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The Trap Door: 10% Nitro, 90% Crazy

You're Under Arrest! Season 1

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You're Under Arrest! cast photoAnimEigo are a curious video label. In their heyday, they were the undisputed kings of popular anime, releasing fan favorites as well as niche titles. That’s why their catalog includes mega-blockbusters like Bubblegum Crisis and Urusei Yatsura as well as Dagger of Kamui and Maddox 01. Today, they’ve pretty much given up on anime with their failed release of Yawara: A Fashionable Judo Girl (which I was looking forward to), and now release Hello Kitty along with tons of '60s- and '70s-era samurai films (hey, you’ve gotta make that paper somehow, right?). But in their prime they released two titles adapted from the works of Kōsuke Fujishima: Ah! My Goddess (AMG) and You’re Under Arrest (YUA). AMG is a massive title in and of itself, but today we’re going to talk about YUA, specifically AnimEigo’s entries in the franchise.

The core relationship between the girls defines the series in more ways than just their roles as partners.

The series follows the (mis)adventures of Sergeants Miyuki Kobayakawa and Natsumi Tsujimoto who work at the traffic division of the district police station in (fictional) Bokuto, (real) Sumida Ward in Tokyo. Natsumi has just transferred to the station, and after a series of initial mishaps she and Miyuki become partners and fast friends. Add to this the somewhat stoic station Chief (whose real name spells out the Japanese word for chief), grizzled detective Tokuno, ace motorcycle cop Ken Nakajima, worrywart and station snoop Yoriko, mysterious girl Aoi Futaba, crazy traffic violators, newly acquired family members, nutty bombers and costumed, mustachioed superheroes and this is a fluffy show where not a lot actually happens. I think the appeal of the series comes from the fact that in real life, the traffic division of a modern metropolitan police department would never be this exciting. Miyuki is a no-frills straight-lace officer (though she can bend the rules on occasion) who has Natsumi, with her gung-ho attitude, superhuman strength and unlimited appetite, as her foil. They really do complement each other well. But these girls are still crazy as anything, I suppose.  If it’s not Miyuki hitting the nitro boost on her heavily modified Honda Today then it’s Natsumi sticking her feet out of the car to act as an artificial brake. I’m going to talk in a bit about other aspects of the series but I have to stress that the core relationship between the girls defines the series in more ways than just their roles as partners. They go through the usual pulls and draws that friends go through and they survive the worst that life throws at them. It’s nice to see maturity beneath the fluff.

YUA cast 1Another interesting thing, for me at least, is to view YUA through the microscope of Japan coming through its economic bubble. The first season came out in 1996-97, the second in 2001 and the latest one was shown in 2007-08, so we see Japan go through prosperity and a waning economy. Bokuto Station isn’t real but we see how technology and society change as crime and punishment morph through a decade. For most of Season One’s run of 52 episodes, the station mostly deals with speeders and drunken idiots, but occasionally things get sophisticated when a high-speed train chase has Natsumi leaping from one train to another, when Natsumi ends up in Edo-era Japan after getting a bump on the noggin, or when three cops use police-marked cars and motorbikes to injure members of the public while letting Bokuto station take the heat. Tonally speaking, Fujishima’s manga is slightly different from Junji Nishimura and Kazuhiro Furuhashi’s vision for the anime. The manga has action elements but has more slapstick parts to it. So with this many episodes and only seven volumes of the manga ever written, the show's producers have done an excellent job salvaging a show out of a limited amount of material.

YUA cast 2The most interesting aspect of this series is the development of the characters and their relationships. From the outset, it’s blatantly obvious that Nakajima, nicknamed the "White Hawk of Bokuto" because of his success chasing down criminals, likes Miyuki, but the big dolt is so boneheaded and Miyuki is so timid that theirs is a slow-burning relationship. However, whenever one is in danger, the other leaps in action to help or avenge them. It’s pretty much a done deal, barring something major, that they’ll end up together.

Natsumi, on the other hand, has a more straightforward relationship with special lieutenant Shōji Tokairin. Tokairin and Natsumi take forever to get together with him only being introduced in the 34th episode of the season. Theirs is a more organic relationship with their abnormal strength, massive appetites, and tendency to throw themselves into danger. I’m happy to spoil things for you and say that as of the second season, they are still together despite the fact that both of them are constantly being reassigned to different places. They have fun, but they are, just like Nakajima and Miyuki, there for each other.

The third character I mentioned who goes through a change, character-wise, is Aoi. Aoi, who joins the station after the series starts, is anatomically a man but who acts, dresses and feels like a woman. Initially the girls at the station want Aoi to get changed in the men’s locker room, something Aoi doesn’t want to do, but over time as she reveals more of her personality they happily accept her as one of the girls. Aoi has a question hanging over her as to whether she likes guys or girls and the station engages in gossip as to the answer. But we get a slight answer in one episode where Aoi has to give a reply to an admirer. It’s not a conclusive answer but it’s interesting that the show’s producers run as much with Aoi’s backstory as they do.

YUA cast 3

Speaking in animation terms, the first four episodes in the season are actually OVAs so the quality is quite high. Going into the double digits on the episode count, the style and quality do fluctuate somewhat, as if there were another studio handling the animation on some weeks, but it's nothing terribly egregious. One interesting note: the dub for this series is quite good and AnimEigo did an amazing job matching their English VAs to the Japanese cast. I was very impressed.

This is the first title in the Trap Door column that is most assuredly out of print. AnimEigo announced late last year that at the end of January 2012, YUA would go out of print. At the moment, it’s relatively easy to buy copies from Amazon, Rightstuf, and AnimEigo themselves but I had difficulty in obtaining a copy of volume 11 even on eBay (I got it in the end). The reason I’m saying this is that You’re Under Arrest: Season One is a series worth investigating and possibly saving from the Trap Door. It’s fluff, sure, but at least it’s competent and a curious window into the culture in Japan in the mid 1990s.

Last thing: I’ve already selected my next title for the column, but I would like your help selecting the one after that. Is there a title that you think should not escape the trap door and is better left forgotten? Email me at phillipo [AT] anigamers.com or send me a tweet to @eeeperschoice with your suggestions. Only rules are that it can’t be too expensive to acquire and it had to be in print and licensed in North America or the UK at some point.



Every month in "The Trap Door," Phillip O'Connor tackles one forgotten anime title to find out whether it deserves to be rediscovered by the anime community. Click here to check out previous posts in the column.

New trailer for Kamiyama's 009 RE:Cyborg hits the web

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Cyborg 009 and 003, from 009 RE:Cyborg

Today Production I.G released a one-minute trailer for 009 RE:Cyborg, the newest project from director Kenji Kamiyama, of Ghost in the Shell: Stand-Alone Complex and Eden of the East fame. The new anime will be a feature-length film, with CG work from Sanzigen Animation Studio (responsible for 3D CGI work on Gurren Lagann, Gundam 00, and Tiger & Bunny). The story is, of course, yet another modern adaptation of Shotaro Ishinomori's classic 1964 sci-fi manga series Cyborg 009 about a multinational team of superpowered cyborgs. The series has previously been adapated into three films and three anime series, including the popular 2001 anime that aired on Toonami.

It's interesting to see Kamiyama tackling CG, though I'm not sure that CG anime looks natural enough yet to begin replacing 2D animation. Some of the character movements still look a little awkward in this footage, though overall it looks much more believable than other CG work I've seen from Japan.

Check out the new footage (and the four-minute PV from a couple months ago) after the break. What do you think of Kamiyama's return to adaptations (after the original story of Eden of the East) and his CG gamble?

Ani-Gamers Podcast #037 – Spicy Wolf, Made with Real Wolf!

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Lawrence (left), Nora (center), and Holo (right)

What's that? SIX MONTHS? Well, if you listen to the Ani-Gamers Podcast, I guess you're probably used to super-long waits by now. Anyway, we're back, and we're starting off the year 2012 with something very timely and totally not recorded in the spring of last year: a review of the 2008 Spice & Wolf anime with Evan, Ink, and THEM Anime Reviews' very own Bradley C. Meek. Prepare for economics, wolf girls, and infuriating moé shepherds. That, plus a few mild spoilers, but there honestly isn't much worth spoiling in this show. (Check the show notes for timecodes if you're really spoiler-phobic.)

We're also trying out some new intro and outro music, so we would appreciate some feedback on those from our listeners.

DIRECT DOWNLOAD - RSS Feed - iTunes - Send us Feedback! - More episodes 
(Runtime: 52 minutes)

[00:00] Evan introduces this super-old podcast.

[01:08] Intro: "Kill Me" by Lame Drivers

[01:23] Let's meet our guests!

[01:53] The review begins with a summary of the setting and characters of Spice & Wolf, and some of our general impressions.

[11:17] We start by talking about the sly wolf goddess Holo.

[16:27] Next up is our straight-man protagonist, the trader Kraft Craft Lawrence.

[29:35] Evan gets super-angry about Nora, the shy shepherd girl.

[30:22] Season one spoilers start here.

[31:27] Evan likes to see people die. Also, more spoilers.

[37:27] Incredibly mild spoilers about the final scene in season one.

[37:24] The spoilers are over now. You can uncover your ears, you babies.

[39:16] We talk about the animation, background art, and some of the music in Spice & Wolf.

[44:09] Final thoughts

[48:08] "The awkward ending." Twitter: @AniGamers, @VamptVo, @AnimatedInk (Ink has split his accounts between poetry and anime since this podcast was recorded), and @BradleyCMeek.

[51:10] Outro: "Kill Me" by Lame Drivers

[51:37] We read food nicknames from Parks & Recreation's Tom Haverford.

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.

