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SMASH! 2013 Recap

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The 2013 SMASH! Sydney Manga and Anime Show has come to a close, and – pardon the pun – but we had a smashing time at the convention. This year, the Sydney Convention Centre was host to a packed house, and for good reason, with special guests, great panels and workshops, awesome vendors on the show floor and fantastic cosplay. Want it all in one place? Well here is our coverage recap!


Special Guests/Interviews

SMASH! hosted some very special guests this year, including: Haruko Momoi – well known as ‘Halko’ by fans of her anime voice-over work, and her singing/songwriting; Masakazu Morita – motion-capture actor, radio host, and voice of Ichigo Kurosaki from Bleach, Barnaby Brooks Jr. from Tiger & Bunny, Marco from One Piece, and Tidus from Final Fantasy X; Japanese band Loverin Tamburin and finally, character design, illustrator and animation/art director Matsubara Hidenori (Ah! My Goddess, Sakura Wars). Watch our interviews with Vocaloid DJs Hachioji P & kzHaruko MomoiLoverin Tamburin and Masakazu Morita!

Mr. Matsubara and a drawing of Asuka.

We also got the opportunity to interview Noel from Bushiroad, where we discussed the card game craze, and in particular the enormously popular Cardfight!! Vanguard. Masakazu Morita sat in for a Q&A panel where he answered questions on his VO career, and even treated us to some live dubbing! Finally, Hidenori Matsubara also conducted his own Q&A panel, answering queries on his highly respected career with a spotlight on his time as key animator for Neon Genesis Evangelion.

Workshops/Panels

There were a plethora of expert panels at SMASH! this year. If you needed a crash course in form, shape, structure and drawing technique, then Cecilia Jin’s ‘Improve Your Drawing‘ workshop was for you. For those non-artistic types, maybe the Bushiroad Card Games Workshops would have been right up your alley, teaching you the rules and basics of Cardfight!! Vanguard, for which a tournament was also held in the BushiRoad TCG Room. Of course, Weiss Schwartz, Yu-Gi-Oh! and Pokemon players were not left out with their own tournaments available to enter.

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Hanabee made some important announcements in their Hanabee Industry Panel, including the news that RWBY will release on both DVD and Blu-Ray in November with English audio only. Madman also delivered multiple, big announcements concerning recent acquisitions and future releases during their Madman Industry Panel, including their plans to release a new line of Kids manga which will begin with Pokemon Adventures and The Legend of Zelda box set in September. Speaking of Manga, home-grown artists Kelly Green and Ngoc Han Nguyen ran the informative ‘How To Produce Manga‘ panel.

Kelly Green's Shonen Manga Example

Freelance motion graphics designer Paul Caggegi conducted a 3D Illustration Panel, focusing on using Blender to produce 2D Manga-style work. From 3D in digital, to 3D in real life, the Armour Making Panel presented by Matthew Klimenko featured a discussion on the armour making process and also included a live demonstration of a cold casting session. And headed by Dr Mio Bryce, Head of Japanese Studies at Macquarie University, Amy Plumb and Terence “Tel” Porter – students within the same program – the Rurouni Kenshin: Where the Spirits of the Past and the Future Meet Panel took a look at the complex themes of the series.

Competitions/Cosplay

All manner of competitive activities were held throughout the day. The AMV (Anime Music Video) Competition saw the Valkyria Chronicles anime synced to the Fast and the Furious 6 trailer! The zombie apocalypse-themed Mindscape Fan-Art Tournament showcased the amazing talents of its entrants. For the gamers in attendance, they had the opportunity to test their mettle in Street Fighter IV for a chance to win Mindscape sponsored prizes, including a PS3 copy of Atelier Ayesha: The Alchemist of Dusk. A Pokemon DS Tournament was also held, with the winner taking away a sweet Beyond Entertainment sponsored prize pack.

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The 2013 Gunpla Builders World Cup came to the show, with models ranging from the classic RX-78 to the Musha Gundam on display – the winner receiving a return trip to the finals representing Australia along with trophies and product hampers from Bandai. Outside the venue a Cosplay Battle Royale was under way (think live-action Pokemon battles, but with people), and we can not forget the ultimate showcase – the Madman Cosplay Competition. Costumes ranged from warriors to schoolgirls, angels to Italian plumbers, and even an appearance by Finnpool, the unholy fusion of, you guessed it, Finn and Deadpool. At one point the stage was packed with a swarm of One Piece cos-players!

