Friday, August 11, 2006

Metal Gear Ac!d 2


Genre: Action, Spy / Espionage, Shooter
Platform: PSP
2005 Konami Corporation, Kojima Productions.




SHOPPING:
Metal Gear Acid Games
Metal Gear Acid Strategy Guides/Art
Original Soundtrack
Toys and Accessories
Everything Metal Gear
Amazon.Com Product Description:
Metal Gear Acid 2 enhances the card based tactical gameplay of the original game while delivering even more explosive action from the Metal Gear universe. Featuring over-the-top visual effects, deeper strategic gameplay, and a new tutorial mode. Acid 2 is the best portable Metal Gear game to date.
  • Improved Tactical Gameplay - Card weapon upgrades and over 500 cards to use
  • 3D Mode - Gameplay and trailers can be viewed in 3D
  • Arena Mode - Battle classic boss enemies from Metal Gear games
  • Compete head-to-head over wireless multiplayer mode
  • Game connectivity between MGS3: Subsistence for the PlayStation2 computer entertainment system

Addicted To My Second Dose Of Ac!d >>> by Voldemort

Metal Gear Ac!d 2 is the highly-anticipated sequel to one of the most celebrated launch games on the PSP. Ac!d picks up from where the last one left off. You are treated to almost the same gameplay, almost thrice as many cards to work with as the first game, and an entirely new story filled with twists and turns meant to keep you guessing until the very end.

In this installment, you once again play Snake, but this time will work with a different mysterious girl who goes by the name of Venus. It's mostly a cosmetic change though, although a fine cosmetic change, in my opinion. This game was, in almost every single aspect, far better than the first Ac!d, and that wasn't a mean feat to achieve, by any means.

Story: B+ (8)
The story is the only department that Ac!d 2 doesn't match or exceed the first Ac!d in. While Ac!d was rife with mystery and intrigue, Ac!d 2 banked on keeping you completely in the dark by not providing details until the last moment despite the twists and turns being painfully obvious if you played the first game.

Avoiding spoilers in this review, you are Snake and you have amnesia. How convenient. Coming home from a mission in another country, you are put under arrest and asked to infiltrate a scientific institute. Meanwhile, you find out a massive military plot involving a new Metal Gear, and the one in charge of the takeover has a huge vendetta against you, and you have no idea why.

Pretty heavy stuff, but nowhere near the masterfully done storyline of the first MGA, and some of the twists and turns are downright annoying, particularly regarding Snake's true identity. It's a solid story on its own, but given my experience with the Metal Gear series in general, I am fairly disappointed by this effort.

Gameplay: A- (8.5)
The gameplay for MGA2 is a definite step up from the original series, although it certainly won't disorient those who played the first game. The opening of the game even comes with a tutorial, which will allow you to get a good idea of how to play the game.

New additions to the card types since the first Ac!d are Trap cards that are cards that put a specific effect on a specific block, and anyone who steps on the block in question will get a specific bonus or condition, as the case may be. The other new card type is called Links, which are cards that don't do anything until you do something that triggers the Link action to happen. Such Link actions do not cost anything when activated, nor do they count towards your Rest limit for the turn.

One noticeable change from the first game was the ability to upgrade cards. Instead of just having, say, a Grenade, you can upgrade the card to become a Grenade +. Sometimes, the card gets better, sometimes, the card gets more effective but more expensive, sometimes the card completely changes from the original. In all, pretty good additions to the system.

Graphics: B+ (8)
Metal Gear Ac!d 2 employs brighter colors which may or may not be better than the first game, depending how you like seeing Snake. He doesn't sport the same dark colors and the entire game is more colorful. Venus, your female partner, and any other female characters have very animated chests, which may be a bit distracting at times, but is a welcome distraction nonetheless.

The game is even made to be compliant with the Solid Eye viewer, which essentially lets you see the game's image in 3D, though it hurts the eyes too much if you use it for extended periods of time.

While the game is a step up from the previous game's efforts in graphics, it is still nowhere at par with the capabilities of the PSP, considering other games that are even older than MGA2 have significantly better graphics.

Music & Sound: B (7)
The music and sound effects of this game are still as good as they were the last time, with only a few tracks for missions, some voice acting for in-game action, but not cut-scenes, and standard-issue Metal Gear sound effects. You won't get tired of the sound easily, but there's nothing that leaps out at you in this department.

Replayability: A (9)
Ac!d 2 has definitely more replayability than the first game. With over twice as many cards to collect in contrast to the first game, and loads of unlockables based on the difficulty mode you complete it in. Also sporting the new Arena mode that not only unlocks new cards per difficulty level, but is also a brand-new mode in Ac!d 2 that allows players to try their luck on purely combat-oriented decks against bosses from previous Metal Gear games.

There are also special missions in each location in MGA2 in contrast to the random but repetitive mission types in MGA1. For instance in one stage, you have the standard Stealth and Elimination missions, plus special missions that entail you to achieve certain conditions while the game provides you with a deck tailor-made for the challenge.

Definitely, the game is even more replayable than the last Metal Gear Ac!d, and that's a good thing.

Miscellaneous Pros and Cons:
+ This game has insanely fast loading times, to the point where you don't even realize that there is any loading going on.
- The game allows you to only save one deck at a time for Venus and Snake. You can't save more than one deck configuration at a time, which makes making a brand-new deck quite a chore.
+ If you have the first Metal Gear Ac!d, you can carry over 1/100th of your points from there, as well as one card of your choice, into your new game. I would suggest either "Big Boss" or "Stealth" to help you out there.
- This game is shorter than the first Metal Gear Ac!d. AUGH!
+ It is possible to create an extremely powerful deck that can get you through 99% of all Story Mode missions and all of Arena Mode, on any difficulty level. I know, because I made it.

Overall: A- (8.5)
Metal Gear Ac!d 2 is a nice but small step in the right direction for the franchise. It has a tutorial mode, enhanced gameplay, ample features, and insane replayability. What keeps it from being a perfect game is the fact that it's too short, and is still a bit complicated for novices to pick up.

Nevertheless, this is a worthy sequel. MG Ac!d 2 is definitely a must-have for anyone who wants a good, addictive game for the PSP.
Given a choice between Ac!d 1 and Ac!d 2, there's no question about it: I suggest getting the sequel. You won't regret it.


PLAYER STATUS:
DIFFICULTY: Easy to difficult
COMPLETION TIME:
HIGHEST LEVEL ACHIEVED: Game completed thrice, once per level. All cards per level.
RATINGS: Gameplay 8.5; Battle 8; Story 8; Visuals 8; Characters 10; Sounds 7; Replay Value 9

Sunday, July 16, 2006

Suikoden Tactics (Rhapsodia)


Genre: Role Playing Game, Tactics
Platform: Playstation 2
2005 Konami Corporation. Screenshots courtesy of RPGFan.




SHOPPING:
Suikoden Rhapsodia Game
Suikoden Rhapsodia Strategy Guides/Art
Original Soundtrack
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Amazon.Com Editorial Description Description:
From the Manufacturer
Breaking from its traditional role-playing roots, Suikoden Tactics incorporates simulation and strategy elements to take players on an all-new fantastical adventure. The game features stunning environments, extravagant and exciting story scenes, and an amazing cast of characters. Told through the eyes of Kyril, a young adventurer investigating the sudden appearance of hideous creatures in the Island Nations, Suikoden Tactics unfolds another perspective to the events of Suikoden IV and players will discover the secrets of the legendary Rune Cannons. Successfully blending classic Suikoden and RPG elements that fans of the renowned series have come to expect with new features and game mechanics, Tactics offers players an original, robust gameplay experience like no other.

Features

  • Strong, compelling storyline with real-time rendered story events and voice-overs
  • Includes a cast of over 50 characters--some new to the series and others that were featured in Suikoden IV
  • Over 25 battle scenarios in highly detailed 3-D battle environments
  • Modify your characters’ skills, tailor their equipment, and upgrade their weapons to fully customize your team members throughout the game
  • Unique "Combination Attack" system allows players to combine the powers of numerous characters in battle as they build friendship with one another

Product Description
Suikoden Tactics takes you into the world of the popular role-playing game Suikoden, for incredible strategy and combat simulation gaming. See this world through the eyes of Kyril, a young adventurer who investigates the sudden appearance of hideous creatures in the Island Nations. As you explore and battle with him, you'll discover the secrets of the legendary Rune Cannons -- and try to destroy them before they destroy the world. Real-time rendered story events and voiceovers.


Not so bad. >>> by skysenshi

A lot of disappointed Suikoden fanatics have claimed to not find this game addictive. I can actually see why, although I believe there's enough in here to keep someone, who's as hungry for Suikoden information as I am, playing.

There are two very important things a gamer should take note of before plucking Rhapsodia off the shelves. First, even if Rhapsodia can stand well enough on its own, I would highly suggest completing Suikoden IV's 108 Stars of Destiny. Second, I wouldn't recommend this to anyone who professes that Final Fantasy Tactics and Disgaea are the definitive games of this genre. Read on and you'll understand why.


Story and Characters

Suikoden IV, though not really a bad game, had fallen short of what's expected of the Suikoden series. The characters, with the exception of the extremely annoying Snowe, are forgettable at best. The plot, which could have been quite interesting, is weakened by the fact that the protagonists are about as fascinating as watching the Aquarium channel. See, we thought Suikoden III had gotten rid of the usual silent (read: boring) hero. To see it returning in IV is tantamount to a downgrade.