Secret Santa Review: Pale Cocoon (Sub)

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Pale Cocoon, from Studio Rikka

Medium: Original Anime Video (OAV) (1 episode, 23 minutes)
Genres: Drama, Science Fiction
Director: Yasuhiro Yoshiura
Studio: Studio Rikka
Release Date: Jan. 18, 2006 (JP), Jan. 8, 2007 (Crunchyroll – NA)
Rated: Not Rated

Ed. Note: Welcome to the third of our four "Anime Secret Santa Reviews." Our reviewers were given review requests as gifts from their Secret Santas, and are now unveiling their opinions of the shows they chose. For more information, check out our 2010 Anime Secret Santa introductory post.



Pale Cocoon is a short (under 25 minutes), OAV by Yasuhiro Yoshiura that seems to mainly serve as an animation and concept demonstration. The story itself is quite simple, despite being told through vague, psuedo-deep dialogue. The message is one many would describe as "moving" or "profound," but all I saw was tiring environmentalism and juvenile artsy writing. Also, the dialogue is bland and the pacing needlessly drawn out. As a reader of magazines like Galaxy Science Fiction and Asimov's Science Fiction, I certainly enjoy a good piece of SF short story, but Pale Cocoon's premise lacks the impact it should have. From a social SF standpoint, the environmental aspect of humans being driven away from the Earth due their own mistakes is a dime-a-dozen plot that has been much better done elsewhere. As a character drama, the two protagonists seem like they could be interesting, but not enough depth or background to their relationship is present for me to feel emotionally invested. Despite an interesting SF concept, it needs a lot more fleshing out to be enjoyable.

In the future, human society has been forced underground by environmental destruction. Archeologists have now dedicated themselves to archiving and researching photos and other documentation from the surfacebound past. Photographs of a green, living earth captivate the protagonist of the story, while everyone else is questioning the necessity of the historical discovery and feel as if it is better if humanity doesn't know what it was once like. Despite his female friend encouraging him to abandon his work, the protagonist discovers an old music video that compels him to seek the truth about the human race's previous life.

A scene from Pale Cocoon

My issues with the plot are largely irrelevant since the entire OAV is a technical demonstration, but as a vessel for displaying Yoshiura and the studio's animation talent it succeeds quite well. The animation is gorgeously detailed with intriguing cinematography. The aesthetic is built around, well, technology looking cool, and as such it features lots of detailed shots of wires, pulsing light towers, computer desktop screens, and related. Naturally, it is impossible not to make the obvious Serial Experiments Lain (1998) comparison with its technical, cyber-cool focus. Interesting camera angles and panning may serve as animation shortcuts at times, but are effective stylistic choices at others. Aside from the amateurish character designs, Pale Cocoon is a strong demonstration of atmospheric, technological animation.

It is easy to compare it to Makoto Shinkai's Voices of a Distant Star (2002), as both are these are short works that showcase the director's budding talent. However, since Pale Cocoon is a studio production, it features better quality animation that Shinkai's home made effort, but there is a similar spirit between the two. In fact, both manage to pull off a "Macross" by using cheesy pop music to reinforce a climactic scene. Voices of a Distant Star, however, executes a very effective character drama built around strong SF themes, whereas Pale Cocoon's plot comes off as mere structure to show off pretty graphics.

If not for the Secret Santa recommendation, I would not have even bothered to review Pale Cocoon. I see it as a piece of experimental filming, used as practice for the director's "real" debut. Reviewing it seems equal to browsing through an accomplished director's early archives and giving criticism on their practice projects. I can understand commenting on it when it was first released, but now it should be left alone and treated only as historical documentation. Where Pale Cocoon succeeds is in whetting the appetite for future projects from the director.

Despite its flaws, Pale Cocoon has attracted a surprising amount of enthusiastic viewers. With its short length and ease of access through Crunchyroll streaming, it requires no significant commitment. I believe that it also represents anime fandom's interest in good science fiction anime, and people watch it in hopes of filling a void. Thankfully, Yoshiura went on to release Time of Eve (2008) that uses even better animation with similar elements and overall vibe. Time of Eve is a strong science fiction series that has the appeal that Pale Cocoon only hints at. I would recommend skipping out on Pale Cocoon, and diving straight into Time of Eve. Pale Cocoon could then viewed as a piece of historical interest to fans interested in the director's developing ideas.

[Bad]


 

This review is based on the Crunchyroll stream of the series, provided by Studio Rikka.

Secret Santa Review: Fate/Stay Night (Sub)

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Fate/Stay Night from Studio DEEN

Medium: TV Anime (24 episodes)
Genres: Fantasy, Action, Romance, Supernatural, Thriller
Adapted from: Fate/Stay Night (2004 game)
Director: Yuji Yamaguchi
Studio: Aniplex/Studio DEEN
Release Date: Jan. 6 â Jun. 16, 2006 (JP), Dec. 19, 2006 (Geneon/FUNimation â NA)
Rated: Not Rated

Ed. Note: Welcome to the first of our four "Anime Secret Santa Reviews." Our reviewers were given review requests as gifts from their Secret Santas, and are now unveiling their opinions of the shows they chose. For more information, check out our 2010 Anime Secret Santa introductory post.



Fate/Stay Night tells the story of ShirÅ Emiya, sole surviving civilian of a local holocaust, ten years after said event. The man who rescues ShirÅ becomes his adoptive father and instills in him a sense of pacifist justice before passing away. Having taken this philosophy to heart, ShirÅ embodies self-sacrifice and lives as a doormat for his classmates' inconsiderate soles. He does not turn down any request and is always willing to sacrifice his own well being for the welfare of others. As a result, ShirÅ's philosophy is challenged one day after summoning the world's most capable warrior (Saber) via latent magical abilities in a knee-jerk response to a mortal threat. By doing so, ShirÅ inadvertently enters an exclusive tournament known as "The Holy Grail Wars," in which all participants â pairs comprised of masters (magi, or magic users) and servants (warriors) â must either kill or be killed until only one magus and his or her warrior remain.

While the overall presentation of said story is awash with harem elements, the main conflict of the story, pacifism in the midst of battle, is aptly personified via the assignment of Saber to ShirÅ. Furthermore, implications are deepened via the introduction of ShirÅ's inability, caused by his lack of study in magic, to make Saber properly materialize. Thus Emiya and Saber, respectively as magus and servant, portray two incomplete parts that leverage each other to form a whole in the hopes of competently fighting against multiple pairs of complementary wholes. This setup is rife for conflicts, and the execution does right by exploring the main theme of action vs. inaction. However, the weaving of romantic tension turns too many scenes into boring and (for the most part) inconsequential harem tropes.

That's not to say that romantic tension doesn't serve some purpose. Rather, the execution of its repeated influence only weakens the story. I'd maintain there are two instances of romantic tension aptly serving the story: that of Emiya's falling for Saber and Rin's unexplainable interest in Emiya. While the latter only serves as a reason why a fellow magus would not kill, and instead might even protect, a competitor, Emiya's falling for Saber further lends credence to why he constantly puts his life on the line for what he views as his responsibility. Really, there's an essay waiting to be written on Emiya and Saber, and that fact alone makes the anime a worthwhile watch, but other aspects deserved to be touched upon as well. Art in Fate/Stay Night is standard fare but of above average quality (budget). Really, its only fault would be the showcasing of CG alchemic circles, the animation of which seems a little too out of place. Fight scenes are well orchestrated and, for the most part, fully animated, and the overall ambience is set rather perfectly. Deep hues of night, the only time during which combat is permitted, are foreboding and bloodthirsty, while days offer a palate more complimentary to the harem walls and the associated tension break. Character designs are also quite Romantic, especially concerning the servants' attire/armor.

Writing is a tad overly dramatic, except, surprisingly, for the harem aspects. Instead, I found myself actually liking how statements by the majority of the female characters never (or rarely) said anything directly. In retrospect, I also greatly enjoyed the underlying and understated theme of regret that manifests not only within the warriors throughout the series but which also resonates as the drive behind the warriors â each a mythical figure of ancient origin.

If you have time to kill, there are far worse anime to help you pull the trigger. It's pretty, the pacing of the main plot is quick, and general subtext is nothing that requires much thought. There is even decent potential as fodder for analysis, which is surprising given the series' origin as an âerogeâ (erotic game). What I can only guess to be a successful anime translation (best to ask Elliot Page) manages to eliminate all hentai aspects, save the annoyingly omnipresent harem elements (beware the first half of the date episode!!!), and deliver an enjoyable watch akin to a more grown-up Zatch Bell (2003).

[Recommended]


 

This review is based on rental copies obtained via the reviewer's personal Netflix account.

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.

Review: Hydro Thunder Hurricane (XBLA)

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Hydro Thunder Hurricane (XBLA)

Genre: Racing
Designer: Matt Small (Creative Director)
Developer: Vector Unit, Inc.
Publisher: Microsoft Game Studios
Console: Xbox Live Arcade
Release Date: Jul. 28, 2010
Rated: E for Everyone

Hydro Thunder Hurricane, available on Xbox Live Arcade (XBLA), is definitely worth the $15, or 1,200 MS points, it costs. Two words: rubber ducky. Never mind that there are several levels, each with enough shortcuts and secret passages to keep even single-player races interesting, this game is entirely about playing with friends and strangers via Xbox Live or otherwise ... and with a rubber duck!

Although I never played the original arcade game upon which this version is based (Hydro Thunder), I downloaded the demo on XBLA, discovered how smooth the single player was, and after discovering the frustrations that came from the allotted collectible boats and tracks therein, switched over to my permitted 10 minutes of Xbox Live time (wherein you get to explore any track with any boat — including my favorite, the infamous rubber ducky).

