that appears to be a figment of Asumi's mind. Twin Spica tells a heartfelt story with an extremely likeable lead. Asumi is very sweet, but has more depth than the typical cutesy anime girls. The astronomical elements add a realistic science fiction aspect to the story that enriches the experience without becoming tacked on “sci-fi.” The artwork is simplistic, but becomes more refined as the artist, Kou Yaginuma, progresses. Twin Spica has four volumes out and is off to a strong start. I find it to be an extremely compelling read, and another great release from Vertical, Inc.

Twin Spica is also recommended by Ani-Gamers editor-in-chief Evan "Vampt Vo" Minto.

2010 Staff Picks: Vampt Vo

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Evan's choices: Mass Effect 2 and Ayako

For the five days leading up to the New Year, Ani-Gamers is posting an un-ranked list of our favorite titles from the year 2010, featuring up to two choices from each writer. Be sure to check back throughout the week to find out what geeky stuff our contributors really dug this year! We now present the choices from editor-in-chief and podcast host Evan "Vampt Vo" Minto.

Mass Effect 2 (BioWare): When I first started hearing the video game press rave about Mass Effect 2, I knew I had to finally sit down and play the original Mass Effect. It turned out to be just about as disappointing as the reviews made it out to be — a fun ride chock full of potential that doesn't always deliver. Mass Effect 2, on the other hand, fixes nearly every glaring problem with the original game. That's not to say it's perfect, but it's hard not to enjoy this interplanetary heist story, with its quick-paced action scenes, satisfying leveling mechanic, huge catalog of background data on the game world, and endlessly entertaining cast that sticks with you long after you've put down the controller. Mass Effect 2 is some of the finest gaming I've had in a long time, and if you're at all a fan of sci-fi or RPGs, this is the game to pick up this year.

Mass Effect 2 is also recommended by Ani-Gamers contributor Elliot Page.



Ayako (Osamu Tezuka): While Japanese readers were introduced to Ayako in January of 1972, Osamu Tezuka's classic work of historical fiction arrived in the English-speaking world just this year, courtesy of publisher Vertical, Inc. and translator Mari Morimoto. Fans of the so-called "god of manga" (known for Astro Boy and Black Jack) will find him at his darkest point yet, as he weaves a dramatic yarn of deceit and suffering, set in post-war occupied Japan and centering around a young girl trapped by her own family in the storehouse cellar for 23 years. Despite its whopping 704-page single volume, Ayako is a gripping tale from start to finish, sure to leave even the most steadfast of Tezuka fans drained by the time they reach its powerful conclusion.



See Also:

2010 Staff Picks: Ink

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For the five days leading up to the New Year, Ani-Gamers is posting an un-ranked list of our favorite titles from the year 2010, featuring up to two choices from each writer. Be sure to check back throughout the week to find out what geeky stuff our contributors really dug this year! We now present the choices from reviewer and columnist Ink.

Ed. Note: We miscalculated the number of contributions we would be receiving from our writers, so we won't be following a one-a-day schedule from this point on. Sorry!

Fable III (Lionhead Studios): What this third incarnation of the Fable franchise does so completely that the former installations do not is create a truly immersive and believable world in which its main character's participation is only a piece of the proverbial pie. It accomplishes this by forsaking the isolated, hero-centric approach of old and broadening the story's focus and consequences to include the needs of all the people around the hero — intimately and in a broader sense. As people in our world continue to grow increasingly isolated from one another, Fable III illustrates how many lives the actions of one person can affect and also serves as a reminder to step into others' shoes before judging their actions. As a poet, I can think of no better video game execution of Shelley's sympathetic imagination.



House of Five Leaves (Manglobe): Though focused on a group of thieves and a lone ronin, House of Five Leaves is less about action than growing to understand personal reasons behind past actions and present conditions. The main character is a samurai turned woebegone bodyguard who is hired into a den of thieves that kidnaps people for ransom, under the auspice of humanitarianism. The art is a bit jarring at first, with fish-like faces adorning otherwise realistically drawn bodies, but there's no denying the animation's beauty via color contrasts and use of darkness or its direct reflection of the story's pacing, which is slow and utterly character driven. All the above characteristics contribute to the sense that this is not an anime aimed at kids but rather the adult viewers of the noitaminA block in which it appeared.



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2010 Staff Picks Day 2: Sean

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Super Meat Boy and Recettear

Once a day for the six days leading up to the New Year, Ani-Gamers is posting an un-ranked list of our favorite titles from the year 2010, featuring up to two choices from each writer. Be sure to check back throughout the week to find out what geeky stuff our contributors really dug this year! We now present the choices from copy editor Sean Kim.

Super Meat Boy (Team Meat): Mind-numbingly difficult, yet surprisingly refreshing, Super Meat Boy manages to capture what truly makes a good platformer. It truly defines the masochistic style of game design, in a similar vein to other indie 2-D platformers: N+, Jumper, and I Wanna Be the Guy, to name a few. Everything about the game is polished, from the sounds that Meat Boy makes as he squishes his way through the levels to the beautiful and often varied environments. The gameplay is spectacular; not only does Meat Boy handle extremely well, the levels are designed with an amazing amount of detail to allow for an exhilarating rush when timing all the jumps perfectly. Make no mistake, though, this game is hard, and I wouldn’t recommend it to everyone. I found myself cursing at the TV on multiple occasions when dealing with some particularly challenging levels. If this type of game sounds interesting, you owe it to yourself to get Super Meat Boy. It is currently on sale for 800 MS points on the 360 and $7.49 on Steam for the PC (Mac version to be released in the coming months)

Super Meat Boy is also recommended by Ani-Gamers contributor Ink.