Now, with Rhapsodia, the signature silent hero is gone. Kyril starts off as a rather energetic kid with kick-ass rune attacks. He has many questions, thus he never leaves his father's side. During his quest, he meets and, if lucky, recruits many of the familiar characters of IV. If you completed the 108 Stars of Destiny in the preceding game, you'd also be able to get Lazlo, IV's ultra quiet hero. You might be glad to know that Lazlo is now far from the speechless kid you knew previously. In fact, he talks...a lot. He'd have dialogues with former stars and even initiate friendly conversations with Kyril. This is a far cry from the one-liners you'd see him utter in IV. The best part of this is that Lazlo is one of the most powerful non-killable characters in Rhapsodia, especially since his Rune of Punishment is a lot more useful here than it had been in IV.

The plot is pretty basic — you'll only be chasing after the secret of the rune cannons from the very beginning — although it answers a lot of the questions left unanswered by IV. In fact, if you finish this, you'd now be able to remember the stars of destiny whose names elude you. Try resting once in a while to open up witty or story-driven scenes. And for Snowe haters out there, you'd probably snicker at what kind of life he ends up leading.


Gameplay and Battle System

I am one of the die-hard Final Fantasy Tactics fan. Thus, I had to dumb myself down before I could fully enjoy Rhapsodia. The concept is pretty much like FFT, except there are elemental grids to watch out for. Every character, both friend and enemy alike, has an affinity. Fire is weak against water, water against lightning, and so on. You don't really have to memorize the affinities, as there are icons that would tell you if your player is weak or strong against a particular grid. A wearable skill system is also applied here. You can upgrade both your weapons and your skills to improve your fighting abilities.

Besides using physical and magic attacks, you can mount owls and kangaroo-looking unicorns, hunt treasures, steal, and do combination/cooperative attacks that are much similar to what you can do in IV. I personally prefer using Kika and Lazlo's Double Sword Attack and Andarc and Seneca's Cohort Attack. With cooperative moves, you will have to chat with your combo partner from time to time to increase good will.

There's also such a thing as "dying" and "withdrawing." A number of characters from your roster can be permanently killed during a battle. But since you have a lot of powerful non-killable characters, who will simply withdraw when out of HP, you can opt to deploy them instead. Perhaps the only killable character I've used throughout the game is Trishtan and Rita, which is surprising because I hated her and her screechy "Pon!" with a passion in IV.

The problem with Rhapsodia's battle system is that it can get boring. I can't really explain why, but the battles aren't nearly as exciting as the ones you'd encounter in FFT, Disgaea or Front Mission III. Some battles can go on and on and on, as there will be cases when enemy reinforcements just endlessly sprout out of nowhere.

Despite this not being a full-blown RPG, you still can enjoy side quests that you can get from Lalacle. She lets you do guild quests that will yield lots of money and skill points.

One side quest that I detest, however, is The Obel Ruins, which consists of 6 floors of non-stop battling — another weakness that I can connect with the dreary battles. This is saying a lot, considering I finished Parasite Eve's Chrysler Tower at level 71. But see, back then, I was in college and could cut classes I can ace for the sake of gaming. A working person would have to spend at least 4 hours of her after office time every night if she wanted to explore it. I was only able to go through all 6 floors three times before I deemed it not worth my precious time. In fact, the Obel Ruins destroyed the final three battles for me. I had leveled up so much in the ruins that I made complete mince meat out of the last set of story-based enemies.


Audiovisuals
Don't expect much when it comes to graphics. This is composed of cell-shaded super deformed 3D. The characters look funny in a not-so-cute way: fat arms, fat legs, small heads and bodies. It doesn't help that most of your enemies are ugly man-fishies.

The voice overs can also grate on the nerves. A fine example is Sigurd, one of the hotties of Suikoden IV. In Rhapsodia, he sounds like a whiny, teenaged girl. What's even more off-putting is the fact that you can't skip scenes or mute the dubbing. Thank goodness Rita doesn't scream "Pon!" this time around or I would've let her die on the battlefield.


Replay Value
As I am not too attached to Rhapsodia as I had been to FFT and Front Mission III, I doubt I'd be replaying it anytime soon. But if you're a certified Suikoholic, you may want to pick this one up.


PLAYER STATUS:
DIFFICULTY: Easy - Difficult
COMPLETION TIME: 20-30 hours
HIGHEST LEVEL ACHIEVED: 38
RATINGS: Gameplay 7; Battle 8; Story 9; Visuals 7; Characters 8; Sounds 7; Replay Value 3

Tuesday, June 20, 2006

Genso Suikoden V


Genre: Role Playing Game
Platform: Playstation
Credits: 2006 Konami Computer Entertainment Tokyo, Inc. Screenshots courtesy of RPGFan.




SHOPPING:
Suikoden Game Shop
Suikoden Strategy & Art
Suikoden DVDs
Suikoden Toys
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Cover Description:

Tragedy and Destiny Intertwine Surrounding

the Legendary Sun Rune!

In the land of Falena, a prosperous and beautiful country governed by the matriarchy and the benevolent power of the Sun Rune, civil unrest arises and the queen is forced to use the Sun Rune to quell the uprising...but at what cost? Journey as the prince in an expansive quest uncovering the mysteries surrounding the Sun Rune, the civil unrest and the dark intent of an unknown power in the greatest Suikoden saga yet!

  • Tactical Formation System allows for over 20 strategic formations in battle.
  • 6 member battle parties with over 60 playable characters.
  • Enhance and customize your characters' skills, abilities, weapons and magic.
  • Fight on land and sea in strategic army skirmishes with hundreds of troops.


The saddest Suikoden I've ever played. >>> by skysenshi
I had the impression that I had to have a keen memory of all my Suikoden games to appreciate this one. After all, I had loved Suikoden III so much because I was able to extract the bonuses from my I & II saved files, thereby enhancing III's value by virtue of sheer nostalgia. But Suikoden V is set ten years before the first installment, which means that besides a couple of familiar — albeit younger — faces, there's not much reminiscing going on. Nevertheless, V delivered. And how!


Story and Characters

For the first time in Genso Suikoden history, your protagonist is a respected royalty. Sure, the setting is the Queendom of Falena, where women hold the highest position of authority, but the prince you control isn't exactly lacking in majesty. And despite his prettiness, you really can't help but like the character from day one.

What's even more amazing with this game is the fact that despite so many characters — the traditional 108 stars being present — nearly everyone has decent coverage. The back stories and personalities are well fleshed out; you'd definitely remember most of them months after you've finished V. Some of them you'd really despise (i.e. Marina) and some of them you'd be in awe of (i.e. Lucretia, Sialeeds). Others are just so darned weird (i.e. Rahal, Rania, Roy, Egbert, Genoh) you'll have a hard time keeping your laughter in check. The 108 Stars of Destiny just leave so much of an impact that you might even dream about many of them. Supporting characters like the beautiful Queen Arshtat and her husband Ferid wouldn't fail to make one sigh either.

The castle you'll be building in this game is huge. Bigger than anything you've ever done for past installments. I'd advise any gaming fanatic to explore it everytime it grows. You'd want to take advantage of the hilarious bath scenes, some dramatic landmarks in each of the characters' rooms (or even graveyards), and hauntingly strange rituals that may happen before the final battle.

Needless to say that in terms of storyline, Suikoden V can stand well enough on its own. It has solid characterization and a truly engaging plot that would keep you playing for hours on end.


Gameplay and Battle System

Many of the gameplay mechanics that disappeared in Suikoden IV were brought back here. Suikoden III's skill system, for one, is a welcome sight. It's a shame, however, that you can only equip 3 skills (magic and/or physical) at the most. You need to upgrade the regular skills in order to open up higher level skills that combine the attributes of lower level ones. As with its predecessors, the usual Runes, weapon upgrades and trading systems are available.

There's also the addition of Formation Skills, wherein the formation you choose can both give your party some attribute advantage plus the ability to initiate a special group attack/support skill. For instance, the Tiger Formation, gives +10 ATK to front row characters and +10 magic to back row characters. Furthermore, Tiger allows your party to attack a column of enemies (x1.2 damage) all at once. Sometimes the skill can dish out about 2-3K damage and may instantly kill enemies, depending on their HP rate.

Of course, the tactical battles will never disappear. The mechanics for this one is somewhat similar to Warcraft, wherein you can deploy units to attack specific enemies in real time. You have to think fast because other units will continue to move even while you're still setting the commands for one particular unit.

The one-on-one duel system is likewise still in place. For those who are new to the series, the duel system is akin to rock-paper-scissors. Unless you're holding a walkthrough, you'd have to be good at guessing what your sparring opponent is going to do next.

Like all the other Suikoden games before it, V offers a variety of mini-games that you can truly enjoy. II boasted of a cooking contest, while V's especially addictive mini-game is the fishing contest.


Audiovisuals

While I still prefer the traditional 2D look of the first two Suikodens, I must admit that the artwork here is impressive. V's look isn't exactly 3D, at least, not the way they had intended it to be for III and IV. It's more like a combination of both 2D and 3D, isometric environment coupled with cell-shaded 3D graphics.