How much fun you'll have, truly the value behind any game, depends on your predisposition towards high-speed, high-stakes racing and lording your own victory over the collective failures of your competitors (or the general determination to win despite the looming laughter of finish line-wading winners). Like the automobile racing game GRID, one slip-up can mean the difference between a lengthy lead and a laughable last, promoting great tension during any race. There is also a good sense of humor through the courses, be it from either the announcer's (all too repetitive) comments on whatever you’ve just collected or backgrounds featuring mighty Thor creating waves in Asgard and alien ships dominating what appears to be Willy Wonka’s version of Mars. It should also be mentioned that the graphics are good (particularly the reflections in the water and water itself), but nothing that’ll turn a mariner’s head away from an albatross.

The physics engine lends great variety to the gameplay in terms of in- and out-of-water maneuverability (both of which come in very handy) throughout not only individual levels but level types as well. All in all, there are three game modes: Race, Ring Master, and Gauntlet. Championship courses combine all or some of the former into multi-event ... events. In addition to keeping things interesting, these different modes unlock various in-game goodies, such as new boat skins, new boats, and more tracks. OK, it’s actually mostly the points earned per event that add to your bank, but the more you play on tracks with which you’re not bored, the more prizes you earn, right?

Whenever I play online (King Ink), I host all rubber ducky races, and the squeaking from the "boats" is only barely audible over everyone's laughter. Even if you only work a minimal wage job, isn't two hours worth of pay worth infinite enjoyment and adrenaline of online boat racing? You know it is!

[Recommended]


This review is based on a digital copy of the XBLA game purchased by the reviewer.

Review: Hell Girl – Two Mirrors, Collection 2 (Sub)

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Hell Girl: Two Mirrors, Collection 2

Medium: TV Anime (26 episodes)
Genres: Drama, Horror, Psychological, Supernatural
Sequel to: Hell Girl
Director: Takahiro Omori
Studio: Aniplex/Studio DEEN
Release Date: Oct. 7, 2006 – Apr. 6, 2007 (Japan), May 25, 2010 (Sentai Filmworks – N.America)
Rated: Not Rated

Collection 2 of Hell Girl: Two Mirrors (HGTM C2) continues the second season’s attempt to make Ai Enma’s sidekicks — Wanyuudo, Hone Onna, and Ren Ichimoku — into well-rounded characters, but succeeds in doing so much more. These 13 episodes, in fact, completely make up for the seemingly unfocused meandering of Collection 1. Specifically, these episodes regain some of the series’ iconic condemnation sequences, give the Hell Correspondents’ some convincing emotional back-stories and bait with which to justify the betrayal of their duties, as well as develop and leverage a strong story structure that parallels first season while making its own point.

All of the Hell Correspondents, Ai Enma included, are getting tired of frivolous and unwarranted requests for vengeance, which they have had no choice but to carry out for the past 400 years now in hopes of achieving their own salvation. Instead of flippantly throwing out lines to the effect of “I can’t believe so-and-so is doing this,” the Hell Correspondents are directly involved in stories that touch each of them so deeply — due to likenesses to either themselves or their past lives — that each correspondent is moved to direct and active intervention. This introduces (mild) tension betwixt the group’s members. Everyone gets to point a finger, however, so fallibility pretty much evens out.

Instead of being some randomly instituted loli ratings booster, Kikuri turns out to be a poignant addition to the Hell Correspondents. More or less the embodiment of the will of their master, Kikuri's antics grow from passive-aggressive playfulness into full-blown antagonism. While there seems to be no reason to her actions in the first collection, her actions in HGTM C2 serve to spur on the vengeful to supply Ai with more work and hell with more souls. This makes Kikuri the foil to Ai’s wavering commitment to consigning souls to hell.

Speaking of which, damnation starts to get its Dante back in episode 15 but abandons it until regaining those progressive tracks of surrealistic comeuppances in episodes 19 and 21. When ironic tortures are not applied, the very ferry to hell is used to illustrate the nature of the damned. It is the return of these sequences as well as the return of stories that concern people who actually have serious problems that give more meat to these episodes than those of the first collection, but the morality and circumstantial twists lend to something greater.

Just as the strength of season one lies in the threaded plot that develops from reporter Hajime Shibata’s investigation into Hell Girl’s consignments, HGTM C2 uses Detective Meshiai’s investigation into the rash of disappearances attributed to “devil’s child” Takuma (episodes 14 and 22–26) to define its purpose. These episodes, so well done that they bring to mind The Twilight Zone’s “The Monsters are Due on Maple Street,” make HGTM C2 about Ai Enma bucking the proverbial system by standing up for one person undeservingly sentenced to hell, just as she had been sentenced to death. This parallels the first season, where Ai breaks the rules to release her pent-up fury and avenge herself through the direct descendants of the same traitorous bloodline responsible for her unwilling sacrifice and accursed death.

HGTM C2 succeeds in tying the previous collection’s seemingly flippant content into a story both poignant and well orchestrated. While its skill at enhancing supporting characters is questionable, the collection further rounds out Ai Enma and more importantly restores faith in the series’ signature bite while using it to accomplish something new. Instead of being pushed to the breaking point by hate as in the first season, the Hell Correspondents are broken by the conflict between mercy and their cursed duty. Taken by itself, HGTM C2 is a change of course for the series that seems to be tackled with all the subtlety of a sledgehammer. However, this collection shows its strength by knowing how to effectively leverage similar and contrasting content from pasts both distant and recent.

[Highly Recommended]


This review is based on a Sentai Filmworks DVD set purchased by the reviewer.

Review: Hell Girl – Two Mirrors, Collection 1 (Sub)

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Sentai Filmworks' release of Hell Girl: Two Mirrors, Part 1

Medium: TV Anime (26 episodes)
Genres: Drama, Horror, Supernatural
Sequel to: Hell Girl
Director: Takahiro Omori
Studio: Aniplex/Studio DEEN
Release Date: Oct. 7, 2006 – Apr. 6, 2007 (Japan), May 25, 2010 (Sentai Filmworks – N.America)
Rated: Not Rated

It is widely acknowledged that the death knell for a sitcom produced in the USA is the adoption of a new child character into the cast’s fold. Whatever season he/she pops into — reason be damned — is destined to be one of the show’s last. Although the tasty moral crimes committed consistently throughout Hell Girl in season one (and happily expected of season two) only served to make my inner beast spread its depraved smile, I cannot describe the surprise of absolute and gripping horror which arrested the very palpitations of my heart when I saw a new hell correspondent child, Kikuri, debut in Hell Girl: Two Mirrors (HGTM). But Hell Girl is not an American sitcom, and, let’s face it, little children are creepy. So I continued to chapter skip through the 13-episode offering despite hearing bells in the distant background.

Ignoring the ambiguity of said child’s presence, HGTM rolls along with the same premise instituted in the first season: people want revenge, go to a rumored website, and summon the hell correspondents to get rid of the antagonist. Unfortunately, the latter happens all too hastily and almost entirely without the surrealist imagination of the first series. Then the protagonists get a nifty tattoo to show that they are damned to hell for their decisive actions over which they’ve anguished. My main issue with season one was that the formula used in episode after episode — people pushed to the brink of sanity, upon which ledge they damn their tormentors and selves to hell — only began to be played with in terms of sequence and morality towards the very end of the series. HGTM definitely continues to play with sequencing and morality, but most of the time the attempts are gratuitous or superfluous.

This time-trickery also does something far more detrimental to the series — it takes away the building of truly tormented characters that made the first season so much fun to watch and justified viewer sympathy. Of course the reason behind not getting to know many of the episodic characters in the first 13 stories of HGTM is to showcase their unjust or frivolous use of the hell correspondents. Such are the protagonists' motivations that, in the end, most feel totally unidentifiable or unsympathetic (sometimes more sympathy is felt for the hell correspondents for having to put up with such summoners, which is more the point). Maybe this is karmic retribution for their taking more active roles in season two (CSI: Hell on Earth) versus their behind-the-scenes role as divine sword of justice from season one, but either way the hell correspondents remain flat despite their foray into the spotlight, which only serves to make their attempted breakthrough naught but arduous viewing that detracts from the vignettes which make the series.

FUNimation picked up the original Hell Girl, and its failure to pick up the second season might be saying something. It definitely says there’s no dub support — a shame given the great dub of the first season. The Japanese voice cast is fantastic though, so there are no real audio drawbacks, and the background music is as divinely chosen as ever. Also, the original season one DVD releases came with a bunch of cool extras, including some live-action Hell Girl re-imaginings, but Sentai Filmworks’ Two Mirrors discs offer only the standard trailers and opening/closing credit options, an unfortunate choice given the new direction this season is obviously taking. Would director interviews or commentary really be too much to ask?

Overall, I’d have to say this is worth checking out from Netflix or streaming. If nothing else, it highlights the merits of the original series by comparison and just might have something good going for itself somewhere further down the line.

[Recommended]


This review is based on the Sentai Filmworks DVD release of the series, purchased by the reviewer.

Review: Evangelion 2.0 – You Can [Not] Advance (Sub)

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The poster for Evangelion 2.0: You Can [Not] Advance

Medium: Anime Film (108 minutes)
Genres: Action, Drama, Mecha, Science Fiction
Directors: Hideaki Anno (Chief Director), Kazuya Tsurumaki, Masayuki (Co-Directors)
Studios: Studio Khara, Gainax, et al.
Release Dates: June 27, 2009 (JP)
Rated: Not Rated (appropriate for 13+)

Before I get into the review proper I want to bring up a conflict of interest that I feel is important for readers to bear in mind. I am a massive fan of the original Neon Genesis Evangelion TV series, and as such am predisposed to enjoy this movie. I will try my best to put aside my preconceptions for the purposes of this review, but I wanted to point out this potential bias at the first instance. I consider it only fair to do so.