Recettear: An Item Shop’s Tale (EasyGameStation): Capitalism Ho! Recettear: An Item Shop’s Tale was certainly a surprising hit this year. The premise for the game is simple: you owe a lot of money and need to make it back through market manipulation and dungeon crawling. The gameplay is fairly basic at its core, but offers many different characters to explore various randomly created dungeons in search of fame and fortune. The item shop portion of gameplay takes a bit of getting used to, as the deadlines are a bit harsh, and the amount of options available to wisely spend your time and manipulate the market can make one’s head spin at first, though all these concepts are slowly introduced, as to provide a continual challenge throughout the game. Much of the game’s charm comes from the character interactions and dialogue. I often found myself laughing out loud at many situations, something rare in games these days. If you’re looking for a different kind of RPG, you should pick up Recettear, currently on sale on Steam for $9.99 for the PC.



Click here for all the 2010 Staff Picks posts.

2010 Staff Picks Day 1: Mehket

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Once a day for the six days leading up to the New Year, Ani-Gamers is posting an un-ranked list of our favorite titles from the year 2010, featuring up to two choices from each writer. Be sure to check back throughout the week to find out what geeky stuff our contributors really dug this year! We now present the choice from video game reviewer Hayley "Mehket" Myer.

Dante's Inferno (Visceral Games): Mixing classical literature and video gaming technology doesn’t sound like the greatest of ideas, but Visceral Games and Electronic Arts do an amazing job portraying Dante’s journey in The Divine Comedy as hetravels through the nine layers of Hell. The game follows the epic poem with a surprising amount of precision, depicting characters and each level of Hell as accurately as possible. The people Dante meets in the poem are scattered throughout Hell, and the ability to absolve or punish them for their worldly crimes allows the players a brief moment to play God, reflecting on their own virtues and morals. While there are some deviations in storyline, there is much to learn about The Divine Comedy from the otherwise brutal, graphic game, including dialogue from Virgil, Dante’s guide, and the cantos shown to players each time they are defeated by Hell’s minions. The game is not for the faint of heart, as it sticks to the gore and fear that Dante inspired throughout the poem, but for those who like a bit of education in their video games, Dante’s Inferno is a necessity.



Click here for all the 2010 Staff Picks posts.

Review: Dead Space (360)

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Dead Space, from EA Redwood Shores

Genre: Survival Horror, Third-Person Shooter
Designers: Glen Schofield (executive producer/creator), Bret Robbins (creative director)
Developer: EA Redwood Shores
Publisher: Electronic Arts
Console: PC, Xbox 360, PS3
Release Date: Oct. 14, 2008 (360/PS3), Oct. 20/24, 2008 (PC, NA/EU)
Rating: M for Mature

Set in a bleak, spacebound future, Dead Space begins with a silent engineer named Isaac Clarke traveling on a rescue mission to the USG Ishimura, Earth’s largest and most efficient "planet cracker." He receives a strange message from his girlfriend Nicole and decides to travel as the leading engineer of the rescue group, hoping to discover what the message means. He is accompanied by Kendra Daniels, a technologist, and Zach Hammond, the senior security officer of the crew on a small rescue ship called the Kellion, which crashes immediately into the Ishimura when the gravity booster breaks away from the ship. Isaac and crew enter the Ishimura and begin starting up systems, hoping to discover why no one is around, when they are ambushed by enemies labeled "Necromorphs." After escaping the ambush, you (Isaac) receive your first and arguably best weapon, the Plasma Cutter, before beginning your long journey through the Ishimura.

Isaac's main goal is to discover what happened to his girlfriend, but the majority of your missions revolve around restoring the Ishimura back to normal. You are sent to do a variety of tasks in different areas throughout the ship, all while ascertaining what really happened onboard. Much of the back-story is detailed through audio, text, and video logs, which are displayed on Isaac’s holographic menu, although some logs are tricky to find. The missions do get a bit tiresome after awhile, mainly because the game makes you feel as though you are doing all the work while your allies sit in a safe haven and hack a computer. It feels unfair, and for the most part, it is.

The gameplay itself is immersive, as there is no heads-up display (HUD) in Dead Space. Instead, Isaac’s items, maps, health, and ammo are displayed via holographic menus that do not stop time, meaning that enemies can still be attacking you when you decide to check your inventory. The game is much scarier in this sense, as there is nothing along the border of the screen to distract gamers from the sights and sounds within the Ishimura. Added to this is the concept of 3D exploration, in which you can jump from wall to wall in zero-gravity areas. This means that you can travel from room to room (only in designated areas) by jumping from wall to wall, but it also means that enemies can come from nearly any angle.

Dead Space's combat is rather well done, as it sticks to both the story and its horror roots. The battle system is termed “strategic dismemberment,” which is the process of shooting off a Necromorph’s limbs until he is dead. If you shoot off an arm, it runs towards you. Shoot off a leg, it crawls until it catches up to you. Shoot off the head, and it flings its arms around in a frenzy. Players have to be careful to conserve ammo during runs, so it is important to shoot where it hurts most, which changes for each enemy. All of the weapons fit the storyline, amazingly enough, as it is easy to see that the weapons used were tools made available to the miners when they worked. The Pulse Rifle goes a little against this, but weapons such as the Flamethrower or the Cutter could have just as easily been used to cut and mine rock as they are to kill Necromorphs.

The graphics and sounds of the game are quite impressive; lighting and shadows in particular make for a pretty creepy atmosphere, and the sheer amount of blood and gore found in the corridors, along the walls, and in the rooms of the Ishimura is enough to make your skin crawl. One room specifically comes to mind: the one in which you find your first weapon. In blood above a dead body is written the words “Cut off their limbs.” Images such as these are everywhere and never seem to become any less scary.

Music and sound effects are also extremely well executed. The former intensifies as players get closer and closer to either an enemy or an objective (in most cases, both), and rather than dying off when a player decides to back away, it merely softens, keeping its edge while not ruining the moment. You can also hear the Necromorphs crawling and breaking through vents and air ducts in a majority of the rooms, yet finding them can often be difficult. I have encountered more than a few rooms in which I was afraid to enter due to the sound of an enemy’s presence on the other side.