This is a far cry from Suikoden IV's crappy crotch-riding outfits. (Why the character creator thought I'd want to see IV's very male hero in vagina shorts is beyond me.) The costume designs in V are as elaborate as the Chinese traditional costumes. They're very colorful, detailed and nicely rendered. The bonus here is the fact that there are so many attractive men and women in this game that you wouldn't begin to know where to look.

The musical scoring is superbly done, to say the least. It's definitely worth it to invest in the CD because Suikoden V has one of the most memorable collections of background music ever heard in video games. While the battle music may not be as LSS*-inducing as Suikoden IV's, the dramatic moments and tension-filled scenarios are captured perfectly by the rest of the tracks. Sometimes just listening to the BGMs alone is enough to make you weep. You have got to witness Rania and the Dragon Cavalry's musical ritual.


Replay Value

Here is where the irony lies. I was so obsessed with playing this that I was set on going through the "New Game Plus" mode. Unfortunately, many of the circumstances surrounding your hero's victory are so traumatic and tragic that when the opening scene played, I felt a telltale lump in my throat. This prompted me to turn off my PS2 lest I burst into tears at the memory of a happy beginning. The closest analogy I can come up with is this: Suppose the love of your life had passed away. And shortly after the funeral, you unearth a video footage of you and him frolicking in the snow. You witness him playing jokes and generally clowning around. And while you're watching this, you remember that he's gone. You'll either laugh or cry...or do both. This is exactly how I felt about the events that transpired in the Queendom of Falena.

All Genso Suikoden fans would know that tragedy isn't exactly a new concept in this series. After all, if you did play everything, you'd be overly exposed to hundred year wars and the like. V's defining points, however, are its in-depth characterizations that no other Suikoden has ever explored. You will be emotionally reeled in.

This game is so damn good (and I would even go so far as say that it's arguably the best Suikoden ever) but the thought of replaying it — or even just watching the opening FMV — hurts! It's interesting to note, though, that V marks the 10th year anniversary of the Suikoden series.

PLAYER STATUS:
DIFFICULTY: Moderate
COMPLETION TIME: 50-60 hours
HIGHEST LEVEL ACHIEVED: 50+ (Hero), the rest were in their 40s when I finished the game
RATINGS: Gameplay 10; Battle 10; Story 10; Visuals 9; Characters 10; Sounds 10; Replay Value 5

Wednesday, May 31, 2006

Metal Gear Ac!d


Genre: Action, Spy / Espionage, Shooter
Platform: PSP
2004 Konami Corporation. Screenshots and images courtesy of Amazon.Com.




SHOPPING:
Metal Gear Acid Games
Metal Gear Acid Strategy Guides/Art
Original Soundtrack
Toys and Accessories
Everything Metal Gear
Amazon.Com Product Description:
The legendary Metal Gear series comes to the PSP in METAL GEAR ACID. Experience a whole new gameplay system that focuses on deep tactical strategy with an entirely new Metal Gear storyline. As the role of top-secret agent, Solid Snake, players will make calculated decisions to plan out their infiltration strategy and accomplish the mission in a turn-based style of game. Through the use of strategic battle cards, players are given different abilities and stealth tactics to achieve the mission objectives. METAL GEAR ACID delivers the trademark stealth-action experience in a completely new game for the portable gaming audience to enjoy.

One Amazing Ac!d Trip >>> by Voldemort

Although the PSP is chock full of ports of PS2 games made to be played on the go, but don’t let the Metal Gear franchise fool you: Metal Gear Ac!d is not a port of any existing Metal Gear game in any other system. In fact, unlike the other Metal Gear games, Metal Gear Ac!d, one of the launch titles of the PSP, is definitely an innovative addition to the celebrated franchise in its own right.

Metal Gear Ac!d picks up on the story of Solid Snake in the year 2016, which is nowhere indicative of when in the Metal Gear Solid series this game actually takes place. Regardless of the continuity considerations, Ac!d departs from the traditional Metal Gear gameplay by instead employing a card game system that completely changes the complexion of the game.

Story: A+ (10)

I can’t outline the story in detail without giving away some unwanted spoilers, but the summary is that while in the middle of a mountain climbing expedition, Snake gets called in by a CIA agent named Roger to help track down a scientist in Lobito Island of the Moloni Republic in Southern Africa. This scientist apparently holds the key to a top-secret research program known only as Pythagoras.

The Pythagoras program is necessary because it is one of the demands of whoever it was that has hijacked Jumbo Jet flight 326, holding 517 passengers hostage, including Senator Viggo Hach, a presidential favorite come the next U.S. elections.

Snake has his work cut out for him, though, as the Moloni Republic doesn’t want to cooperate, so not only does he have to go find Pythagoras himself, he also has to contend with mercenaries in the Republic who are after the same thing as well.

While that is the story in a nutshell, there are going to be plenty of twists and turns along the way. Nobody in the story may actually turn out to be what they seem, and that includes Snake himself.

The story is engaging, and had me on the edge of my seat after I completed each mission. I was eager to know more about the story as it unraveled before my very eyes, and it’s hard not to love the very gripping storyline that covers everything from betrayal to intrigue to conspiracy to mistaken identity.

In talking about the story, it is inevitable to mention that you will find a lot of endearing characters in the game as well. Solid Snake is a given, but look out for names like Alice, Leone, Minnette, and Teliko, as these are just a few of the other characters who have definitely made the game all that more fun to run through for me.

Gameplay: B+ (8)

While the gameplay of Ac!d is definitely revolutionary, the learning curve is extremely high. This is the main thing that keeps Ac!d from getting a perfect mark in this category.

Ac!d’s gameplay is all about the battle system, primarily. What really makes it good is the fact that it seamlessly weaves together a turn-based strategy approach with playing cards, effectively combining luck of the draw with strategic skill for a very impressive package.

With each turn, you are allowed to play at least two cards. For each card you play, you have any of three options: USE, MOVE, and EQUIP. When you use a card, you simply do what its text indicates, be it shooting, attacking, or other assorted actions. When you move with a card, you simply move a given number of spaces with the card in question instead of using its ability. Equipping a card, on the other hand, puts the item in question in your equipment box, and effects for it vary.

The Equipment part is what makes the game a bit complicated. You see, the best weapons are equip-type weapons, and it’s unclear how to actually shoot with them, as the tutorial says you need to use the appropriate ammo when using such weapons. Oddly, there are no ammo cards. Apparently, your “ammo” would be weapons that actually have the same ammo type as the weapon you currently have equipped, such that a PSG-1 Sniper’s “ammo” would be another PSG-1 Sniper, or maybe a Dragunov Sniper.

Each card you employ has a corresponding COST, which is a measure of how much time you consume in using the card in question. You cannot take another turn until your total COST approaches 0 after you’ve used all your remaining moves for the turn. Therefore, it is a good idea to watch your COST lest you end up being stuck while your opponents take turns in rapid succession and find you or kill you before you even get another one.

The gameplay is very solid in this department, and in fact, addictive. The fact that the cards in your hand determine what actions you can perform means that you would want to get powerful cards to enhance your deck, and thus the desire to collect the best cards would result in playing and replaying lots of missions just to have the appropriate amount of points to purchase the cards in question. I’ve literally spent ten hours more than I should’ve in gameplay just to have enough points to buy booster packs to make my deck better, and the fact that the cards you get per pack are random makes the addictiveness factor of finding certain cards all the more exciting.

Graphics: B+ (8)

The cel-shaded graphics of Metal Gear Ac!d are definitely attractive, but is nowhere near the current level of graphics that we know the PSP can actually achieve.

This fact, however, does not give Ac!d a free pass to anything beyond a B+, as while the graphics are pretty good, they’re nothing spectacular, when contrasted to fellow launch titles like Burnout and Ridge Racer.

Music & Sound: B (7)

The music and sound is pretty appropriate for the game, although the lack of voice-overs definitely takes away from making the game topnotch in this department. The sound effects are standard fare for the Metal Gear series, and the Music tracks, while limited, capture the feel of what is happening onscreen: slow when sneaking around, fast-paced when on the run.

The music and sound are there, and are good enough for what they’re supposed to do. Beyond that, there really isn’t much here, as this isn’t the game’s strongest suit at all.

Replayability: B+ (8)

Ac!d is a game you’d still play even if you finished it already. This is because upon completion of the game, you get a card you can only get from completing the game, and the same thing happens upon completing it a second time: you get a different card again.

At the same time, there are a lot of cinematics from using certain cards, including shots of hot Japanese models in bikinis, so you might want to try doing that as well, aside from completing your collection of all 204 cards, which will keep you busy for a long while as you continue to play the game in an effort to fine-tune your deck.

Furthermore, as a heads-up to those who plan to get the sequel, 1/100th of your remaining points and any one card from your collection can be transferred via save file to Metal Gear Ac!d 2 at the start of a new game, so there’s even more incentive to go ahead and buffer your save file.

Overall: B+ (8)

Metal Gear Ac!d is a very fun and engaging game that’s hard to ever get enough of. From the amazing storyline to the innovative gameplay system, this game is definitely one of the bright spots of the PSP.

This game is highly recommended to anyone who enjoys turn-based strategy games, collectible card games, Metal Gear fans, and anyone who wants to go on a fun Ac!d trip.