Like the first film, Eva 2.0 is a reimagining of the original Neon Genesis Evangelion TV series which follows the exploits of a small group of teenage pilots conscripted to fight in massive humanoid weapons (Evangelions) against monstrous creatures hell-bent on destroying humanity (Angels), and how they cope with this crushing responsibility. You can read an excellent review of this first installment by Uncle Yo on Ani-Gamers here. In the case of this second film, there is a large twist applied to the events from the series, which allows the film to emerge as its own fresh creation. The beloved core of the characters, robots, and events are still there but with refreshing changes: fat is trimmed, plot elements are tidied up, and entirely new material is added. In fact, those expecting a straight-up remake will find that the film will play on your expectations and fake you out to great effect, although thankfully these hints are packaged in a way that do not run the risk of wrecking the film for someone new to the franchise.

The extraneous elements removed from this adaptation are many in number, but none are worth mourning the loss of. The main beneficiary of this trimming is, rather surprisingly, the quieter moments in between the massive robot battles which have greater deal of clarity and impact due to the tighter writing. In particular, the fluctuating relationship between Shinji and his father is explored in a new depth, making it a much more tangible element in the storyline than simply a sterile case of “whiny brat hates his asshole dad.” One downside of this compression is that the relationships between Shinji and Rei/Asuka lose much of their subtlety. At some points the movie feels like it has switched genre to a harmless harem comedy show following a love triangle of socially useless robot pilots.

The film itself looks utterly amazing, with almost mind-wrecking detail lavished into the art and the robot models in particular. The Angel designs have had a complete overhaul and some pivotal examples have been re-worked with almost sick levels of care. The fights themselves sport amazing CG animation and are utterly engrossing in how they are presented for the most part — unlike other recent films that shall remain nameless. You can easily follow the fight and appreciate the overall tide of the battle, drawing you in. Fans of the original, who may think they know how every fight turns out, will be met by some surprising variations that keep the film feeling fresh and punish you for assuming that it is merely a remake of the original series. While the music during the quieter moments follows the previously used themes and leitmotifs from the TV show, the fight scenes have an all-new pulse-pounding score that amplifies the impact of the action to explosive levels.

It’s not without flaw though — there are times when the movie loses its way and forcibly ejects you from the experience. Most notable of these is the entirety of the first fight scene, which feels very roughly conceived and edited. You are introduced to a new character, mecha, and setting, but are never given time to absorb and appreciate what is being shown on the screen. I, for one, have no clear recollection of what the new Evangelion featured in this battle even looked like! One particular gripe, and one I assume will be fixed for the DVD/BD, is that most of the characters in this scene speak in mumbling "Engrish" at a level just barely louder than the surrounding battle.

A Yoshiyuki Sadamoto sketch of Mari Illustrious Makinami, the new, bespectacled Eva pilot

Thankfully this poor presentation does not infect the rest of the film, but then neither does the newly introduced character. Strangely, she only appears and interacts with the principal cast twice for the entire rest of the film. While the things she does are important to the overall plot, you can’t help but feel that she was roughly shoehorned into the proceedings by an over-eager intern who would burst into meetings waving his new character design around. I imagine him saying something like:

“Duuuuuudes! You gotta include her; she has glasses and a ponytail! Plus, she has a bigger chest, so we can use her for the trademark Gainax Bounce!” At which point everyone cheered and went out for a round or five of drinks.

When they got back from having nine drinks each, the staff set to work on my personal pet peeve of the entire movie: CG people in the background of scenes. It wrenched me out of the film entirely to see tiny, stiff polygonal people from Quake 2 stuttering in the background of scenes that needed to include some humans for atmosphere. I hope they fix this for the inevitable revised version as in this theatrical version it looks just plain cheap and nasty.

These small flaws are all utterly forgotten, however, in the exuberant blur of activity that is the last 30 minutes or so. At this point the movie stops joking around and ramps every setting it can up to 11, utterly destroying any doubts you may have had festering about the film or the direction of the series overall. In remaking what was already a pivotal part of the original TV series, the creators went all out in providing a mind-blowing ending that left the cinema audience cheering through the end credits. I dare not spoil a single second of it, but I implore you not to leave your seat until after the credits are done or else you will miss the single craziest thing of the entire film, one which bodes well for the two that are to follow. I already can't wait to get my hands on the Blu-ray version so I can see it all again.

[Highly Recommended]


This review is based on a theatrical version of Evangelion 2.0 shown at the London BFI Cinema as part of its Biannual Anime Weekend. Admission and all related expenses were paid for by the reviewer.

Review: Crimson Skies – High Road to Revenge (Xbox)

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Crimson Skies: High Road to Revenge Medium: Video Game (Xbox, Xbox Originals)
Genres: Action, Flying
Designers: Jim Deal (Group Lead), Sean Gilmour (Producer/Program Manager)
Developer: FASA Interactive
Publisher: Microsoft Game Studios
Release Date(s): Oct. 21, 2003 (NA), Oct. 31, 2003 (EU), May 20, 2004 (JPN), Dec. 4, 2007 (NA/EU–Xbox Originals)
Rated: T for Teen

When it came out at the tail end of 2003, many touted Crimson Skies: High Road to Revenge for the Xbox as being one of the best online multiplayer games, and it’s easy to see why. Picture a near-perfect flying game, one that sheds the choppy gameplay of its flight- and battle-simulator brethren and leverages a parallel US history as a backdrop for an Indiana Jones-esque sky piracy adventure. Now picture 20 of your nearest and dearest, or a complete group of strangers, filling the sky you’re all flying through with bullets, rockets, and the smoke of the fallen in an online orgy of aerial violence made possible via game variants such as (team and free-for-all) Dogfight and Keep Away, Capture the Flag, and Gun Heist. Add to this a ranking system, from 1-6 dice dots and the much sought after Ace star, entirely dependent on how often you and others play and how well you fare, and you’ll see why this game was so popular amongst the online crowd. This popularity was further added to by the abundant and FREE downloadable content (planes, levels, and online game types).

If you were unfortunate enough to not have either an Xbox Live membership or anyone to play with on the same console or via system link, Crimson Skies: HRR campaign mode is where the fun lives (especially today, when the online games are naught but virtual ghost towns, reminders of the fun which was had in years past). Story mode lets players wear Fortune Hunter Nathan Zachary’s flight jacket and take the controls of ten inventively designed planes, loosely based off of WWII-era birds of prey, which can be used throughout the game (or any subsequent run-through). There are five and a half geographical settings (the half being allotted for Chicago's tranformation into fhe final Windy City stage), each of which contain several unique open-areas with a range of standard and optional missions. Four difficulty settings, the last of which can be unlocked after beating Hard, lend to replayability, and Ultra-Hard can give even veterans a run for their money (or force them to use the available cheat codes).

The graphics, both in cut scenes and during gameplay, are fantastic for that generation of console and still hold up today if playing on a Standard Definition TV. The sole exception to the quality is that of the somewhat jerky body movements and out-of-ratio-rendered body parts (hands in particular) in cut scenes. Furthermore, the game was not made for High Definition, but the only quality lacking is seen in the cut scenes, which are humorous and well-written but luckily not the meat of this game. Xbox 360 compatibility is a wonderful thing, but the transition was not flawless. Though far from hindering, slight visual glitches that detract from the perfection of the game’s original incarnation occur occasionally during play. If you’ve got an original Xbox, there are no problems at all.

Crimson Skies: HRR can be found for $2.99 at GameStop or EB Games that have yet to liquidate their used Xbox originals cache, or you can download it via the Xbox Live Marketplace for 1200 MS Points ($15.00). I’ve not known anyone who’s done the latter, so I’m not sure if that fixes any of the aforementioned slight visual glitches. Easy to play and challenging to master, this humorous and fun game earns a permanent spot in any action-lover's collection.



This review is based on an Xbox retail release purchased by the reviewer.



great.

Review: Mind Game (Sub)

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Mind Game DVD cover Medium: Anime Film
Running Time: 103 minutes
Genres: Action, Drama
Director: Masaaki Yuasa
Studio: Studio 4°C
Version Reviewed: Fansub (read our fansub policy)
Release date: July 28, 2004 (JPN)
Rated: Unrated (appropriate for 17+)

I don't get Mind Game. It's just that simple. The frenetic pace, disproportionate designs, and unusual animation did not, at any point, result in any sort of moment of clarity for me. All they did was confuse. Yes, its defenders will try to bring up the film's "unique" visual and storytelling style, but "unique" does not always equal "good."

Created by Studio 4°C, Mind Game is the debut directing effort from former animation director Masaaki Yuasa, who had previously worked on comedy series (Crayon Shin-Chan, My Neighbors the Yamadas) and a few experimental shorts (Cat Soup, Noiseman Sound Insect). It's clear, however, that Yuasa should have never moved up from animation director, since his skills as chief director are questionable at best.

While the film could hardly be said to have a tight narrative, it does follow a relatively centralized set of main characters, namely the perverted twenty-something Nishi, his busty ex-girlfriend Myon, and her sister Yan. After an incredibly strange run-in with some Yakuza thugs, the three flee the scene of the girls' father's bar, only to find themselves swallowed by a whale. Inside they meet an old man who has lived inside the whale for years.

Did I mention that this movie is a little weird?

Mind Game is beyond weird though. The director throws consistency and clarity out the window in favor of frequent cuts to unrelated still photographs or mapping of live-action faces to animated heads. In that regard, it seems like almost all of the aspects of this movie that are seen by many critics as fascinating experimental animation techniques serve as nothing more than self-indulgent artistry from Yuasa. I honestly felt that I was missing something in the experience by not being Masaaki Yuasa, as if the film was crafted for the enjoyment of its creator, not necessarily for the enjoyment of his audience.