A rather interesting aspect of the game is the treatment of outer space. Isaac goes outside into space on several occasions, and the producers do a fantastic job in creating a completely different environment. When Isaac enters space, his suit switches modes in order to accommodate his intake of oxygen. Graphics become a mixture of blues and grays, and all sound is practically wiped out. Instead of hearing enemies or bullets, players will hear the sound of Isaac’s heart beating and breathing. It is creepy, particularly when you begin running low on oxygen, as Isaac’s breathing becomes labored, indicating it is time to use an oxygen tank.

Dead Space is a fantastic mixture of science fiction and horror, plain and simple. While your allies could have played a bigger role in the storyline, the plot is a detailed and ultimately satisfying one with some nice twists involved. Enemies and gameplay remain scary throughout the entire game thanks to well done graphics and sound designs, and the fighting style is both immersive and brutal. Players obtain some pretty nice items after beating the game and can run through a second time with all the items and weapons obtained through the first run, making it fun to play through several times. Those intensely involved in the series have other avenues to explore, including the animated movie Dead Space: Downfall (2008) and the Wii game Dead Space: Extraction (2009). Dead Space 2, the official sequel to Dead Space, is set to be released January 25, 2011.

[Highly Recommended]



This review is based on a retail copy of the Xbox 360 version purchased by the reviewer.

MMF: One Piece – A Love Story in Two Acts

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The wonderfully charming cast of Eiichiro Oda's One Piece

This month, the Manga Moveable Feast (or MMF) focuses on Eiichiro Oda's smash-hit shōnen manga series One Piece, and since I own 13 volumes of the wacky pirate action-adventure, I decided to contribute to the project. However, I've got a rather odd admission to make: I don't read One Piece anymore. In fact, I haven't read even a single new page of the manga since the spring of 2008.

Make no mistake, though, One Piece is actually one of my favorite manga of all time. Nearly three years ago, I simply stopped reading the books, and I have not reneged on my decision since then. In part because of this decision, and in part because of the series' instrumental role in introducing me to manga, One Piece has retained a very unique place in my heart.

Boy Meets Manga

My introduction to One Piece hardly has any of the nostalgic glory of old-time anime fans' origin stories, as it starts sometime in 2003 or so (right in the heart of the mid-2000s manga boom). One of my middle school teachers passed out a Scholastic book catalog, and in it, glaring at me with all his silly intensity, was Yugi Moto from Yu-Gi-Oh! It was an issue of Viz's Shonen Jump, on sale in my school's catalog!

A (poorly scanned) page from the Don Krieg Arc of One Piece

Naturally, after my experience with these cool Japanese cartoons on Cartoon Network's Toonami block (a frequent stepping stone for mid-'90s anime fans), I was excited to get my hands on the mysterious black-and-white comic book versions of the stories. Though I was hardly a fan of Yu-Gi-Oh! as a series, I was instantly hooked by two manga running in the magazine: Naruto and One Piece. They particularly grabbed me because I had never seen anime versions of them, unlike most of the titles in Shonen Jump.

Shortly after my first time reading One Piece (somewhere in the middle of Volume 2's Buggy Arc), I scrambled to pick up as much manga as I could get my hands on. I picked up the first two volumes of the terrible .Hack//Legend of the Twilight and received One Piece Volume 2 for my birthday. And with that, I was officially a fan of rubber-man Monkey D. Luffy and his crew of oddball pirates.

As a child of the Dragon Ball Z generation, I really felt a connection to Oda's Toriyama-inspired characters, stories, artwork, and sense of humor. Everything in One Piece, from the fights to the characters' dreams, is exaggerated, filled with a passion unparalleled by the actions of real people. For a wide-eyed middle school kid, new to the vast world of anime and manga lurking under the Toonami-glazed surface, Oda's powerfully kinetic yet inherently accessible work was just the kind of thing to propel me into full-fledged fandom.

And propel me it did! 2004, the year that marked my post-One Piece anime/manga obsession, also marked the creation of an overly ambitious little anime fan site called Anime Paradise, which would later become the Ani-Gamers you see today.

Boy Leaves Manga

Monkey D. Luffy, the hot-headed (and rather stupid) protagonist of One Piece

It's pretty clear at this point that One Piece is one of the defining works of my personal manga fandom, but why did I stop reading it after all the passion I had invested into it? It's very simple, actually.

At AnimeNEXT 2008, I pushed my way to the nearest manga vendor and started rifling through the books on the table. As I had done for the past few years, I picked up the latest volume of One Piece (14 in this case) and got ready to buy it. But then it hit me. Looking at the volumes on the table, I took note of the books that I would then have to buy after Volume 14. I thought it over in my head — "One Piece isn't even finished yet in Japan, let alone in the US. Heck, I don't even know when this Baroque Works Arc is going to end. It could be ten more volumes for all I know!"

So, on that day, I made the fateful decision, on behalf of my wallet, to stop buying One Piece. Of course, since I am strongly opposed to manga piracy (har har), reading it online is out of the question, so that means I effectively decided to stop reading the series, period. Since then, Viz Media's American run of One Piece has reached 55 volumes, and it still hasn't ended in Japan. After re-reading the volumes I bought years ago, I really miss the Straw Hat Pirates and all their crazy adventures, but the prospect of restarting my collection is a daunting one.

Indeed, that's the ultimate tragedy of the paying fan of any long-running, ongoing manga series; continued dedication to your favorite story requires an inordinate amount of money and shelf space. Nevertheless, the boundless motivation of Luffy and his comrades serves as a reminder of the importance of doing what you love, regardless of the obstacles in front of you. Who knows? Maybe one day I'll finally follow Oda's wisdom, pick up One Piece Volume 14, and start this old journey up once again.