PLAYER STATUS:
DIFFICULTY:
COMPLETION TIME:
HIGHEST LEVEL ACHIEVED:
RATINGS: Gameplay 8; Battle 8; Story 10; Visuals 8; Characters 10; Sounds 7; Replay Value 8

Monday, May 8, 2006

Gankutsuou: The Count of Monte Cristo


Genre: Drama
Parental Guidance Recommended
2004 Mahiro Maeda, original novel by Alexandre Dumas, Gonzo, Animax, TV Asahi




SHOPPING:
Gankutsuou DVDs
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Amazon.com Product Description:
Albert is a young man of privilege in Paris, but the trappings of his aristocratic birth leave him bored and unsatisfied. Seeking adventure, Albert’s restless spirit leads him to a festival on the moon – and to the Count of Monte Cristo.

An enigmatic man of charm and wealth, the Count of Monte Cristo’s charisma and sophistication captivate Albert. The fascinated youth invites the nobleman to mingle within the upper echelons of Parisian society, and the Count is soon courting the favor of France’s most powerful families. Little does Albert know, as his new friend walks the ornate halls of the highest class, the Count of Monte Cristo wants only to bring them crashing down through vengeance.

(24 episodes)

Revenge never looked that good! >>> by lensman

The Count Of Monte Cristo is one of my all time favourite novels. A story of love, betrayal, revenge, death, madness and redemption. I remember reading this when I was a kid and being drawn into the story, learning to care about Edmond Dantes and his quest for revenge on the men and women that he felt wronged him.

It is also a novel that hasn't been adapted well on screen. I have watched most of the big-screen adaptations and none managed to capture the spirit of the original novel. And don't even get me started on the recent movie adaptation.

Once again anime succeeds where Hollywood fails. Gankutsuou, while adding supernatural and sci-fi elements, and not exactly following the plot of the original, especially in the later half of the story, manages to convey the atmosphere of reading an Alexander Dumas novel perfectly.

The show goes to great lengths to achieve that feeling. From adding a somber French narrative at the start of each episode, to the vibrant portrayal of future Paris as it is frequently romanticized in the past, and the bizarre costumes that the characters wear, Gankutsuou manages to draw the viewers inside its universe and make them part of its world.

In adapting the novel, the creators of Gankutsuou took an interesting approach. The story is not being told from the point of view of the count, but from the point of view of Albert, who is the son of one of the Count's targets for revenge. The focus is not on the Count's story but how his revenge schemes affect those around him. This approach allows for the real human drama and madness to unfold and provides some incredible moments.

As far as protagonists go, Albert is about as child-like as they come. He is naive to the point of stupidity. He is stubborn like a child. He frequently has his head in the clouds. He gets frequently carried away by his emotions and he refuses to listen to sound advice that his friends give him. As such, he is the perfect puppet for the Count to manipulate in order to get to the targets of his revenge schemes. And yet, throughout the course of the series, after the disasters that befall his family and friends, he manages to mature, get to pull his stuff together and bring a happy end to the story... As happy as it can be in the present circumstances.

The Count, like the original novel, is the most interesting character. He clearly has a good motive to do what he does, and he lets his plan unfold flawlessly. There is one major difference between the novel and the anime though. While the Count clearly repents for his actions in the novel, he is absolutely remorseless in Gankutsuou. He doesn't feel a bit of guilt for using people that didn't do him any harm to achieve his ends. He doesn't care about the innocents that get hurt. He is ruthless and merciless.

Even though the portrayal of the Count in Gankutsuou is more one-dimensional, it oddly works really well on screen, mainly due to the fact that the people that he exacts revenge upon deserve it. Villefort is a ruthless bastard that likes to sentence people to death for crimes such as petty theft. Danglars is a money-hungry vulture that has no qualms about selling out his own family for money. Fernard seems like a pretty likeable guy, but when the niceties are over and he shows his true colors later in the show, we no longer feel sympathy for him.

Aside from the major change in the count's character, several other liberties were taken when adapting the novel. Some side-stories in the novel are reduced or scrapped altogether, and several characters that are alive by the end of the original novel don't make it to the final episode's credits. I, for one, didn't mind those changes and personally thought that it allowed for some tighter and better storytelling.

Trying to describe the visual aspect of Gankutsuou is really difficult. There is a certain aspect of the animation that will definitely irk some, namely the way the costumes and hair of the characters appear on screen. To put it simply, there is a singular pattern that remains stationary while the character moves, creating a truly weird effect. Yu get used to it, after a while, and it adds a lot to the show's atmosphere.

The 2D artwork of Gankutsuou is truly mind-blowing. Apart from the psychedelic patterns, the character and background designs are gorgeous. Every single cell of animation looks like a well made oil-canvas. The lighting, the expression, everything is made in such a way that you become absorbed into the Count's world. They look impressive enough on the screenshots, but you should really see them move to appreciate the outstanding work and effort that Gonzo put into it. The 3D artwork...

...Well, this is where Gankutsuou is sadly slightly off the mark. It's not actually that bad in itself, but mixing it with the show's awesome 2D visuals feels like mixing oil and water. They don't go well together. This brings the overall visual quality of the show down somewhat, which I think is a shame.

While the visual aspect of Gankutsuou is what will stand out, it's the sound that truly hits home. The music sports a wide variety of styles, from simple classic piano music to elaborate techno, and helps convey the atmosphere perfectly. The ending theme is a hard rock song that describes the Count and it comes up at exactly the perfect moment in every episode. The opening theme is a bit too melodramatic for my taste and is the low point of the show. That is not to to say that it's bad, it's to say that it's not quite as good as the in-series music and the ending theme.

A special mention should go to the voice actors in both the English and the Japanese versions. Jouji Nakata (our beloved Alucard) is perfect as the Count, while Kikouko "Belldandy" Inoue manages to give a truly heart-wrenching performance as Mercedes. The English Cast, especially the count, is doing a great job of keeping up, and the voices really fit the characters well. The fact that you don't have to deal with the "Americanization" of Japanese names (every time I hear a Japanese name in English, I cringe, no matter how good the translation is), due to the names already being in English, certainly helps.

In fact, Gankutsuou, because it's an adaptation of a well known story, because of it's really well made artwork, and because the voice acting and translations are top-notch is the perfect title to use in order to introduce anime to people not just as an entertainment medium for a bunch of hardcore fans, but as an art form.

So buy it today, and show the non-believers how good Japanese Animation can get.


Individual Rating: Art/Animation 8; Story 9; Characters 10; Sounds 8

Saturday, April 29, 2006

Howl's Moving Castle


Genre: Fantasy
General Audience
Credits: 2004 Diana Wynne Jones, Hayao Miyazaki, Studio Ghibli, TOHO




SHOPPING:
Howl's Moving Castle DVDs
Books and Illustrations
Original Soundtrack
More Howl's Moving Castle Items
Amazon.com Description:
In Hayao Miyazaki's latest animated masterpiece, journey beyond imagination and enter a "breathtaking fantasy world" (Kenneth Turan, Los Angeles Times) filled with adventure, humor and heart. Sophie, a quiet girl working in a hat shop, finds her life thrown into turmoil when she is literally swept off her feet by a handsome but mysterious wizard named Howl. The vain and vengeful Witch of the Waste, jealous of their friendship, puts a spell on Sophie. In a life-changing adventure, Sophie climbs aboard Howl's magnificent flying castle and enters a magical world on a quest to break the spell. Featuring the voice talents of Jean Simmons, Christian Bale, Lauren Bacall, Blythe Danner, and Billy Crystal, Miyazaki's artistry comes to life on DVD with inventive characters, unique storytelling and richly detailed animation.

Let the child in you explore...>>> by skysenshi
Based on the novel Howl's Moving Castle by Diana Wynne Jones, this movie is one of Hayao Miyazaki's best works to date. While it wasn't as groundbreaking as Spirited Away, Howl definitely carved its niche.

We are introduced to yet another plain-looking heroine, Sophie, who is young but as stiff as an ironing board. She meets the dashing, yet overly narcissistic Howl, and her life changes drastically. While wondering about the mysterious stranger, she unwittingly grabs the attention of an old witch who then turns her into a crone in order to catch the elusive Howl. Sophie, knowing full well that she cannot remain where she stood, sets out — back pains, rheumatim, and all — to search for Howl.

There are many conventions that this motion picture deviates from. For one, Howl isn't your typical Miyazaki male protagonist. He isn't very strong and reliable. In fact, he is hopelessly flawed. He is vainglorious, moody, spoiled, and his personality changes when his hair color does. He is cordial and formal when blonde, temperamental when red-headed, and silly when raven-haired. Why do you think every other bishounen fangirl drools over him? There are so many facets to Howl that one can't help but fall in love with him. I, for one, completely understand Sophie's fascination with the guy.

Sophie, on the other hand, carries the same dynamism that Howl has. For someone so conservative and prudish, she certainly attracts a lot of interesting friends. Her experiences with these magical beings help her grow as a character, and ultimately as a heroine. I had a wonderful time watching her get flustered by the supporting characters' antics. What many adults consider her weakness — her overly kind heart — I find to be her biggest strength. Normally, I would balk at seeing such an underdog, but her persistence remains under the radar. She does get sly when needed. That, for me, defines what a true backbone is. One doesn't need to be a certified bitch to express one's clout, and Sophie proves it many times in this animated feature.