And therein lies the rub when it comes to this movie. It is one of the unfortunate anime that works well enough as a piece of experimental art, but fails completely as a piece of entertainment. And even when only examining it as art, it seems that quite often Yuasa is throwing in unusual animation techniques simply for the sake of being unusual.

Unfortunately, the director – pulling double-duty as scriptwriter – can't even hold the narrative together while he weaves live-action and animation into the pastiche that is Mind Game. Besides the horridly cliché ending, the character development also disappoints, as it seems to only occur in short bursts. For example, Nishi inexplicably stands up halfway through the movie and waxes poetic about the meaning of his life. (With the strong visual focus of Mind Game, one would think that Yuasa knows better than to weigh the film down with exposition.) On the bright side, some of the non-sequitur humor – especially a particular scene with a "God" who changes shape every shot – is actually pretty entertaining, though it is, like everything else in this movie, rather odd.

Naturally, there are some viewers who enjoy the insane plot and frenetic animation of 4°C's experimental works, but Mind Game often feels like some sort of exclusive club whose only member is its own creator. Do yourself a favor and pass on this exhausting, confusing experiment.



mediocre.

Review: Ponyo on the Cliff by the Sea (Dub)

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Ponyo on the Cliff by the Sea Medium: Anime Film
Genres: Adventure, Fantasy
Director: Miyazaki
Studios: Madhouse
Release Year: 2009
Licensed? Yes (Disney)

In his last film, Hayao Miyazaki pushed the limits of hand-drawn animation’s courtship with computer animation to produce the visual overload of Howl’s Moving Castle. In his latest, childlike fantasy, Ponyo, he returns to his roots with a new twist: hand-drawn pastel backgrounds that look more like colored pencils than ink. It’s Miyazaki returning to his basics with a simple story, a simple moral and colorful fish.

Ponyo is a tale set by the majestic, busy and tranquil sea, one placed somewhere between Porco Rosso and Finding Nemo. This is a very simple fairytale about a goldfish’s quest to become human and live with her human friend, Sosuke. The mood is like Totoro without the long stretches of silence; Ponyo flows like most of Miyazaki’s works, ebbing and rising between action, wonderment-filled close-ups and visual jabs.

Following the thread of Pinocchio, The Frog Prince, and Ergo Proxy's Pino, Ponyo is a bedtime story about a goldfish who escapes the sea to become human. Her father, a hermetic wizard who pours food coloring through a bubble into the ocean (wizards don’t have many hobbies), represses her, forbidding her to grow up while he tends to his work of saving the seas from man’s pollution. Once Ponyo escapes, she is rescued and named by our main character, Sosuke. Their journeys run side-by-side as Ponyo’s physical transformations are reflected in Sosuke’s internal changes such as coming-of-age, “[becoming] the man of the house,” and saving his mother from a bubble.

Yeah, there are a lot of bubbles in this movie.

The voice acting here is superb. No review would do it justice, so here’s a paragraph fan-gushing. Tiny Fey lends a very cool mom voice to possibly the most casual mom in anime history, Lisa. It’s a very natural and I'm honestly surprised to hea such a brilliant comic actress play such a meaningful role. Lisa and Sosuke are always living in close proximity to each other, waiting for Sosuke’s father to get home from his boating job. Night after night, they are let down. There are great moments of Lisa mom-raging, rejecting her husband, then turning the coin and cuddling with her son to make them both feel better. Liam Neeson play Ponyo’s father, Fujimoto, a wild red-headed magician whose sunken cheeks and blush make him look like a dehydrated drag queen. Not to say that Qui Gon Jin can’t play a dehydrated drag queen! Cate Blanchett plays the Sea Goddess (of course), and her deep voice rolls so well off the character’s lips it’s hard to call this movie a dubbing job. Yes, Disney did cast Miley Cyrus’ sister and a Jonas brother to play the leads, but to be honest they carry the movie beautifully.

Miyazaki has his standard “humans mucking up nature” theme early in the movie, but oddly enough it dampers out quickly since Ponyo is the character who ends up accidentally endangering the world, and only Sosuke’s love can set nature back in balance. The true moral is spoken by the mother and repeated by Sosuke: “We never judge someone by their looks.” Sorry, sleep-deprived sea wizard, will you still be my friend even though you hate humanity?

All Miyazaki preset notions and critiques set aside, Ponyo is simple, colorful, and very reassuring about the loss and (more importantly, the creation) of friendship and setting your own course in the sea of life.

It was quite an interesting experience to see an audience receive this film. The silent comedic moments produced as many warm laughs from the children and their parents as the slapstick moments. Looking around the theater, I saw fathers holding their daughters closer, little girls clapping their hands in excitement, and little boys trying to sneak out to see District 9. What’s really going to make Ponyo a children’s classic is its very specifically targeted audience: children. If nothing else, this is a wonderful film for the mid-twenty-something generation to show to their spawnlings and create a whole new sense of wonderment for the next generation, in the same way Totoro did for many of us.



great.

uReview: Halo Wars (360)

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Halo Wars Genre: Real Time Strategy
Designer: Amanda Wyatt (Director)
Developer: Ensemble Studios
Publisher: Microsoft
Console: Xbox 360
Release Year: 2009
Rated: M for Mature

The following article was submitted by Ra1don (before he was brought on as a staff member). The opinions expressed below do not represent those of Ani-Gamers or its affiliates.

Ahh, I could still remember that day in 2005, going over to a friend's house to play his special edition copy of Age of Empires III and flipping through an included book. I don't quite remember what was in that book, but I remember on one of the last few pages, there was a picture of two groups of futuristic super soldiers fighting each other in all their splendor. "Wow," I thought, "I have to get this game."

Before I start my review, let's get a little history lesson going on. That picture of the futuristic soldiers duking it out was indeed a very early version of Halo Wars. This game was never really intended to be latched onto the Halo franchise, but rather an Age of Empires IV built exclusively for the console. After attempting to build the game's controls around the game itself for a few years, Ensemble scrapped their work and started over, creating the controls first and building the game around that. It wasn't until 2006 that Microsoft allowed them to use the Halo franchise in an attempt to boost the game's popularity and expose the public to this new vein of RTS games.

The single player campaign of Halo Wars is very much like any other RTS campaign; it slowly brings you through the learning curve by showing you how to control units and build bases until you have to fight off wave after wave of unrelenting enemy forces towards the end of your campaign.

The story is a prequel to the events of Halo: Combat Evolved and takes place six years after the fall of the planet Harvest. Many familiar themes come into play; the Prophets stop at nothing to continue the great journey, you go toe-to-toe with Grunts, Elites, Hunters, Jackals, Brutes, and many familiar vehicles, as well as some new ones, and you have to blow up some forerunner technology to save everyone's lives.

The gameplay within the storyline is slightly different from multiplayer or skirmish matches. For one thing, there are some campaign-exclusive units that effectively change battle scenarios throughout the campaign. They usually give you an unfair edge over the enemy and make some missions a cakewalk if you're playing on the "normal" difficulty level. On top of that, in some missions you're given ridiculous amounts of something, like 11 Spartans as opposed to the maximum 3 in multiplayer, 40 Mass Accelerated Cannon rounds, or free drops of fully-upgraded ODSTs.

The hero system within the campaign is different as well, marking Spartans as hero units, as well as your leader. When any of your heroes die, you can revive them as in Age of Empires III by bringing a friendly unit close to them. In the other game modes, heroes just die and they have to be resurrected, and as a balancing issue, UNSC leaders do not actually enter the battle yet act more like the governors in the AOEIII system.

The game's graphics are the best I have ever seen in an RTS. It includes incredibly detailed, slightly different renditions of the characters of Halo to take time difference into account. The sounds within the game are ripped directly from the Halo series, and their quality has been improved to allow for sound cues within battles.

Playing online is incredibly entertaining because each of the six leaders has a different way of playing the game, therefore making an effective six races. Because the game is not as strict as other RTS games such as StarCraft, no two players can play the game the same way. The limitation of how many buildings one can create force a player to specialize in one aspect and utilize it to its full effectiveness.

Ensemble claims that there is a rock-paper-scissors type balancing within the game, but I found that to not be completely true. The game's unique style of play puts strategy over production, and in a battle of ODSTs versus Grizzly tanks (Scorpion tanks with two cannons) a good commander on the ODST side has about as much of a chance of winning as the commander of the Grizzlies.

The largest drawback to playing online isn't caused as much by the game as by player mentality. When I first got Halo Wars, I ran through the tutorial levels, fought some skirmish battles, played online, then played through campaign mode. The average player, however, would play the campaign before they would play online. Because the campaign only covers the UNSC, about two in every three members of the online community play as the UNSC. Regardless, battles still turn out interesting with every player having their own unique strategy, making every battle different.

Overall, Halo Wars is a great game, earning most of that greatness through its uniqueness. Being a veteran of many RTS games, I can comfortably call this one of the simplest – but simultaneously one of the most fun – games I've played. I wouldn't recommend buying it if you don't have access to LIVE, but the skulls and achievements allow for a lot of replay value, as does the ability to create your own scenarios through the skirmish option. Even with LIVE, the $60 price tag seems a little steep, but due to its addictiveness, Halo Wars is definitely too valuable to rent. Chances are, the price won't drop because it is part of the Halo franchise, so do a few odd jobs and the game will pay for itself.



great.

Trailer for Ghibli's Ponyo released to Apple website

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Studio Ghibli's Ponyo

It's been a long time coming, but Disney has at last provided a dubbed trailer for Ponyo, the newest Hayao Miyaki-directed Studio Ghibli (Spirited Away, Princess Mononoke) film released in America by the massive Hollywood studio. Fans who have been paying attention to the movie over the past year will no doubt notice Disney's name change, from "Gake no Ue no Ponyo" or "Ponyo on the Cliff by the Sea" to, simply, "Ponyo." The new name will definitely be easier for mainstream viewers to remember, though I'm sure many fans like myself will still think of it by the original name.