Review: Fable III (360)

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Fable III for Xbox 360Genre: Action-Adventure, RPG
Designers: Peter Molyneux (Creative Director), Josh Atkins (Senior Design Director)
Developer: Lionhead Studios
Publisher: Microsoft Game Studios
Console: PC (not released yet), Xbox 360
Release Date: Oct. 26, 2010 (NA/AU), Oct. 29, 2010 (EU)
Age Rating: M for Mature

Lionhead Studios' Fable empire is built on the innovative notion of how selfless and selfish choices affect storylines, main characters, and bystanders. Moral choices in Fable I are obvious and easy — to kill or not, to steal or not — and rewarded as expected. Exemplified early in its Bowerstone Old Town region, Fable II ups the ante by adding surroundings to the list of things that are affected by moral decisions. Economics also plays a developmental role, as the amount of gold spent at shops and going rates for their goods contribute to the displayed degree of community affluence as well as shopkeepers' perceived purity. Fable II also makes select moral choices a bit more ambiguous, but they are still pretty clear in terms of consequences. Enhancing all of the above, Fable III tells a story that takes place 50 years after players put down their controllers and shelved Fable II. Within this gap, the then hero-turned-monarch gives birth to Fable III's hero, who has a brother crowned king and a servant from Monty Python's Flying Circus. Despite the latter, many call Fable III heavy-handed ... and for good reason. The story is one of revolution and thus focuses on conditions that lead thereto: crippling poverty, exploitation, and abuse of power.




In the eyes of Albion's citizens, the king has grown corrupt. He neglects or exploits the majority of the land's people and allows industry to determine morality. There are but two thriving towns, one of which can be likened to an open-air mall, while the others are either in shambles or on their way there. As if to exemplify this, beggars, while naught but a scant novelty in Fable II, are prevalent in just about every town, very vocal, and heartbreaking. In fact, the very first heroic act players are tasked with performing is simply to engage the disheveled Dwellers of Mistpeak. The heavy-handedness comes into play via the oppressive atmosphere, lent to by an impressive array of one-liners from the downtrodden, their general aesthetic and manners of motion, and the sight of houses falling into disrepair. Thus the hero's first role is that of the people's savior, a goal that must be reached by accumulating public and military support. To this end, Fable III puts forth decision after decision (almost immediately and most definitely substantially) that affects the story's hero, the people that surround him or her, and the places all of Albion's citizens inhabit. After players oust the king, it's their turn to play sovereign and prove that they can do better.

It may seem a bit odd that a tale about inspiring then leading a revolution made possible by personal interaction takes place via a video game – a medium which stereotypically attracts one-on-none interaction between those with skin sensitive to natural light and some type of TV or monitor – but it is exactly that medium which can inspire the dichotomy the game is attempting to emulate. For example: Fable III is solely available on Xbox 360 and PC. On large, those playing the game presumably have the disposable income with which to purchase the disc as well as a computer or game console that supports it. Thus, being self-aware, introspection should result in gamers feeling one of two ways when confronted with depictions of poor people delivering over-the-top expressions of their desperate situation: humor over the absurdity if they cannot feel any guilt or connection, or pangs of sympathy via understanding of the vast difference in social situation.

The effects of players' actions on the characters of Fable III and the contrast betwixt them and players' lives aren't the only means of fostering sympathy. Little things, like Demon Doors that require you to work with someone online (friend or stranger), achievements for marrying someone online, and the fact that the online co-op portal facilitates random hero match-ups, fosters the same interaction the game preaches as an instrument of positive change. These sorts of details may not exactly be the same as twirling a random citizen about in a two-step or clucking to evoke the laughter of children, but it is coerced interaction (mandatory, even, if the solo player chooses to try and complete 100% of the game).

Of course there are also subtle detractions from the effectiveness of having to interact with villagers. I'm not generally a people person to begin with, so the amount of yokel persuasion required by Fable I & II worked just fine for me. Fable III however, makes you pay attention. Whether the intent is to greedily acquire more guild seals or earn trust to further a quest, constantly shaking hands, dancing, and playing pat-a-cake gets tiresome and downright burdensome despite the efforts of programmers, writers, and voice actors, who do their best to bring a decent amount of diversity to reactions to such interaction.

However, interactivity isn't the only impressive thing about Fable III. A simplified inventory and more streamlined gameplay greatly improve the overall experience. Early on, the most noticeable improvement is with the quick d-pad selection during fights. No longer are the suggested health items and potions randomized; players, when engaged in a fight, are offered 3 types of potions, two of which were formally Will capabilities (Slow Time and Raise Dead), and one food option. Also, there is no more random food or drink, as players can only carry around one type. Similarly helpful, all experience orbs are now automatically collected during a fight instead of requiring players to hold down a button at the end while losing some of them due to evaporative time.

Regarding actual battle, the range of enemies keeps the action on the interesting side of almost challenging (if only a tad redundant). There's a decent diversity among the malicious, with each class usually comprised of three types: brute, ranged, and "special." Examples of the latter include twin-bladed, will (shock)-using hollowmen; fireball-tossing mercenaries; and necromancing hobbes. Combat is fluid and pretty mindless, which can be excused due to the focus of the game being on personal interaction instead of hack-and-slash/shoot/burn action. Still, weapon diversity and morphing capabilities, along with the range of Will types and COMBINATIONS, make even the most repetitious battle fun. Personally, I like creating tornadoes of fire that sweep up and twirl the enemy around me as I shoot them with my rifle. No mercy. The only real drawback to the action aspect of gameplay is blocking. As a Will- and Skill-heavy user, I don't rely on blocking much, but whenever I held the X button (also used for flourishes), the enemy's attack seemed to get right through anyway. Would mapping the block action to a separate button really have been that hard?