The plot itself is fantastic, enough for me to want to buy Ms. Jones's book. Like Spirited Away, Howl's Moving Castle has that Alice in Wonderland feel, wherein you drop your real-life activities, set off for a dream world, and embark on a grand quest that defies time and space. The castle, with its walking spider legs, will take you to different places that have varying rules and nuances. The experience is incredible. Similar to all previous Miyazaki masterpieces, Howl is full of symbolisms — many of which overaged and overly jaded critics will never comprehend. You just have to learn to sit back and enjoy the film for what it's worth. If you are a person who overanalyzes, stop thinking and let the child in you be entertained.

Howl's Moving Castle made me thank heavens for DVDs. Before Spirited Away, I couldn't fully appreciate Miyazaki's productions because I watched nearly all of them through a VHS player. You just have to see Howl on DVD. The wondrous textures, playful colors, and crisp artwork are nothing short of superb. The musical scoring is equally as brilliant.

Highly recommended.

Individual Rating: Art/Animation 10; Story 10; Characters 10; Sounds 10

Sunday, April 23, 2006

Hourglass of Summer


Genre: Bishoujo Game
Platform: DVD Player / Playstation 2 / XBox / PC (DVD-ROM)
2002 PrincessSoft, 2004 Hirameki International Group, Inc. Illustrated by Suigun Murakami.




SHOPPING:
Hourglass of Summer DVD Game
Other products related to Hourglass of Summer
Cover Description:
The main character is living the normal life of a High School student. Right before summer vacation, he makes up his mind to ask out beautiful Kaho Serizawa, but the very next day he wakes up to realize that summer vacation is over and he had "Day Dropped," or time-slipped, to September 1st.

Going to school in a state of confusion, the main character finds his grief-stricken classmates, who tell him that his girlfriend Kaho has died in a tragic accident on August 31. How did he start dating Kaho, when he doesn't remember asking her out? And what were the tragic events that lead up to her death?

Day-dropping back and forth into time, the main character grapples with the problem of how to overcome his terrible fate awaiting the girl of his dreams.

A summer vacation that crosses the boundaries of space and time.

AnimePlay ruins a perfectly good story. >>> by skysenshi

I will never ever request for an AnimePlay DVD ever again.

My greatest regret is that I still have 2 more AnimePlay DVDs to "play" and review. Don't get me wrong. I have been a bishoujo gamer for years so I have nothing against b-games in general. Thing is, with AnimePlay, you just wish it were hentai so you'd have something raunchy to look forward to in the middle of a soon-to-be-snoozefest. Let's face it, b-games can get pretty boring because of the lack of activity going on in there. They're basically digital novels. When developers insert some hentai scenarios in them, you elicit a truckload of reactions—from shock to disgust to horniness. When you remove all that from a b-game, you may find yourself falling asleep in the middle of a decent storyline.

That being said, I must reiterate that Hourglass of Summer is an interesting read. The male protagonist, Kotaro, suddenly finds himself jumping back and forth in time. It's not the type of time traveling experience where one stays a long time in the past or future. Kotaro slides between close dates! Like, today he'd be experiencing tomorrow, and tomorrow he'd be experiencing yesterday. Confused? I know I was. I could certainly imagine how befuddled the poor dude must be, which is excellently portrayed in the game. Despite the numerous leaps between close dates, the plot is cohesive and you definitely could tell that the writer is a master of pre-destination paradoxes. The longest path has the deepest storyline because you also form bonds with all of the other girls. The best ending isn't just the best because it's the true path; it's the best because you get to familiarize yourself with everyone's complexities on a very emotionally intimate level.

There are five girls to choose from: Kaho, the sweet girl-next-door; Ai, Kotaro's extremely annoying childhood friend; Mana, the swimmer; Tomomi, the science professor; and Lee Jane, the time cop. In case you can't tell, Kaho is the "right" girl. I find her a bit too default, though her route is endearing and rich in content. She's the type of girl who will not tell you that you're being a jerk, but will just give you the cold shoulder. The other girls that definitely struck me were Tomomi and Lee Jane. I love Tomomi's path because you see very little of Ai, although I figure there's a lot more to her story than is being told. Still, it manages to come off as something similar to Eternal Sunshine of the Spotless Mind. Lee Jane, on the other hand, is perky and lovely. Unfortunately, her ending feels as if she were given to Kotaro as a consolation prize for ruining his chances with Kaho.

Kotaro, like many other anime/b-game heroes, has a signature best friend (SBF) named Takeshi. The great thing about it is that he isn't like most SBFs. Takeshi is funny and reliable, which is a rarity. SBFs are usually just props. Takeshi shone.

Graphics-wise, the artwork is beautiful. Kaho and Lee Jane are exceptionally gorgeous, albeit there are times when Kaho looks bigger than her supposedly overbearing dad. The voices, except for Ai's screeching, are usually pleasant and convincing.

I have one major gripe that definitely turned me off AnimePlay DVDs forever. Remember that I complained about Amusement Park? Hourglass of Summer's interface isn't as friendly as Amusement Park's. There's an 8-letter password that would serve as your "save point" and each letter has to be inputed individually. When you retrieve your password, it doesn't show you the entire thing. You have to press the arrow keys to uncover the rest of it. I don't understand why they can't just show everything in one go. I find that violates every rule of Human-Computer Interaction, because you are using a remote control—not a keyboard. It also takes quite a while for each letter to register, so you're in danger of hanging in the middle of your password session. Furthermore, I had problems figuring out when to get my password. Unlike Amusement Park, where your password is automatically displayed, you have to fetch your Hourglass of Summer password by pressing the triangle button on the PS2. When I used a normal DVD player, I could barely figure out how to do that without being thrown back to the beginning of the game. The only upside I could name here is that Hourglass has a password per chapter, not per story branch, so you can just fetch "save point" anytime you want to take a break. They don't tell you that in the manual.

One more thing I wish they'd come up with when developing bisjoujo games, especially AnimePlay DVDs: English audio. This way, you can actually do other things while listening to the story. It's the reason why podcasting is so hot. It cuts your errands time in half because you can multitask. I notice that I do tend to waste time on AnimePlay; I end up sleeping during the long dialogues—something that only Xenosaga made me do.

Overall, I think you're better off waiting for the anime version of this game...if you can even call it a game. I believe they wasted money on designers/programmers who could do a lot better if they were given real games to work with.


PLAYER STATUS:
DIFFICULTY: Easy
COMPLETION TIME: 6-8 hours
HIGHEST LEVEL ACHIEVED: -
RATINGS: Gameplay 3; Battle -; Story 9; Visuals 8; Characters 9; Sounds 8; Replay Value 1

Monday, April 10, 2006

Anime Toonz Volume 3: Kristine Sa Lime


Anime Toonz Volume 3: Kristine Sa Lime
Credits: 2005 Jellybean Recordings, Inc.


SHOPPING:
Anime Toonz Music
Kristine Sa Music
Kristine Sa Items
Track Listing:
  1. Minna no Kimochi (Every Heart) - Inuyasha
    Gomi Full Remix
  2. The Real Folk Blues - Cowboy Bebop
    Masi & Mello 12" Raw Vocal Remix
  3. Urusei Yatsura no Teema - Urusei Yatsura
    DJ Jinnai Full Vocal Remix
  4. Jajauma Sasenaide - Ranma 1/2
    YMCK Full Vocal Remix
  5. Candy Candy - Candy Candy
    DJ Jinnai Full Vocal Remix
  6. Find The Way - Gundam Seed
    Architekt9 Dub
  7. Jajauma ni Sasenaide - Ranma 1/2
    Beta Full Vocal Remix
  8. Urusei Yatsura no Teema - Urusei Yatsura
    Bit Shifter Dub
  9. The Real Folk Blues - Cowboy Bebop
    Masi & Mello Dub
  10. Minna no Kimochi (Every Heart) - Inuyasha
    John Creamer & Stephane K Full Vocal Edit
  11. BONUS TRACK: Forever Love - X
    Vocals by Maria Kawamura / Adam Marano Club Mix


Thoroughly Enjoyable >>> by skysenshi co-written with Sean Sanchez
After a long long wait, fans of Kristine Sa can enjoy hearing her once more. She has released not one, but two Anime Toonz CDs. These contain remixes of some of the best and popular songs from well-loved anime like Inuyasha, Cowboy Bebop, Urusei Yatsura, Gundam Seed, and Ranma ½. When you peruse the album cover, you’ll see listings and short blurbs of some US and internationally renowned DJs, with DJ Jinnai leading the helm. Remixes are done by DJ Jinnai, Architekt 9, Bit Shifter, Gomi, John Creamer & Stephane K, Masi & Mello, and YMCK. Of course, a short bio of the beautiful and talented Kristine Sa is featured on the very first page.

We're done with the Lemon Edition (Yellow CD). Up next is the Lime Edition, which I call the Green CD. Again, this could be identified by the album cover's color. As I have mentioned previously, I am not a fan of remixes. There’s something about original arrangements that make me want to preserve their sacredness, so I had to undergo a huge paradigm shift—even discussing the album with Sean, a friend who’s wild about remixes—weeks before (and after) the CDs arrived at my door.

The Lime Edition is distinct from the Lemon Edition in that the songs here are songs that are really reminiscent of what you'd hear while clubbing. Lemon is all about experimenting and having fun, Lime is all about gyrating, drinking, and flirting on the dance floor. It features seven anime theme songs, with four of them having two different versions each.