The trailer, available only on the Apple website, showcases the star-studded Hollywood voice cast, which includes such big names as Cate Blanchett, Matt Damon, Liam Neeson, and Tina Fey. And of course, who can forget the contributions of notable relatives-of-famous-yet-insignificant-pop-stars Noah Cyrus and Frankie Jonas? I'm SO EXCITED!!

Review: Shikabane Hime - Corpse Princess, Season 2 (Sub)

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Shikabane Hime: Kuro Medium: TV Anime
Number of Episodes: 12
Genres: Action, Horror, Supernatural
Director: Masahiko Murata
Studios: Feel, Gainax
Licensed? Yes (FUNimation)

"Shikabane": human spirits whose regrets in life cause them to return as vengeful monsters.
"Shikabane Hime": young (usually hot,) undead women employed to seek and destroy shikabane.

A few months ago, I reviewed the first season of this supernatural/horror/drama/fan-service extravaganza by GAINAX with great delight. The cliff-hanger ending of episode twelve gave me plenty of motivation and desire for more.

To recap, there are monsters, and there are strike teams of monks and undead teenage girls who fight off said monsters. Ouri, an introverted youth fascinated with death, has been following his adoptive older brother, Keisei and his partner, Makina Hoshimura. In a critical moment of defiance and selfless sacrifice, Keisei finally lays down his life for Ouri and Makina, setting the stage for the second half of this passionate drama.

In season two, we turn our attention to the Seven Stars, a team of untouchably powerful shikabane who seek the utter destruction of the Kougon Sect and their shikabane hime. With a clear central villain and a clear conflict of interests between central characters, you would think the story has plenty of steam to keep this freight train on the move.

Then the middle of the series comes, and with it the mid-season-two-drag. We fall into the shallow grave of flashbacks, recaps and tertiary character development, but only to emerge stronger than ever.

Somehow during the transition of acquiring Ouri as her new contractor monk, Makina has developed a curse, a super-power that gives her unlimited regeneration at the cost of shortening Ouri’s life. This twist is more for dramatic effect then an actual plot point, as she continues her regular Shikabane Hime duties of monster-mashing and self-loathing. Although it does lend itself to some pretty impressive fight sequences.

Some support characters are developed for the sake of cautionary tales between Ouri and Makina, while some new characters are introduced for the sake of fan-service. Not to say that Shikabane Hime loses any of its dark, morbid charm. Most of the fights leading up to the final conflict with the Seven Stars are downright cruel to viewers. Bravo. All that was lacking was development on the Seven Stars: a majority of them are not given memorable names or even discernible powers. Come on guys, you had 25 episodes! At least give me a back story!

Eventually, the Seven Stars and Akasha, the “traitor monk,” get their acts together and start causing mayhem on a grand scale. By using their young leader, a seemingly brain-dead girl named Hokuto, the Stars wreak Left 4 Dead-style havoc on Tokyo. The potential for mass-slaughter is ignored for a handful of “I’m-gonna-follow-my-path-no-matter-what” speeches, but I can overlook them.

The series caps out at twenty-five episodes, and while the plot does not resolve entirely, the characters’ resolve is set in stone, and we leave the series with a satisfying acceptance of life over a peculiar fascination with death, and the changing of the guard - the passing of the torch - is complete.

A huge part of Shikabane Hime’s appeal was its convenience. Using Hulu, I was able to watch the entire series at my leisure with about a minute of commercial interruption. Other than the obvious mid-season-two-slump, Shikabane Hime delivers and pushes its characters to develop their motivations, not just their powers. (Something Bleach might want to take note of.)



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Review: Tekkon Kinkreet (Hyb)

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Tekkon Kinkreet Medium: Anime Film
Genres: Action, Adventure, Drama, Psychological
Director: Michael Arias
Studio: Studio 4°C
Licensed? Yes (Sony Pictures)

Tekkon Kinkreet is a strange beast. Based on the original manga Black and White by Taiyo Matsumoto and directed by American Michael Arias, the film is a strange melding of American and Japanese sensibilities. Beyond that, it also combines various visual and storytelling styles, creating a movie that is 2D AND 3D, a child's tale AND an adult drama. Like the title of Matsumoto's original manga, this is a story that is all about stark dichotomies.

Black and White (or Kuro and Shiro for the Japanese) are two orphan brothers living in the rundown city of Treasure Town. There they battle other street punks, glare at Yakuza from the alleys, and befriend a varied group of gangs, policemen, and other characters. Oh, and they leap across buildings in ways that would put even the Wachowski Brothers to shame.

Black, the elder, is a brooding, independent boy who works tirelessly to keep White and himself alive in the ever-changing environment of Treasure Town. His brother, on the other hand, is a bright-eyed, innocent young boy who has weird psychedelic daydreams all the time and never seems to think about reality. They've just planted an apple seed near the pile of junk that they call a home when the relative peace of Treasure Town is disturbed by a man named Snake who takes over the operations of the local Yakuza gang.

The problem is that Snake (not the most flattering name ever) wants to turn the entire city into an amusement park, while most of the inhabitants (including Black and White) aren't very keen on this idea. So begins a sprawling story wherein Black and White fight to survive (and keep each other alive), and friends from the Yakuza and police force work to keep the boys out of the reach of Snake and his superpowered henchmen.

Having no experience with Matsumoto's manga, I can't really speak to the accuracy of the film's screenplay, but I can say that this is a truly unusual story. Sometimes it feels like a children's story, with White showing the virtues of a pure heart and imagination, but then it will launch into vicious bloody fight scenes in which Black jumps all over his enemies, clawing like an animal and battering them with his trademark metal pole. It is in this dichotomy, however, that the film really shows its merits. At one point, White comments to a police friend, "God made me broken. Black too. But I gots all the screws that Black needs. I gots every one!" Like yin and yang, these two brothers desperately need each other, and it is this need that forms the strong backbone of the film.

Outside of that backbone are fascinating characters like Kimura, a Yakuza man with a soft spot for Black who, in an attempt to save his wife and kids from Snake's wrath, helps the slimy man with his nefarious plans. Kimura's painful grapples with love, truth, loyalty, and morality are real, emotional, heart-breaking experiences. Tekkon Kinkreet is a tragedy in the truest sense. It is about innocence lost and families torn asunder. Sometimes there are redemptions, but more often than not, characters meet violent, tragic ends.

Director Michael Arias got his chance to work on this movie after working in the 3D animation industry for years, and his experience really shows. There are sequences in which a 2D scene will suddenly swivel in a continuous 180 degrees, creating a somewhat unnecessary (but no less impressive) shot that has rarely – if ever – been attempted in anime. The character designs are an interesting combination of Matsumoto's originals and Studio 4°C's distinctive style, but they're definitely an acquired taste with their small eyes and mouths. On the other hand, no character movement is spared by the animators at 4°C, who have – successfully – endeavored to make this "one of those movies" that makes up for its deficiencies with an artistic tour de force.

Said tour de force only becomes a problem when it causes the team of director Michael Arias and scriptwriter Anthony Weintraub to spend nearly twenty minutes on a surreal scene filled with watercolors, highly-dynamic art, and tons of weird symbolism. It's an unfortunate, excessive ego-trip of a scene that is unfit for this movie and should have been nixed altogether. The only other big problem is that the film is simply too long. Perhaps this was due to Arias being a fan of the manga, since it seems like he tried to cram too much into one movie. A bit of the Peter Jackson effect, albeit without the Best Picture Oscar.

All in all, I recommend Tekkon Kinkreet to most anime fans despite its flaws, if only because it is the first Japanese-produced anime to be directed by an American. Most viewers will come into this film for the beautiful animation, but the real meat lies in the characters: Black and White are reminiscent of Seita and Setsuko of Grave of the Fireflies in their tragic interdependence, and Kimura is a brilliantly-crafted side-character. This film shows, side-by-side, both Black and White, 2D and 3D, children and adults. Like Yin and Yang, Tekkon Kinkreet maintains balance in all things.



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Interview: Melinda Cohen (Voice actor, Velvet Assassin)

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Melinda Cohen, the voice of Violette Summer

At the 2009 New York Comic Con, I was able to ask a few questions of Melinda Y. Cohen, the voice actor and promotional model for the main character of the Xbox 360/PC game Velvet Assassin, Violette Summer. Here's a synopsis of the game, courtesy of SouthPeak rep Aubrey Norris: "Velvet Assassin is a hardcore stealth-action game set in World War II. It's about a female British agent who is sent out to run various missions to undermine the Nazi regime. The game is based on the true story of a real 'velvet assassin' from World War II."

To begin, how did you first get into acting, and how did your career lead to this job on Velvet Assassin?

Wow, that's a good question. I've been acting for pretty much my entire life. I went to a private school where we concentrated a lot on the arts and theatre and that kind of stuff. So, I've been acting ever since I can remember, really. In terms of this job, I moved to L.A. about a year and a half ago and my manager actually got me an audition for this. Originally it was just to represent the character at conventions and to do some actual live footage – we did a day of shooting for promotional purposes – and then I sort of ended up doing the voiceover work for it as well. It was really exciting for me because I got to do it in English and in German.

Is this your first work as a lead on a video game?

It is the first time I'm represented in any sort of video game, yes.

How does voice acting differ from traditional acting?

I mean, voice acting is different because you have a lot less to work with in order to communicate something that the character is trying to communicate. If it's an emotion or a thought, you have your voice as opposed to using your whole body or your face. So you're in a sound booth and you're just implementing what you can do with your voice to emit those feelings.