The last thing that deserves mention is the start menu. Personified as "The Sanctuary," this ever-evolving hub connecting a series of four rooms is said to have served as the secret base of operations for the Fable II hero during those 50 years between Fables II and III. The current hero uses it likewise for changing outfits, outfitting weapons, basic accounting (you heard me), and viewing trophies. It also offers a portal to online co-op and an in-game, romanticized Xbox Live Marketplace. Aside from the specialty rooms, The Sanctuary offers an interactive map of Albion that integrates fast travel and quest identification capabilities. The only issue I had with it was the lack of detail. Otherwise, the map was an inventive addition that blended in perfectly with the atmosphere.

Some players might find the theme heavy-handed or dislike the repetition involved with the garnering of support, and RPG fanatics might dislike the fact that there aren't 50,000 potion and food choices. However, Fable III's compelling story line with two-part plot, exhilarating climaxes, and myriad options for replay make this game an astounding and well thought out addition to the series that actually manages to carry over its effects into the real world. More than a few moments made me get choked up, and every gameplay session was so absorbing that none lasted fewer than a couple hours.

[Highly Recommended]


This review is based on a retail copy purchased by the reviewer.

Preview: Black Butler (Dub)

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Black Butler, a.k.a. Kuroshitsuji

Ahh, Black Butler, also known as "Kuroshitsuji" in Japan. Infamous for its perpetually squealing teenage girl fanbase, it can be difficult for male fans to actually give it a try. However, after my stint with the surprisingly funny Axis Powers Hetalia (also known for its prepubescent female fans), I thought I might as well give Black Butler from A-1 Pictures (Kannagi, Welcome to the Space Show) a fair shake.

In the two dubbed episodes that I received on FUNimation's preview disc, however, I found myself giving Black Butler much more than a fair shake. You see, this series is in fact a shōnen (boys) manga, even though it clearly aims for a female demographic with its pretty-boy main characters and vaguely homo-erotic situations. This combination of demographics, now quite common in the manga world, means that Black Butler can provide an experience that's fun for more than just the core girls audience. Go figure!

Sebastian is a demon butler, bound to his master, Ciel Phantomhive, by a devilish contract — he must obey all of his master's orders, but Ciel has also agreed to allow Sebastian to consume his soul after the contract has ended. Following along with this delightfully Faustian setup, the series is defined by a dark, gothic style, complete with classic ornamentation in both architecture and fashion.

Plus, FUNimation's dub uses some surprisingly accurate British accents to help geographically and historically place the story in Victorian England. The voices don't always work — namely Brian Mathis, who weaves in and out of an Italian accent for the villain of episode 2 — but even some of the weaker performances like Monica Rial's Cockney accent manage to produce moments of comedy.

These two (predictably) self-contained episodes center around Sebastian's dazzling butler abilities, as he shows up all of the manor's servants with his masterful preparation of dinner and ... fighting prowess. In fact, the inclusion of fight scenes highlights the most important thing about these first few episodes of Black Butler — they combine straight-up visual gags with black comedy, creepy gothic macabre, light drama, and A-1 Pictures' best imitation of BONES-style (Fullmetal Alchemist) action scenes. The result is a fun, creepy, and exciting pastiche that never leaves you without a dull moment, despite its tendency to careen between styles.

Granted, this is just based on a limited preview, so the show could easily let me down after more than two episodes. Regardless, the beginning of Black Butler is undeniably entertaining; it may feature a pretty-boy butler being pretty, but his Golgo 13-esque ability to effortlessly complete any task, no matter how gruesome, makes for fun times, and the variety of comedic styles is sure to please nearly anyone.

Look for Black Butler on DVD from FUNimation Entertainment on January 11, 2011, and check it out with English subs right now on FUNimation's video portal, Hulu, and Anime News Network.



This preview is based on a complimentary screener DVD provided by FUNimation Entertainment.

Halloween Staff Picks, 2010 Edition

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3 Extremes

Editor's Note: Welcome to our Halloween Staff Picks 2010. (You may remember our version of this last year.) This time around, we've only got four picks — three from Ink and one from Vampt Vo — but we hope you enjoy it. Let us know if you try any of these titles, and suggest your own Halloween favorites in the comments!



3 Extremes (Movie)

Released in 2004, this movie is actually a collection of three shorts by as many different directors. Each exudes a unique, October-worthy charm that says humanity is the best horror around. "Dumplings," directed by Fruit Chan, deals with special, crunchy-style dumplings that promise to restore an aging actress’s fading youth at greater and greater moral costs. Directed by Chan-Wook Park, "Cut" centers on a film director whose piano-playing wife has been taken hostage in the director’s own home. Bound, the main character is constantly forced to try to appease the antagonist’s twisted demands in order to save his wife. "Box," by none other than Takashi Miike (Dead or Alive, Ichi the Killer), is pure Miike. Really, I only need to say three words to justify my recommendation: carnival, twins, and jealousy. This is currently streaming through Netflix and may be acquired on the cheap ($11.99) via amazon.com.

– Ink



Ghost Hunt

Ghost Hunt (Anime)

To emulate the effectiveness of the actual ghost stories it tells, Ghost Hunt keeps true to the primary rule: brevity. Though the series spans 25 episodes, there are eight separate “files” or cases investigated by the same team of protagonists. This series loves to play on its own formula, starting early with the is-it-or-isn’t-it ambiguity inherent in paranormal investigation, and then builds each scenario to play upon the convictions of the former. Each character comes from a different background with certain specialties, and the characters as well as their relationships to one another evolve over the course of their investigations. Stories run the gamut from funny and tense to sullen and haunting. FUNimation’s S.A.V.E. edition just came out, and you can pick it up for $21 or so.

– Ink





Vampire Hunter D: Bloodlust

Vampire Hunter D: Bloodlust (Anime)

When it comes down to classic anime horror, few franchises can beat Vampire Hunter D, the film series based on Hideyuki Kikuchi's Japanese novels (Which I suggested in last year's Staff Picks). The first Vampire Hunter D (1985) certainly hasn't aged too well with its dated character designs and Toyoo Ashida's (Fist of the North Star) directing, but it's still a relatively fun time for fans of old-school anime.