Kristine's Sa's vocals are downplayed here, given airy and etherial effects, which I believe is a perfect approach for this particular album. This is most obvious in Every Heart Gomi Full Vocal Remix. Norman Cook method was used and the speed of the song was just right, with the vocals being able to catch up to the beat. The John Creamer & Stephane K Full Vocal Edit rendition of Every Heart, on the other hand, made use of heavy base and drum beats, which made it seem like a dub kind of mix. Propellerhead method was applied, but if they wanted a K-Full Vocal Edit, they could've combined Propellerhead with the Norman Cook method. The remixer could also make use of more effects within the song such as flanger, scratch and reverb.

The Real Folk Blues is remixed twice by Masi & Mello. The 12" Raw Vocal Mix has a combination of Propellerheads and Norman Cook methods and lengthy instrumentals were used to stretch the song. The chorus could've been given more of an oomph had it been looped and a fading ending could've been more appropriate than an abrupt end. The Dub Mix uses Propellerheads, with drum beats and heavy base predominant all throughout. Reverb and echo special effects were also applied, as are lengthy instrumentals. Sean loves this remix the most because he believes the way the instruments battled against each other was perfectly done.

I find Kristine Sa very enchanting here. If you didn't find her seductress side in the Lemon CD, you'd most definitely find it here. The DJ Jinnai Full Vocal Remix of Urutsei Yatsura no Teema isn't the playful-cutesy track you've heard in Lemon's Bit Shifter Full Vocal Mix. This one's playfull, all right, but it sounds as if Ms. Sa means to tease her listeners.

On a slight change of note, I would just like to state that my personal favorite is Candy Candy. The reasons? DJ Jinnai did a particularly good job in this remix—making it sound like something you'd hear from an old Sega Megadrive game. DJ Jinnai's talents have been proven, no doubt about that. But Candy Candy also holds a special place in my heart. I believe Ms. Sa may have been too young to have gotten hold of the anime but she definitely captured Candy's fun side. I really appreciated that.

Lime Edition also has a bonus track: X's Forever Love, with vocals done by Maria Kawamura. While you can find this in AnimeToonz volume 2, it's great that they decided to feature this in volume 3 as well. It's so...80s, in a nice and endearing way. Don't expect Ms. Kawamura to have the same voice quality as Ms. Sa, though. They're completely different artists.

Monday, March 27, 2006

Anime Toonz Volume 3: Kristine Sa Lemon



Anime Toonz Volume 3: Kristine Sa Lemon
Credits: 2005 Jellybean Recordings, Inc.


SHOPPING:
Anime Toonz Music
Kristine Sa Music
Kristine Sa Items
Track Listing:
  1. Minna no Kimochi (Every Heart) - Inuyasha
    Jinnai Full Vocal Remix
  2. The Real Folk Blues - Cowboy Bebop
    Jinnai Full Vocal Remix
  3. Urusei Yatsura no Teema - Urusei Yatsura
    Bit Shifter Full Vocal Mix
  4. Find The Way - Gundam Seed
    DJ Jinnai Full Vocal Remix
  5. Dearest - Inuyasha
    DJ Jinnai Full Vocal Remix
  6. Jajauma Sasenaide - Ranma 1/2
    YMCK Dub
  7. Find The Way - Gundam Seed
    Architekt 9 Full Vocal Remix
  8. Minna no Kimochi (Every Heart) - Inuyasha
    Gomi Dub
  9. Jajauma Sasenaide - Ranma 1/2
    DJ Jinnai Full Vocal Remix
  10. The Real Folk Blues - Cowboy Bebop
    Masi & Melo 12' Vocal Club Remix
  11. Minna no Kimochi (Every Heart) - Inuyasha
    John Creamer & Stephane K Dub
Thoroughly Enjoyable >>> by skysenshi co-written with Sean Sanchez
After a long long wait, fans of Kristine Sa can enjoy hearing her once more. She has released not one, but two Anime Toonz CDs. These contain remixes of some of the best and popular songs from well-loved anime like Inuyasha, Cowboy Bebop, Urusei Yatsura, Gundam Seed, and Ranma ½. When you peruse the album cover, you’ll see listings and short blurbs of some US and internationally renowned DJs, with DJ Jinnai leading the helm. Remixes are done by DJ Jinnai, Architekt 9, Bit Shifter, Gomi, John Creamer & Stephane K, Masi & Mello, and YMCK. Of course, a short bio of the beautiful and talented Kristine Sa is featured on the very first page.

We start off with the Anime Toonz 3 Lemon Edition. I call this the yellow CD, which can obviously be identified by the album cover’s color. I must admit, I have never been a fan of remixes. There’s something about original arrangements that make me want to preserve their sacredness, so I had to undergo a huge paradigm shift—even discussing the album with Sean, a friend who’s wild about remixes—weeks before (and after) the CDs arrived at my door.

It didn’t take much effort. As soon as I plopped the CD into the player, I was soothed by Kristine Sa’s soft crooning. Her husky, melodious voice has never failed to fill me with awe. There are actually a total of six songs and these are remixed in several ways by different DJs.

Kristine Sa’s rendition of Every Heart, which was originally sung by Boa Gwon for Inuyasha, is nothing short of amazing. I didn’t set my expectations so high because we all know that Boa Gwon is a superstar in at least three countries, but Ms. Sa managed to surprise me. Her light, feathery approach made these particular remixes easy to listen to. The DJ Jinnai Full Vocal Remix uses a combination of Norman Cook and Strip Down methods. There are vocal distortions, which are characteristic of the strip downs. The beat could’ve been improved further if the Propellerhead method is applied—just to make it livelier. The sound effects are also appropriate. The John Creamer & Stephane K Dub, on the other hand, make use of the Norman Cook method. The very strong beat that livens up the song is normally seen with dub types of music. You’ll notice the loops in the beginning of the chorus and this becomes predominant throughout the music. Speed is just right, although a Flanger type of sound effect can be added in certain sections of the remix. The play of instruments is perfectly combined and it ended with a cut or break.

Okay, The Real Folk Blues (of Cowboy Bebop) is quite difficult to sing as it is a mix of country, folk, blues, jazz and various western influences. That is perfectly understandable. This is where Sa falls a bit short on the vocals. She tends to switch to the nasal register when she hits the high notes. Her voice is fundamentally different from Mai Yamane, who originally performed The Real Folk Blues, so I believe Sa could’ve done better if she attacked the song in a style that was solely hers. The DJ Jinnai Full Vocal Remix uses the Norman Cook method, although the chorus did not have any loops. The song’s speed led to a brand new dance-y sound, while the scratch sound effect was aptly put into place. The remixer could’ve added more effects such as Reverb and Flanger to spice things up a little. As for the removal for of the orchestral part, Sean and I had varying reactions to it. Sean thinks it made this better than the original, while I actually preferred the original because of the orchestra.

The Real Folk Blues Masi & Mello 12” Vocal Club Mix combines the Propellerheads and Norman Cook methods. Sa’s pacing here is a lot slower, but it matches the speed of the music well enough. The timing of the special effects couldn’t have been better, because the female shrieks helped the song tell a rather surreal story. Random instrumental portions within the remix, which have been used to lengthen the piece, are normal characteristics for club mixes. The fading end is very ideal to this type of music.

Dearest, an Inuyasha ending theme, is my personal favorite among the collection. It had always been one of the songs I loved listening to, even when Ayumi Hamasaki was performing it. (For those who aren’t aware of it, I don’t particularly find Hamasaki’s voice appealing. Her high-pitched vocals usually remind me of nails scratching repeatedly on blackboards.) Kristine Sa did well. In fact, I think she sings it better than Ayumi Hamasaki. She made it completely her own, practicing modulation techniques that are not normally present in anime theme songs. This remix, however, has its ups and downs. Norman Cook was applied, although it could’ve been improved had Propellerhead been used as well. Again, Sean and I had different reactions to the a cappella ending; he thinks fading technique would’ve been more appropriate while I actually think it’s perfect as it is. This piece isn’t made for the dance floor, though.

Two other songs I enjoyed were Urusei Yatsura no Teema Bit Shifter Full Vocal Mix and the YMCK Dub of Jajauma ni Sasenaide. I have never seen an episode of Urusei Yatsura, but it was fun hearing Sa adjust her usually husky voice to sound cutesy while the accompaniments made me remember the Nintendo Family Computer days of 8-bit gaming music. Bit Shifter is known for his love of Nintendo so it didn’t come as a shock that he’d come up with GameBoy-inspired themes. Jajauma ni Sasenaide YMCK Dub had the same 8-bit videogame music appeal to it. It didn’t have vocals, but I thoroughly enjoyed the trip back to the 8-Bit Realm.

Overall, I find this CD completely entertaining. That’s already saying a lot, since I have mentioned that I am not fond of remixes. I do wish they could've featured more songs instead of remixing the same songs over and over. Still, it’s great to know that many DJs are becoming more creative in their approaches these days.

Monday, March 13, 2006

Love Hina Totsuzen no Engeji Happening


Genre: Romance / Comedy
Platform: Dreamcast
Parental Guidance Recommended
Ken Akamatsu (creator).




SHOPPING:
Love Hina Manga
Original Soundtrack
Everything Love Hina
lensman's Description:
After having failed the Tokyo-U entrance exam, Keitaro Urashima is nowhere near achieving his goal of entering Tokyo University and meeting his fabled "promise girl". Or is he?