You've been playing some of the early builds of Velvet Assassin here at Comic Con. How does it feel to play as yourself in a video game?

It's really strange actually, because I'll hear myself and for some reason it doesn't sound like me. I mean first off, it's a British accent and I'm American, so I obviously had to put some work into being able to do that properly. And since I haven't spoken in a British accent in so many months since I've done the recording, it seems almost like its someone else, but at the same time it's me. It's all very strange – but kind of cool, too, and I really like playing the game. I just wish I was better at it.

Do you play video games at all yourself, or is it strictly business?

Honestly, I used to play video games when I was a teenager, but I don't play as much now - it's mainly a time thing. But it's been really cool being involved with Velvet Assassin. It's rekindled my interest in the gaming world.

Do you have any plans for more video game roles in the future?

Yeah, I mean, whatever comes along. I think it's definitely a market that's going to be huge. It's up and coming and people are using video games as a medium in a lot of different ways. I think it's extremely fascinating to be involved in that.

On that note, right now video game acting isn't really its own distinct profession, and often gaming roles are filled by stage and film actors. Do you think that as video games struggle to be accepted as an art form, video game acting can separate itself from stage and film as a distinct art?

Yeah, I mean it's very different. Obviously, video games are animated, so as an actor, there aren't really that many things you can do besides doing voice work and motion capture work and that kind of stuff. I think it's really cool when they mix live-action stuff with parts from the game, so you can get a little bit of both. But I feel that a lot of hardcore gamers don't like that. They like it to be purely animated, purely video game.

What has been your favorite experience in working on Velvet Assassin?

Well, the traveling has been great. I was fortunate enough to go to Germany with Velvet Assassin for a convention in Germany and to Seattle and now obviously to Comic Con. So that's been really exciting, just meeting all these people. It's this enthusiasm about games and people showing up in these crazy costumes. I'm not generally exposed to that world at all.

For the benefit of the readers: She showed up in a crazy costume too, but then again that's her job.

Yeah, that's right. It's funny because when I walk to the convention, I wear the costume, and I know that people are looking at me and thinking, "Oh God she's one of those gaming people!" [laughs]

And finally, what tips would you give to aspiring video game voice actors?

Oh, what tips would I give? Don't give up, in anything you do really. And yeah, if you want to do it, then stick to it, and it'll happen sooner or later.

Thank you very much for your time Ms. Cohen. Best of luck with the release of Velvet Assassin this April.

Thank you very much.

EDIT: I accidentally wrote March as the game's release date instead of April. Sorry.

Preview: Velvet Assassin (360)

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Velvet Assassin

I had a chance to play Velvet Assassin at this year's New York Comic Con thanks to the nice folks at the SouthPeak Games booth. Check out my impressions below.

When gamers think "World War II game," they immediately imagine first-person shooters set during the major battles of the Second Great War. Who would have thought that a game developer would create a game that takes place not on the front lines, but behind them, deep in the shadows of the Nazi regime?

Enter Velvet Assassin. Developed by Replay Studios and published by SouthPeak Games, it is the story of Violette Summer, a fictional version of the real life World War II Allied secret agent/sabateur Violette Szabo. She is lying in a hospital bed at the beginning of the game for reasons unknown, and the plot consists of Violette reminiscing about the events of her missions, with the player acting them out in real time. Some readers might be confused, as this game was originally titled Sabotage, but had its name changed due to the other WWII stealth game due out: Saboteur. Rest assured, this is a separate game from Saboteur, and is in no way different from Replay's previously unveiled Sabotage. (Confused yet?)

While Velvet Assassin might be classified as a stealth action title, it is all about stealth over action. According to SouthPeak rep Aubrey Norris, the two things to remember while playing the game are "kill everybody, and don't get seen." She wasn't kidding either – Most of the game is spent crouching in the shadows, waiting for a soldier to walk past so that you can kill him. Much like Metal Gear Solid, every area is a puzzle, with soldiers walking along set patrols and obstacles set up to hamper your ability to get past. It makes for some really interesting gameplay as Violette shuts off lights, hides behind cover, and attempts to creep silently over floors coated with broken glass.

When Violette finally stands behind an enemy, you can kill him with a single button press, which will generate one of thirty-six distinct assassination animations. The one that gets used is determined by what weapon Violette is carrying, where she is standing relative to the enemy, and a variety of other factors. The screen turns red as Violette is about to kill her victims, adding an even greater level of tension to the already nail-bitingly tense assassination scenes. Violette's missions range from assassinating Nazi leaders to blowing up bunkers to killing Allied spies before they can give away information, but a lot of what I played was simple room-by-room assassinations. (Think Metal Gear Solid) I could see Velvet Assassin facing the same problem as Assassin's Creed, wherein there are so many assassinations that they become tedious chores, despite how well-designed they are.

For the packrat gamers, there are "collectibles" scattered throughout all of the levels, but instead of being meaningless trinkets, each and every one is an object based directly off of artifacts from Nazi-era Germany. These include things like medals and even letters from German soldiers to their families. Nearly everything in this game, from the weapons to the hairstyles, was heavily researched by the developers at Replay Studios.

One of the more unusual additions to the game is something called morphine. Violette has the ability to use it while telling her story, causing the game world to turn into a psychedelic, flowery dream, slowing everything down so that the now-nightgown-clad Violette can sneak past enemies. This powerful ability can be recharged with morphine syringes found around the levels, and it sometimes must be used to pass obstacles. The morphine is the only part that diminishes the game's realism, since the weird dream sequences are actually a fully-required gameplay element, rather than an optional crutch for players in need of help.

All in all, though, Velvet Assassin is shaping up to be an interesting game. Its take on World War II is quite unique, as it is simultaneously tackling the idea of a female main character and the concept of the battle "behind the front lines." The game looks beautiful, and the stealth gameplay has its share of nerve-wracking moments. Fans of Assassin's Creed and Metal Gear Solid who are looking for a title a little bit more grounded in reality: Don't let Velvet Assassin sneak under your radar.

Review: Shikabane Hime - Corpse Princess (Sub)

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Shikabane Hime: Corpse Princess Medium: TV Anime
Number of Episodes: 12
Genres: Action, Horror, Supernatural
Director: Masahiko Murata
Studio: Feel, Gainax
Licensed? Yes (FUNimation)

Hopefully, by now you’re pretty much aware of FUNimation’s desire to bring us fresh, crispy, brand-new anime NOW. Shikabane Hime: Corpse Princess (Shikabane Hime: Aka in Japan) is the first in what may be a long trend of anime released online, fully subtitled, through an American company. True, you can buy high-quality subbed episodes right now through iTunes, or watch them on YouTube or Hulu, and it’s perfectly legal. But we’ll hold off on the legality for a law firm podcast.

For now we’ve got guns, demons and boobies to discuss.

Studio Gainax picked up this supernatural action series from a moderately popular manga. Shikabane Hime follows Makina Hoshimura, an undead soldier who must slaughter 108 fellow "shikabane" (vengeful zombie/spirits) in order to achieve Heaven. Fighting alongside her is her contract monk, Keisei Tagami, a modern man using old-school methods. The real pull of the story is through his adoptive, detached younger brother, Ouri. Ouri’s fascination with death is a moth-to-the-flame archetype that is destined to leave him burned. The situation quickly reaches the clichéd catch-22 of “we both want to protect each other, but we’ll both get killed in the process,” as Ouri includes himself in many of Makina’s missions.

Gainax flexes their muscles with the opening animation, whipping zombie arms and bullet casings like they were party-poppers at a New Year’s party. The fluid animation paired with the distorted close-up angles bears the proud badge of the studio that gave us Evangelion. Shikabane Hime tones down most of its colors to create the eerie atmosphere we’ve come to associate with modern Gothic stories. It’s dark, almost macabre coloration reminded me of Blood+ (though without the whiny characters). It is strange how the camera holds Makina in frame: her ice-cold beauty and violent passion is quite hot. Almost all of the backgrounds and scenery are unmistakably grim however, due to the lack of any major light source.

Sadly, at times the overbearingly grim tones leads to flat, professional supporting characters that do not elicit much sympathy. Even so, director Masahiko Murata tries to interject slapstick humor and innuendo comedic relief... to no avail. If anything, the jokes are so forced and out-of-place they distract from the task at hand: shooting up zombies. Still, I’d hate to think of how dull this series would be without Keisei’s closeted otaku-tendencies.

Gainax’s staff brought out their big guns in letting Shou Aikawa handle the script. His ear for corrupted morality can be heard in the Fullmetal Alchemist movie, Rahxephon, Wrath of the Ninja, and the OVA of Vampire Princess Miyu. In short, a very experienced man with one foot firmly planted in the realm of the fantastic.

Beyond the gripping stories of people resurrecting as powerful monsters only to be mowed down, I was most invested in the political struggle of the monks’ hierarchy. Indeed, the tethering of "shikabane hime" (corpse princesses) to fight off monsters is a no-win situation of fighting fire with fire – and boy do they use fire. Makina’s firearms are a beautiful, bouncing pair of... Uzis. Another corpse princess fights with her fists, another with a big-ass hammer, and another with a sniper rifle. This team of living corpses perpetually argues among themselves and with their contracted monks, leading to a more fitting, subtle (though definitely black) humor.

As the story exhumes the mysteries surrounding Makina’s death and Keisei’s involvement with the Kougon Sect, it is clear that Ouri’s involvement with the hime will only pull him deeper. I will not spoil the end of the first season, but I will remind you to stay tuned to FUNimation’s YouTube channel, as Shikabane Hime: Kuro, or season two, is already in post-production and ready to launch here in America. It turns out that Gainax is keeping themselves quite busy between this production and both the Gurren Lagann movies. They're clearly not going to let Studio BONES have all the fun.