The 2000 sequel, Bloodlust, however, is well worth your time this Halloween. Directed by 80s/90s OAV superstar Yoshiaki Kawajiri (Ninja Scroll, Cyber City Oedo 808), it features top-notch animation, spectacular action scenes, and an unsettling combination of Kawajiri and Yoshitaka Amano's distinctive character designs.

On the scare side, it's filled with gruesome monsters and dark, post-apocalyptic landscapes. Plus, the villain, Meier Link, is delightfully creepy, with his languid demeanor and long-faced character design. It might not be a traditional horror movie, but as a horror-themed action-adventure film, Vampire Hunter D: Bloodlust will certainly be a fun addition to your Halloween festivities. The Urban Vision special edition DVD isn't particularly cheap, but it's a disc that's sure get a lot of use over the years.

– Vampt Vo



Dead Space

Dead Space (Video Game)

Unfortunately, I have been gaming exclusively on my Xbox 360, so I haven’t come across any good J-horror video games of late. But as far as creepy action-horror titles, I fully recommend Dead Space (Xbox 360). I played the latter at the insistence of a co-worker and do not regret it. Even though the story’s setup, progression, and interactivity nearly mirror that of the older DOOM 3, the third-person POV definitely adds over-the-shoulder terror. Both games use silence and ambient noise to heighten tension, something at which J-horror games are usually very adept, but Dead Space also offers inventory limitations to enhance the feeling of desperation and helplessness as well as close-quarter environments that are great for inducing claustrophobia. One of the Xbox 360’s Platinum Hits, you can pick this title up for $19.99 or less. The prequel is available on Xbox Live, and the sequel will be out in January 2011.

– Ink

Con Report: New York Comic Con vs. New York Anime Festival vs. You (2010)

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Click here for Evan's Photo Gallery
Click here for Jewels's Photo Gallery
New York Comic Con / New York Anime Festival
October 8 – October 10, 2010
Jacob Javits Center
New York, NY, USA
Official Site



It's hardly a secret that anime fans are often driven to their fandom by their desire to be a part of something "different." It's one of the primary reasons that anime fans tend to be so much younger than fans of other media. So, what's the most logical thing for Reed Expositions to do with their successful New York Anime Festival, which has been running as the dominant New York-area anime convention since 2007? Obviously, merge it with pop culture mega-event New York Comic Con, where anime fans can finally be integrated with American comic book readers, cartoon fans, sci-fi geeks, and all other manner of nerdy folks. A little counter to the wishes of most anime fans? You bet!

This year, Reed rented the entire Jacob Javits Center, providing a positively massive space for all sorts of panels, events, and dealers. The entire top floor was dedicated to a series of exhibitor halls, featuring everybody from indie comic artists to small press to comic dealers to massive video game companies. Meanwhile, the bottom floors featured dozens of panel and video rooms, the IGN Theater (for large screenings), and — as I dubbed it upon my first visit — the "anime ghetto."

It almost seems like Reed was trying to have it both ways: get the anime fans to come to New York Comic Con without making them feel like they're "just like everybody else." The result? The anime segment was shoved off to the hallway on the south side of the convention, where attendees could go to find the anime panel rooms, maid café, and "Anime Artist's Alley" (yes, completely separate from the Real Artist's Alley).

This setup doesn't make any sense for anyone involved. Clearly regular Comic Con attendees, who tend to skew a little older, don't want to be surrounded by squeeing, glomping anime fans, which explains the implementation of the ghetto. If so, though, why combine the two cons? Surely not for the convenience of anime fans having access to both anime content and comic/game/etc. content, since fans interested in more than just anime would just be attending the all-inclusive Comic Con in addition to (or instead of) the Anime Festival. And the non-anime fans don't gain anything by the addition of anime fans except more people and booths to take up space in the Exhibitor's Hall. It would seem that the only reason for the integration was to save money on running two separate, annual conventions in the exorbitantly expensive Javits Center.

The 'anime ghetto,' packed to bursting with frantic young anime fans Speaking of space, the hall was a complete nightmare to navigate. Open until 7pm on Friday/Saturday and 5pm on Sunday, the Exhibitor's Hall was absolutely massive, and yet was filled with people at all times of the day. In fact, due to the intense masses of people throughout the Javits Center (but particularly in the Exhibitor's Hall), it took me a full 15-20 minutes to get to a booth from the anime hall. That's right, my "commute" to and from a booth required 30-40 minutes of my time, due to both distance and volume of people.

So while anime fans might enjoy the feeling of being "separate" from those "un-cool" comic fans down the hall, the inconvenience of having their anime-specific dealers right next to giant booths featuring Michael Jackson dancing games neutralizes any sense of uniqueness. Most anime fans spend the bulk of their time in the Dealer's Room at any convention, so the all the integration seems to have done is made it harder for everybody to move around the con by stuffing everyone in one Exhibitor's Hall. Additionally, the inconvenience of getting back to the anime hall — which featured a number of great panels and events — made it utterly impractical for anyone but the most hardcore con-goers. (In fact, one of my friends never stepped foot in the anime ghetto except to see the Gundam 00 movie premiere.)

I'm being very harsh on the convention, so to be fair I should point out that the programming itself was still top-notch at this year's NYAF. A number of East Coast anime gurus (the Reverse Thieves, Charles "Anime Anthropologist" Dunbar, the Ninja Consultants) ran fascinating panels, companies from FUNimation to Vertical to Bandai Entertainment held industry panels, and guests — both official and otherwise — like Masahiko Minami and Minori Chihara made NYAF's programming well worth checking out for fans both young and old.

On the non-anime side of things (which I only really got to experience through the Exhibitor's Hall), Comic Con continued to prove itself to be a stunning hub of pop culture for the East Coast. With giant video game booths, movie studios, local comic dealers, and independent artists, the show provided a little something for everyone, even if navigating the mass of shuffling shoppers and obnoxious cosplay photographers was often terribly frustrating.