After catching a glimpse of his latest bad scores, Granny Hinata decides to send a real Tokyo-U student to help Keitaro, Naru and Mutsumi pass. Her name is Mizuho Fujisawa and she bears more than a passing resemblance to the girl Keitaro made a promise to several years ago. Furthermore, she is so confident that she can get Keitaro to pass, that she makes this wager: If Keitaro can't pass under her tutelage, he will get to marry her.

Just who the heck IS she?


Only dedicated for fans of Love Hina >>> by lensman
Having been obsessed with the Love Hina franchise, it became one of my life's goals to acquire all the Love Hina games that were ever made. So far, I have managed to acquire the PSOne game, the PS2 game, and the Love Hina Dreamcast Games.

The PSOne Love Hina game made me curse Japanese Technology and gadgets for the first time in my life, since it required something called "The Pocketstation" in order to play it. I eventually bought one, but I couldn't get it to work... ARGH!

The PS2 game was also a bust, because I couldn't get the import to work on my non-modded PS2... DOUBLE ARGH! I believe that says something about me...

Fortunately the Love Hina Dreamcast Games were playable...

In all honesty, Love Hina is not what you may call a "Game Friendly" franchise. At least Tenchi Muyo! had aliens, mechas, action and space pirates to go with the whole harem thing. You can easily make an RPG or a Strategy game out of it (in fact, several years ago, it was exactly what a certain company did for the SNES). But in Love Hina, you just have a student living with a bunch of girls. What sort of game can you get out this premise?

The guys that made the Dreamcast game certainly took an interesting approach. Instead of making a game that is based on the manga (the Anime was still being made at the time the games were made) they have decided to do an original story that ties in to it and tell a few original tales, based on the characters from a completely different perspective. Hence, the Love Hina Dreamcast game is set in a completely different universe from the manga and the anime.

Actually, the story of the Dreamcast game ties in quite well with the anime where no explanation was given as to who exactly was Keitaro's "promise girl." In Love Hina DC, we FINALLY get to not only meet her but also know her a lot better. Yes, Mizuho Fujisawa is Keitaro's real promise girl, and she is a crucial part of the game's plot. With her peppy, kind and uplifting personality, she is a welcome addition to the Love Hina cast. It's a real pity that she wasn't featured in the manga or the anime. Her "good ending" is especially poignant, as she decides to do one of the most touching things I've ever seen in a dating sim.

If you are a fan of the Love Hina franchise, the game is a must for several reasons:

-You will get to see several original LH stories, such as a "Who is better wife for Keitaro" pageant, in which all the girls participate. The cooking contest in particular is very memorable. And you won't believe what Mutsumi gets up to in there.

-As I said before Mizuho Fujisawa is an excellent addition to the Love Hina cast. Her interactions with Naru and Mutsumi are hilarious.

-The Voice Actors are all in top form giving some trully stand-out performances. Horie Yui's Naru, and Satsuki Yukino's Mutsumi, are laugh-out-loud funny, even if you don't happen to know the Japanese language. Even Masayo Kurata's Shinobu has a very funny scene near the end of the game which you will remember for a long time.

-You will get to see original artwork by Ken Akamatsu made specifically for the game.

-You can finally choose which girl Keitaro ends up with.

-You can connect to the internet via the Dreamcast's built-in modem and send Love Hina themed email messages.

Of course the game is far from perfect. The in-game graphics, with the Super-Deformed heroes as well as the building graphics are overly simplistic. And Ken Akamatsu's art is great when it shows, but it's static. I mean, come on, the Dreamcast gave us games like Skies of Arcadia and Grandia 2, we know it can do WAY better than that.

While the voice actors do a great job, the in-game sounds and music are nothing to shout about. There are a couple of original songs created specifically for the games, but even those fail greatly to impress.

But the game's biggest flaw is definitely in the way it is played. Love Hina is a "Roulette Adventure" meaning that, at various points in the game, you will be asked to choose a path and play a "Roulette Game," which affects the story in a negative or positive way, depending on the outcome. The paths you choose unlock "Omake Chapters" which focus on a certain character and sucessfully completing them affects the ending. To further complicate things there are "Study Roulettes" which affect Keitaro's mark and "Relationship Roulettes" that affect Keitaro's relationship with the protagonists. The ending depends on the overall mark and relationship rating that Keitaro gets and whether or not he successfully completed the character's "Omake Chapter."

While this sounds well in theory, it doesn't actually work out that well when you are playing. The roulette game means that you will be saving and restoring on a regular basis, cursing the game's developers when you get the wrong outcome FOR THE TENTH FRIGGING TIME IN A ROW! TRIPLE ARGH! In all honesty, it may allow non-Japanese speaking players to play and finish the game but it kills whatever joy it can bring you. Plus, all the Study and relationship ratings render the game somewhat confusing. I really wish they would have made this as just a "Multi-Choice" dating sim. It would have worked out, gameplay-wise, a whole lot better.

If you are a fan of Love Hina and Ken Akamatsu's work, you should definitely play the Dreamcast game for the extra-stories, the excellent voice actor performances, the original artwork, and the for the LH-Themed emails. But if you are not, and you are just looking for a good anime-based game, you should look elsewhere.

NOTE: Playing the game is actually a very tricky business. It doesn't run on the American Dreamcast, unless you insert a special "Import Boot Disk" first.

Finding the game is also tricky. Your best bet is eBay, where you can find some pretty sweet deals. Of course, you could also download it, but we don't want to condone game piracy, now do we?

PLAYER STATUS:
DIFFICULTY: Moderate
COMPLETION TIME: 20 hours
HIGHEST LEVEL ACHIEVED: N/A
RATINGS: Gameplay 4; Battle N/A; Story 8; Visuals 6; Characters 8; Sounds 7; Replay Value 7

Paradise Kiss


Genre: Romance
Parental Guidance Recommended
Credits: 2000 Ai Yazawa, Shodensha




SHOPPING:
Paradise Kiss DVDs
Paradise Kiss Manga
Toys & Accessories
Original Soundtrack
Paradise Kiss Item Shop
Amazon Editorial Description:
Yukari wants nothing more than to make her parents happy by studying hard and getting into a good college. One afternoon, however, she is kidnapped by a group of self-proclaimed fashion mavens calling themselves "Paradise Kiss." Yukari suddenly finds herself in the roller coaster life of the fashion world, guided by George, art-snob extraordinaire. In a glamorous makeover of body, mind and soul, she is turned from a hapless bookworm into her friends' own exclusive clothing model.

(5 tankubon)


No stereotypes here>>> by thundersenshi
If you're looking for a quick shoujo mush-fix, you may want to rethink about reading this title. But I will recommend it to anyone who's looking for a worthwhile read. I just found it really unique, especially for a girl's manga, but I was also surprised to learn that according to TokyoPop, it was one of the top-selling shoujo titles in Japan. I didn't think something a bit lacking in the usual shoujo fanservice would sell so well.

This story by popular mangaka Ai Yazawa is about coming of age, first loves, and realizing dreams. It may sound like a familiar formula, but it's not the typical shoujo fanfare that'll usually make a girl sigh and daydream. It's a relentless story of life and love, unpredictable and sometimes harsh. With Yazawa's art and the totally bizarre world of fashion designers, the setting is almost surreal, but the conflicts that occur are realistic and unmerciful. The drama is there, with a bit of glamour every now and then (that is reminiscent of showbiz sob stories) and in the center of it is the anything-but-typical hero George.

I have never encountered a more unlikely leading man for a shoujo manga, but there you go! He doesn't even look the part; if pictures of the characters were to be flashed right in front of you, chances are you'd get the male lead wrong. George is frustrating, excruciatingly unpredictable (he never says or does anything that's expected) and possibly bi-polar (and self-admittedly bisexual!), but there's no arguing that he's definitely no ordinary (nor boring) shoujo hero. None of the characters in the manga are ordinary, anyway, but George tops them all off by being the most frustrating. And yet, one can't help but experience his life as it unfolds in the manga. Especially when it tangles inevitably with the heroine's, Yukari.

Yukari is possibly the closest anchor you get to "normal", in that one can easily relate to her reactions to circumstances and confusion. She starts off as just another schoolgirl, like many shoujo heroines, but she eventually breaks out of the mould as she learns more about honesty in dealing with her problems. One can't help but empathize with her, even when she's just as stubborn and frustrating as George. She's at that point in her life when she makes her most important decisions. The pressures of being an entrance examiner, a daughter to a traditional and perfectionist mother and being in a roller coaster romance can sometimes be too much for an 18-year old girl to handle. She's human in that she makes mistakes, too, and learns from them.

One also wonders at times at the opportunities found and lost by all characters, their hopes and possibly, regrets. Not just George and Yukari, but also Miwaka, Hiro, Arashi and Isabelle. Everyone went through a tough time in their young lives. The pangs of having different priorities from loved ones is something that is all too real and personal. This manga deals a lot with unexpected turns of that kind--funny, warm, but oftentimes painful experiences, too. And a story can't get more honest than that, which makes Paradise Kiss a unique and unforgettable read, filled with bittersweet memories and great triumphs.