Shikabane Hime is an all-around decent action piece that dictates a black-and-white argument on using monsters to blow away other monsters. Nothing ground-breaking, but much better than your run-of-the-mill zombie film.



fair.

Studio Ghibli working with Level-5 on Japanese DS game

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Ninokuni

Japanese game developer Level-5 is celebrating its tenth birthday like you wish you could. It will be working with the acclaimed Studio Ghibli (Princess Mononoke, Spirited Away) on a new DS game entitled Ninokuni. The game, apparently some sort of fantasy or RPG title, will use a "Magic Master" book (akin to D&D) containing information on all of the spells and powers the game has to offer.

Studio Ghibli will be exclusively in charge of character designs, so expect a strong yet innocent girl, a boy who wants to protect her, some sort of homely old lady, and lots of animals. Everywhere. Level-5 also wants to release the game on home consoles, preferably with different content from the DS version. There are currently no plans for a North American release, but let's hope that we get one soon after Ninokuni releases next year in Japan.

[via Japanator]

Former Metroid devs form Armature Studio, EA partnership

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Armature Studio

When Mark Pacini, Todd Keller, and Jack Matthews - three of the top guys at Retro Studios (Metroid Prime 1, 2, and 3) - left the second-party Nintendo developer last April, no one really knew what they would be doing. Now we have confirmation from a press release that Pacini, Keller, and Matthews have founded a new independent development group called "Armature Studio." Their new strategy "leverages a small core creative team and partners them with strategic external developers." What that means in tl;dr is that Armature needs a larger publisher or developer to bring their wonderful little ideas to life.

To achieve their goals of making totally awesome independent games, Armature has signed a "long term, exclusive" publishing agreement with Electronic Arts. Yes, you heard that right. The once-dominant publisher known for quashing small developers under its iron boot of CAPITALISM is embracing small development. If anything is to convince you that EA is turning around their image, this should be it.

Finally, Nintendo fanboys should keep in mind that these guys are not, in fact, Retro Studios, so there's no Nintendo console exclusivity. Mark Pacini points it out nicely: "What really gets me going is that now, no platform is off limits. That is just something we didn't have the ability to do before." Are you ready Xbox 360 and PS3 gamers? You're about to get your socks knocked off by the developers of one of the best console franchises ever.

Keep your browsers locked at Ani-Gamers for Armature's first game title announcement.

[via Joystiq]

Review: Batman: Gotham Knight (Dub)

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Batman: Gotham Knight Media: TV Anime
Genre(s): Action, Drama, Superhero
Director(s): Yasuhiro Aoki, Futoshi Higashide, Toshiyuki Kubooka, Hiroshi Morioka, Jong-Sik Nam, and Shojiro Nishimi
Studio(s): Bee Train, Madhouse, Production I.G., Studio 4°C
Licensed? American-produced (Warner Bros.)

Of all the comic book heroes in America, few are as open to interpretation as Batman. Gotham city was once described by writer Alan Moore as “stranded somewhere between 1930 and 2001 Art Deco,” and its leading crime-fighter has evolved over the years to forever hold our interest. With Batman: Gotham Knight, Warner Bros. tried very hard to recreate the eclectic, spectacle-driven fan-service we remember from The Animatrix.

Story-wise, Gotham Knight is vaguely slapped together as a whole, and the story thread gets thinner and thinner as it goes along. Visually it’s like a gothic jaw-breaker, each background getting better and better. It’s a double-edged bat-a-rang choice between style and substance, and we can clearly see which one came out on top. By the end, Gotham City becomes its own ominous character, engulfing every shot and looming like the ghost of a filthy Post-Depression slum.

Six writers in America gave six directors in Japan the option to show the Dark Knight and his mysterious, dark environment from every conceivable angle, like staring at a carved diamond from every cut. The result is six heavily stylized takes on Batman that fail to tell a solid story. It is not directly anime, nor is it directly Batman: Dark Knight; it’s a hybrid that runs the risk of injuring Batman fans against anime.

Our first story, directed by Shoujirou Nishimi (of Tekkon Kinkreet), is a tribute to the animated series episode "Legends of the Dark Knight," in which four skate-boarding Gotham teens share their stories and views of Batman as he chases down a tech-driven thug. Mecha-bat, Man-bat and vampire-Batman all come together in this mélange. The characters, with their Nishimi trade-marked shifty faces and tiny eyes, almost clash completely with the background.

Secondly there is “Cross-fire,” in which two detectives (fan boys hush) are brought to trust Batman after they are caught in the midst of a gang war cross-fire. Style-wise, Futoshi Higashide presents a world that would work beautifully for Hellboy or Hellsing, but it makes Batman a tad satanic. He walks through fire! The burning kind! That defines badass!

Thirdly the director of the .hack// series (Horioshi Morioka) gives us a nearly shojo-style pretty-boy of Bruce Wayne as he prepares to test a new bullet-deflection system on some thugs. For me, this was the first redeeming chapter of the story as we not only see Bruce Wayne’s side of Batman, but also the driving sympathy and unexpected compassion that defines the Dark Knight.

Part four was written by Batman: Beyond and Dark Knight writer David S Goyer. Visually, we travel with Batman into the underground hollows beneath Gotham City to fight Killer Croc and the Scarecrow. If this were expanded into the whole movie, I would be one pleased little otaku. Batman becomes something fantastic here as his tech and classic vanishing act take the cake and overshadow the Scarecrow’s new, Gothic Frankenstein costume. If anything, it blends horror with urban mythology into a great visual piece.

"Working Through Pain" shows Bruce Wayne training in India (that’s right, India: deal with it) through a series of flashbacks. In this part, a wounded Batman performs self-surgery on himself as he tries to navigate his way out Gotham’s deadly sewers. As a stand-alone piece, this is magnificent. The writing combined with relatively unknown director Toshiyuki Kubooka creates great film transitions and symbolism. Bravo. Pain and rejection are the guiding forces in this story, the spiritual side of Wayne’s journey in becoming Batman. Huge parallels are drawn between Bruce’s personal rejection and his lady trainer’s social rejection. The scene where Batman wades through garbage and finds a pile of guns is shocking and full of pathos. It’s simple, but "Working Through Pain" is both human and compelling.

Finally, "Deadshot" is about Batman taking down a villainous assassin who (for this very anti-gun piece) is the perfect villain. Arrogant, merciless, and more pro-gun than Charlton Heston, Deadshot’s story is far too short for this fifteen minute visual masterpiece. Sadly, story-wise, it is simply Golgo 13 getting sucker-punched by Batman.

In the end, we see every side of Batman. World’s greatest detective, billionaire playboy, tech wizard, dark angel of mercy, self-driven philanthropist, and vigilante – they all come through in this piece. I fail to see this as an over-budgeted failure on Warner Bros. part, even considering the severe downplay on the Japanese directors. (Show some love, WB!) I guess you could say that too many cooks over-spiced the soup and abandoned the chance to tell one solid story. Instead we leap through time and places in Batman’s career.

The voice acting is top-notch, and you'd have my permission to go full-out Itachi on me for not mentioning the great work (as always) by veteran voice-actor, Kevin Conroy. He syncs up well with the Japanese lip-action and delivers yet another spine-tingling performance as the Dark Knight.

Animation: 4.0 Average:

(3.0 stars)
Plot: 1.5
Voice Acting: 4.0
Sound: 3.0
Overall: 2.5

Review: Spice and Wolf (Sub)

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Spice and Wolf Media: TV Anime
Genre(s): Adventure, Drama, Fantasy, Romance
Director: Takeo Takahashi
Studio: IMAGIN Studios
Number of Episodes: 13
Licensed? No

Last year, it seemed that Spice and Wolf was the "it" series for the fall of '07. It seemed to have the elements of a groundbreaking work: beautiful, crisp artwork, mature and intelligent characters, all garnished with a hint of the supernatural. (The main character, Horo, is, after all, a wolf god in anthropomorphic form) Viewers were driven by their curiosity to see where such a subtle and well-researched show would venture.

To sum up the setting: near the end of what feels like the Middle Ages, the Church's influence is rapidly spreading, eliminating the Pagan traditions of old and controlling the flow of money. A young but wise merchant named Lawrence discovers a girl with a tail and wolf ears sleeping in the back of his wagon: Horo. After a series of deals are struck, the pair set off to bring good luck to Lawrence's business and return Horo to the forests of the North. Political, romantic and economic drama is set in place, especially since the Church's influence lurks in every town they visit, threatening Lawerence's reputation and Horo's life.

Yet somehow, IMAGIN Studio decided that feudalism economics and bartering deserved an anime. Economics aren't just an aspect of the plot: they are the plot. Oh well, the script is excellent, so it's bound to make economics interesting, right? …Right?!

No, actually. Not at all, in fact.

When you hear dark, ominous chords in an anime's soundtrack, you expect to hear a line like, "they've taken your daughter hostage." In Spice and Wolf, the ominous soundtrack is followed by something like, "The guild has recounted their interest to profit from the recession?! But my stock will decrease in value!"

Now, I am a huge fan of anime that goes against the grain, so I won't dismiss Spice and Wolf just because it went way over my head. Like I said before, the animation is fluid and graceful, and Lawrence and Horo are very believable characters that play a subtle power struggle. Between Lawrence's level-headedness and Horo's carefree nature, they make a very charming couple. The soundtrack will surely earn its place as containing the most Renaissance Faire-friendly sounds in anime history.

If you can stomach entire episodes of Economics 101 and gradual, snail-paced character development, then give it a view. Just expect a cliff-hanger ending, because the 13-episode season hasn't covered the entirety of the original novel.

Animation: 3.5 Average:

(2.0 stars)
Plot: 1.5
Voice Acting: NR
Sound: 2.5
Overall: 2.5