The Exhibitor's Hall, featuring both Anime Fest and Comic Con booths As I mentioned earlier, I don't think that this strange merger-but-not-merger is good for anyone on either side of the fence. The supposed convenience of having lots of anime content at Comic Con didn't amount to anything in practice due to the long commute between the anime section and everything else, and the Comic Con attendees still had to deal with anime fans clogging up their dealer's room hallways and registration lines.

I only see two viable solutions to this problem, and both are bound to leave some people unhappy. One: completely integrate the two cons, essentially making it "New York Comic Con, but with more anime content than usual." Two: separate them into two different conventions at different times, just like previous years. The second option is not going to happen for obvious reasons (i.e. Reed has already committed to the combination), but the first option makes a lot of sense. If you're going to merge, go all the way. Anime fans will have to learn to be more mature in a con setting and Comic Con regulars will have to just suck it up when faced with the occasional (and often understandable) immaturity of teenage cosplayers.

Sure, young anime fans might be disappointed that they're not "special" anymore, but if you're screening things like The Disappearance of Haruhi Suzumiya and inviting guests like Minori Chihara, what are they going to do? NOT attend? Without another anime con competitor in the NYC area, I wouldn't count on it.



Special thanks to Jewels Lei for providing a fantastic photo gallery from both the Comic Con and Anime Festival, and Hisui of the Reverse Thieves blog for providing me with a roof over my head and a bed to sleep on over the weekend.



Click here for more of our New York Comic Con/Anime Festival 2010 coverage.

NYCC 2010: Lost in Shadow (Wii) Hands-on

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Lost in Shadow (Wii)

Last weekend, at the New York Comic Con, I had a chance to play through a few levels of a debug version of Lost in Shadow, a new platformer game for the Nintendo Wii, developed and published by Hudson Soft and directed by Osamu Tsuchihashi (designer for Dance Dance Revolution: Mario Mix, graphic designer for Mario Party 5-7).

Lost in Shadow follows a mysterious boy who, as we see in the first of its dialogue-free cinematics, has had his shadow cut away from his body by a dark, sword-wielding figure atop a tower. Now, the shadow, which has been thrown down to the ground and left without its memories, must climb to the top of the tower (which looks conspicuously similar to EVERYTHING from Shadow of the Colossus [2005]) to reunite itself with its original form. The twist: as the shadow, you can only interact with other shadows, not real objects.

The central gameplay mechanic will be instantly familiar to anybody who has ever played a traditional two-dimensional platformer. You run left to right along mostly horizontal surfaces, dodging arrows and enemies (which are also pure shadows without physical analogues, just like your character) in order to reach a door at the end of each level. In fact, according to the Hudson rep I spoke with, Tsuchihashi's primary inspiration for the mechanics was the original Prince of Persia (yep, the NES one).

However, what adds an interesting new dimension to the tried-and-true platforming formula of Lost in Shadow is the simple fact that most of the platforms are actually shadows of foreground objects projected on the background. Thus, the game actually forces you to rethink the way your character relates to the platforms he is standing on. Initially the only complexity lies in keeping your mind focused on the shadows despite changes in the objects casting them and the surfaces upon which they are cast, but later the game introduces areas called "Shadow Corridors" which feature more complex ideas like Echochrome-esque 90-degree perspective shifts and even three-dimensional movement.

Just playing as a shadow without any effect on the real world rather limits your options, however, so Hudson includes another character, a small fairy-like creature called a sylph who floats by your side but can become your Wiimote pointer at any time to help you past obstacles. Her main function is to find objects that can be energized and then moved, creating new shadow shapes for you to climb over, but there are some particularly mind-bending sequences where she can be used to move a light source, thus stretching all of the shadows on screen and making it possible to heavily modify the entire shadow landscape.

Some of the individual pieces have been used before (especially the cliché "ruinous fantasy adventure" aesthetic), but the overall effect of Lost in Shadow is quite striking in its novelty, and makes for an experience full of wide-eyed surprise as you are forced to rethink many of the basic physical properties of the platformer genre. Watch out for this innovative title when it hits North American stores on January 4, 2011 and look out for a full Ani-Gamers review in the near future.



Click here for more of our New York Comic Con 2010 coverage

Manga Moveable Feast: The Immaculate Conception of Yotsuba Koiwai

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Yotsuba finds a four-leaf clover

Having found out that Yotsuba&! was this month’s selection for the Manga Movable Feast a little late in the game, I scrambled to re-read it to celebrate alongside everyone else who was picking up this title — whether revisiting it or starting anew. Devouring a volume or two at a time in-between a rather hellish work schedule, I found myself amazed that I never tired of Yotsuba’s cheery antics despite reading it at a breakneck pace. The work presents you with a rapid-fire series of idealized events and adventures that would normally become tiring in a long reading session of manga. Even Sunshine (Hidamari) Sketch, a favorite of mine, gets tiring after a few chapters of consistent reading.

Yotsuba&! is soothing to read, and as the Reverse Thieves have already pointed out a part of that is due to the pervading nature of nostalgia that suffuses the work. Another part, I feel, is that even despite her many actions and traits, the titular character Yotsuba Kowai is someone who we know next to nothing concrete about. In this way she is a great character to act as an observer for the reader, even when she is the one initiating the actions or making the discoveries.

Yotsuba's dad explains her origins to Fuuka

First of all, we are told very few solid details about about Yotsuba’s origin, and even her father is rather sketchy on the particulars. We know she is an orphan (as outlined in Chapter 6), but when pressed for details her dad tells us that he “met her while overseas, and just kinda started looking after her”. Fuuka fills in for the reader here by admitting that she doesn't really understand, but then something much more interesting happens (a thunderstorm) and the topic is dropped as Yotsuba runs outside to play in the rain. The main theory paraded around about this can be seen in a well distributed piece of fan-art that shows Yotsuba as a ragged orphan in a war-torn country. Whether this is anywhere near the truth, or even if there is a canon answer, is unknown.