Individual Rating: Art/Animation 7; Story 8; Characters 8

Wednesday, March 1, 2006

Mahou Sensei Negima (Negima! Magister Negi Magi) Manga


Genre: Comedy, Drama, Romance
Parental Guidance Recommended
2003 Ken Akamatsu , Kodansha




SHOPPING:
Negima DVDs
Negima Art and Manga
Negima Games
Negima Toys
Negima Original Soundtrack
Negima Fashion
Negima Merchandise
lensman's Description:
Negi Springfield has just graduated from the magic academy. His first task as a magician is to become a teacher in the Japanese Mahora Academy. He is assigned to class 2-A which has 31 girl pupils. Most of the girls in the class are thrilled that their sensei is a cute ten-year-old kid, but Asuna Kagurazaka is not, because Negi replaced her homeroom teacher that she had a crush on. Pretty soon, she finds out that he is a wizard, a fact that he is supposed to keep under wraps. How will Negi deal with her? And, even if he does manage to get her by his side, will he be strong enough to face the troubles ahead?

(14 tankubon)

Throw the anime away! >>> by lensman
(Yeah, it sounds as a stark contrast with my "normal" anime review of Negima. The fact is, it is a good series. It is a good introduction and supplement to the manga, but doesn't even come close to being as good, and is a huge letdown for fans of Akamatsu's original work.)

I don't believe this! I can't believe what has happened to my favorite manga series! After going through the final episode, I had a burning desire to save up 1200 dollars, travel up to Japan, and show up at Studio Xebec's door with a shotgun.

Story arcs that were a joy to read in the manga were literally messed up in their anime version. Crucial events and character development, even beloved secondary characters were completely omitted or had their part reduced to a poor shadow of what they were in the original piece of work.

I guess part of the disappointment was due to the fact that I had high aspirations for the show. Prior to watching it I had watched some great introductory videos that had some good gags, some very recognizable voices (among them Kikouko "Belldandy" Inoue and Horie "Naru" Yui) and kept true to the overall spirit of the manga. They were greatly directed and animated and hyped me up about the quality of the upcoming show.

Seriously, what the (censored) happened? All they had to do was to faithfully adapt the first five arcs of the manga series, and you'd have a highly enjoyable TV Show with a great pace, nice characters, as well as a climactic and action-filled finalle.

Instead they mangled the story beyond repair and took away a significant amount of charm that made me fall in love with the Negima Universe.

To give credit where credit is due, a couple of stories were better handled in the anime version than in the manga. But all in all, I have to say that, for the most part, the animated version of Negima is a pale imitation of the comic-book greatness.

And the ending... OK, I liked the more serious direction, the animation and the voice acting was great, but in all honesty, it was a bit too-little-too-late, and it felt really awkward, especially when you compared it to the uplifting spirit of the rest of the show.

The tragedy of Negima is that this could have been a great show. It could have been a classic, if the had just payed the proper respect to the source material. Instead it's just merely "good". If something positive came out of this tragedy, is that plenty more people will get to know the Negima manga through the anime and will hopefully pick it up to see what the big deal is and what they have been missing.

But seriously, Studio Xebec should not be allowed to touch another Ken Akamatsu title with a ten foot pole.

Individual Rating: Art 10; Story 8; Characters 9

Tuesday, February 28, 2006

Love Hina Manga


Genre: Comedy / Romance
Parental Guidance Recommended
Credits: 1998 Ken Akamatsu




SHOPPING:
Love Hina DVDs
Manga and Illustration Books
Original Soundtrack
Love Hina Item Shop
lensman's Description:
When Keitaro Urashima was a little child, he gave a childhood promise to a little girl,that he would attend Tokyo University, Japan's most prestigious institution, in order to be with her when he grows up. Now, 21 years later, after having failed his entrance exams 2 times already, and being thrown out of his parent's house, things are looking pretty bleak for him. Hoping to get some support from his grandmother, he stops by his grandmother’s Hinata Apartments, not knowing that the inn he used to stay in as a little boy has been turned into a girls’ dormitory. After an embarrassing and eventful start, and lots of mishaps, he winds up becoming the inn’s landlord, much to the dismay of the girls. Will he be able to withstand the trials and problems that the girls impose upon him? Will he able to earn their trust? And will he finally be able to get into Tokyo U and meet his promise girl?


Throw the anime away! >>> by lensman
The Love Hina franchise and I have a weird history together. Weird in that I actually got to know it backwards. Most people read the manga first, then watch the anime and then play the game. I got to play the Dating RPG first (over at Newgrounds), liked it, wound up watching the anime because I didn't get many of its in-jokes and then read the manga because I loved it and wanted to find out what happens after the anime ends.

Why this particular flashback? Because at first, I was hesitant to pick it up. Despite watching anime for 5 years at the time, I was still thinking, "I've seen the anime, why should I check out the manga?” (A sentiment which, by the way, makes mangakas everywhere cry tears of sorrow). Love Hina was the first manga that I DID have a reason to check out, so I picked it up at volume 9, which is, chronologically, after the Spring Special...

I liked it so much I've bought and read the other 13 volumes...

...And I've never been able to watch the Love Hina anime ever since...

To say that the manga is better than the anime would be the understatement of the century. Where should I start? First of all the characters have more depth in them and are way better developed. Naru is actually a likeable character, while in the anime she was just a pig-headed girl who barely deserved any sympathy. Motoko is a way more conflicted and complicated person and she changes greatly throughout the 14-volume run of the series. Shinobu is much more than just a shy and timid wallflower. Mutsumi is still the girl of my dreams in here but she is actually cuter, if that's even possible. And Keitaro...

Keitaro's very different in the manga. While the anime portrayed him just as a clumsy idiot, Keitaro in the manga is a guy that has plenty of potential, both in the romance and the academic department. He is not stupid, and can have some pretty keen insights. The reason he fails in the exams is because he lacks focus and a good reason to do so. And the reason why he is a failure with girls is because he lacks self-confidence and thinks he is a failure, not because he’s unattractive. He is not a pervert. In fact, there are points in the manga where he could take advantage of the girls but goes to ridiculous lengths in order to not do so.

One very interesting aspect of the manga is that the girls don't immediately fawn over Keitaro. Quite the opposite. In fact, in the very first volume, they gang up on him and try to get him to quit as a landlord. Keitaro eventually manages to earn their trust, but they are still wary of him.

As the story progresses, Keitaro manages to gain more confidence in himself and his abilities, finds his true calling in life, and winds up being more than worthy for the girls. As such, Love Hina, is not really a story of love, but Keitaro's coming of age — of how he turns himself from a loser to a winner. The final three volumes of Love Hina show Keitaro at his best, getting even with the girls (especially Motoko) for all the problems that they caused him and showing incredible maturity and strength, which brings the story to a great emotional and action-filled climax. A totally satisfying finale...

...None of which showed up in any form in the anime, by the way...

Seriously, they cut the best parts out. The inner conflicts, the reflections, the aspirations, the considerations, and the character developments got scrapped. All that was left in the anime was a bunch of gags with an open-ended romantic ending.

Are you still wondering why I can't bring myself to re-watch the animated series?

Ken Akamatsu's art improves greatly over the course of the series. At the beginning, it's very simple and very similar to "A.I. Love You." However, as the story progresses, volume by volume, it becomes more detailed, more complex and more fluid. The girls become prettier, and Keitaro actually gains a fashion sense. The climactic finale, with its action scenes and the plot twists, still stands out today.

Akamatsu is well known for the large amount of fan service that he instills in his work, and Love Hina is the reason. Every chapter has more than its fair amount of implied nudity and panty shots, which I feel kind of detracts from the overall story. The erotica in Love Hina seems a bit forced at times and it's like it's just there for the sake of it. Now, don't get me wrong, I like fan service as much as the next guy (in fact, I like it more than the next guy), but there is a certain amount of T&A that you can take before it starts to feel weird.

Tokyopop, in overall, did a good job in bringing Love Hina to the US, however I do have some major issues with the translation.

To point, the honorifics were discarded and the characters call themselves by their first names. Now, this is very important, because in the original, Keitaro called Naru by her last name, which helped convey that Keitaro actually respected and appreciated her. The various honorifics that he used with girls also conveyed respect and appreciation. With the elimination of the honorifics and the name-change, this sense of respect is lost, thereby making the story lose a lot of its impact. This becomes especially evident in the finale.

Also, there are no translation notes. If you don't count a few footnotes here and there, that can help you understand some of the context and implied meaning of the story. The sound effects are also not translated, while there are some jokes that have been very poorly "imported" without any explanation, leaving the reader sometimes clueless.

Finally, I did notice some "dumbing down" of the script in some cases. While I can understand that this is done in order to get a joke across, there are cases where, for instance, some of Keitaro's crucial dialogue is scrapped and replaced by him commenting on the girl's figures and underwear. It undermines his character and makes him sound like a pervert while he is clearly not, at least not in the original.

Hopefully, Tokyopop will follow Del Rey's example and will revise her translation by adding honorifics, translating the sound effects, adding notes, and paying more respect to the source material. Seriously, If they do that, I will re-buy the entire Love Hina series...

I can dream, can't I?

Despite its flawed translation, Love Hina is still a good read, a masterpiece of its genre that still does well after all these years. It keeps the reader coming back for more even after he finishes going through it. It is a must for every manga fan.

Just don't watch the anime AFTER you read it. You will be severely disappointed.

Individual Rating: Art 9; Story 8; Characters 9

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