We don't even know for sure what Yotsuba’s age is, and she and her adoptive father even have a confused conversation about it when buying a bike. Any mention of a mother goes right over Yotsuba’s head without comment, and the manga then typically shifts to a different and much more fun topic. It is refreshing to have a character without any parental issues present in their personality, and this makes it a lot easier to relate to the nostalgia present in Yotsuba&!. After all, no one wants to be reminded of the bad stuff in a whimsical tale.

AGHHH

Linking in with her origin is Yotsuba’s appearance. Many characters, especially incidental ones, question whether she is a foreigner upon first meeting her, a not unexpected reaction given what little we know of her origins, and also how she acts. There is an additional reason as well — her trademark green four-pigtailed hair. While crazily colored hair is nothing new in anime or manga, the world of Yotsuba&! is grounded in real life, and no one else has their hair in such an outlandish hue or style. Characters even marvel at the bizarre style, further re-enforcing how much the energetic little girl differs from the norm.

Then there are the more mundane, common sense reasons that make Yotsuba stand out. She never tires of looking for adventure each and every day, is enthusiastic about absolutely everything, and is for the most part impeccably behaved apart from the odd, endearing, and quickly forgiven mischief . Yotsuba is the perfect little friend to explore the world with, a fountain of endless curiosity and enthusiasm that makes the world a better place. Even her tantrums are (mostly) well founded, in stark contrast to normal children. (I remember being a selfish little brat myself when I was five-ish.)

Yotsuba is an outsider in her own manga, and it is because of this that the reader never gets sick of her antics. We don't know much about her, and don’t care to find out beyond the basics presented as it may disrupt the warm fuzzy feeling that the manga provides. Hell, what if Kiyohiko Azuma went crazy one day and decided that Yotsuba’s origin is that she is a 1,000-year-old vampire stuck in a tiny body? All the fun would leave the title faster than air out of a popped balloon.

Knowing nothing about Yotsuba lets us get on with the very important business of enjoying her company in her magical, whimsical adventures full of cardboard robots powered by money and flower cupids. It’s much better this way.

Pictures of Yotsuba screaming are the best pictures.

Otakon 2010: Charles Dunbar's Amazing Anthropology

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It’s a testament to Charles “Anime Anthropologist” Dunbar’s dedication and tenacity that, despite abruptly truncated time slots, he keeps modifying, adding to, and spinning off panels that very adeptly guide listeners through general mythologies while connecting their more specific nuances to examples in modern culture. The two Dunbar panels I caught at Otakon 2010 — “Dead Like Us: Shinigami and the Japanese Idea of Death” and “Modern Mythology: Mythic Elements in Anime and Video Games” — exemplify this notion.

Both were in-depth panels that ran audiences through the historic mythos within Japanese culture and then applied these stories to examples within the modern media of anime and video games. Dunbar’s delivery brings with it a tone of exaltation that can only be found in someone who not only enjoys carrying around a basket filled with the fruits of his labors but in sharing those fruits with others. As enjoyable as they are informative, both “Shinigami” and “Modern Mythology” have so much to offer that summarizing them would be as insufficient as it would be insulting to the original content. Luckily, according to Charles himself, the panels will soon be posted on the website Weekend Nihonjin, which also offers links to his blog, Study of Anime, anime culture-related articles, and a schedule of forthcoming panels.


Time allotment would perhaps be the only drawback to these panels (always leave them wanting more). At the con, Dunbar compensates for this by speaking very quickly but very clearly through the presentations to get as much information across as possible. This isn’t a bad thing, although anyone taking notes without an audio recorder, steno machine, or net/notebook will start a small brush fire with via pen-on-paper friction. As Dunbar is constantly researching and adding to his panels, he also compensates for time by ... making more panels. Specifically, he moves general info to the more general panels while endowing more specific presentations with additional notions and examples. So next time you see any of the aforementioned panels or the name Charles Dunbar attached to a new one, check it out! Even if it's on a topic you've caught before, there's bound to be new, interesting, and entertaining examples for you to enjoy.

Click here for more of our Otakon 2010 coverage.

Satoshi Kon dies of cancer at age 46 [EDIT 3]

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Satoshi Kon, believed to have passed away today at age 47

EDIT 1: Former Otakon con chair Jim Vowles claims in a forum post that he has spoken to studio Madhouse's founder/producer Masao Maruyama (a frequent guest at Otakon), who confirmed Kon's death. According to the post, Kon died yesterday, though no mention of cancer is made. This certainly lends credence to the other stories we've been hearing, but I'll stay on top of any further updates.

EDIT 2: Anime News Network has reported on Vowles' confirmation, leading me to finally lay to rest my doubts about the death. Ani-Gamers will likely run coverage in the near future to pay tribute to the beloved, award-winning director.

EDIT 3: Anime News Network has published a letter from Kyōko Kon, Satoshi Kon's widow, that was originally posted on the Madhouse web site. It confirms that Kon died of pancreatic cancer on August 24 at 6:20 a.m (Japan Time). He was 46 years old, not 47, as many reports — including ours — have stated.

We are currently hearing widespread, unconfirmed reports of the death of anime director Satoshi Kon (Millennium Actress, Paprika, Paranoia Agent). It all began with a Japanese tweet from Gainax producer Yasuhiro Takeda alleging that Kon had died today at age 47. From there, the rumor snowballed across Twitter in multiple languages, but due to the time difference between North America and Japan, there has been no official Japanese confirmation as of yet. Nevertheless, Anime culture researcher Alex Leavitt translated a tweet from Takeda that confirms his confidence in his prior statement and provides a possible cause of death ("Seems real, heard it was cancer").

There is little that can be done now but wait for an official report out of Japan, but if this news turns out to be true, it represents a powerful blow to the anime industry. Rest assured, Ani-Gamers will keep on top of this emerging story and update this post as more information surfaces.