Events

There was obviously a large contingency of attendees interested in art. The ‘Art Room’ at the show was a safe haven for those budding artists to come and interact, free draw, and – most notably – take part in some Cosplay Life Drawing sessions. Also, being screened at the show by Madman, Siren Visual and Hanabee were their very inspirations – premiere showings of anime such as Appleseed XIII, Code Geass: Akito the Exiled, Hakaba Kitaro and Hakuoki: A Memory of Snow Flowers. And one of the consistently popular things to do at a SMASH! show is experience the Maid Cafe, where cute staff dressed in old-style maid outfits serve you delectable food.

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Outside of culinary treats, we were given some musical ones too. Japanese pop singer Haruko Momoi graced the main stage to perform a fantastic concert, with songs including Wonder Momo-i, Ai no medicine, Romantic Summer, God Knows (from The Melancholy of Haruhi Suzumiya) and more. J-Pop/Rock band Loverin Tamburin also performed renditions of classic anime music from series such as Magi and Dragon Ball ZAnd finally, as the day came to a close, two of Japan’s leading Vocaloid DJ’s – Hachioji P and kz – held a fun, celebratory Vocaloid Night Party!


And that’s it for another year. SMASH! 2013 broke all kinds of records, and we can’t wait for 2014’s event, which will have moved to a larger venue in Rosehill Gardens, and will expand to become a 2-day show!! Hope to see you all there!!

You can check out all the Event and Cosplay photos over on our SMASH! 2013 Facebook Gallery!

Asphalt 8 Speeds Onto Mobile Next Week

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Gameloft, one of the preeminent game developers for the mobile platform has proudly announced their next game will be speeding onto the App Store and Google Play next week! Asphalt 8: Airborne, the latest installment in the Asphalt series of racing games will be shifting into fifth gear and putting the pedal to the metal on its way to your mobile device on August 22nd!

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Asphalt 7 (check out our review here) was one of the top mobile gaming experiences of 2012, and by far the best racing game out there, and Asphalt 8 looks to blow it out of the water. The game will have all the fun of the previous installments, while bringing with it a slew of new features, such as;

  • LUXURY DREAM CARS
  • 47 high-performance cars (80% NEW!)
  • Top licensed manufacturers and models like Lamborghini Veneno, Bugatti Veyron,
  • Ferrari FXX and Pagani Zonda R
  • Newly recorded high fidelity motor sounds for realistic audio immersion
  • GET AIRBORNE
  • Hit the ramps and take the race above
  • Perform barrel rolls and wild 360º jumps
  • Maneuver through the air while pulling stunts
  • NEW EXOTIC LOCATIONS
  • 9 different settings like Venice, French Guiana, Iceland, Nevada Desert & other exciting locations!
  • All tracks available in original and mirror variations in Career mode
  • Discover plenty of hidden shortcuts
  • NEW FEATURES FOR SPEED FREAKS
  • 8 seasons & 180 events in the Career mode
  • Stunning visuals thanks to next-gen shaders, real time geometry reflection & other amazing effects
  • Check out the new Infected and Drift Gate modes
  • A detailed damage system like nothing you’ve seen before
  • SIMULTANEOUS MULTIPLAYER & GHOST CHALLENGES
  • Simultaneous multiplayer action for up to 8 opponents!
  • Dare friends to asynchronous races
  • Compare scores on the new leaderboards with friends and drivers around the world
  • Share your racing achievements and prove that you’re the ultimate speed machine
  • MUSIC TO REV YOUR SOUL
  • A heart-thumping mix of amazing licensed music
  • Featuring tracks from Bloc Party, Mutemath & The Crystal Method

Phew, that is a simply massive slew of features, especially for a mobile game! Not only that, but to top it all off, the game will be running on a brand new physics engine!

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What do you think, is Asphalt 8 going to be the next racing game that makes your palms sweaty, or have you put way too many hours into Asphalt 7 to make the jump? No matter what your thoughts are, we want to hear from you in the comments below! Remember that for all the Asphalt news, be sure to stay tuned to Capsule Computers.

DYING: Sinner Escape Available on iOS

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Well, with an uplifting title like that…

Mobile developer NEKCOM Entertainment announced the release of their newest title, DYING: Sinner Escape, for the iPhone and iPad. From the creator of SAW, the game franchise, and featuring developers from a plethora of other titles, DYING strives to bring AAA horror action and visuals to mobile devices.

DYING: Sinner Escape is a horror adventure telling the story of Colby Davis, a man tormented by his past and locked in his own disturbing mental chambers. Players are challenged to escape these rooms created by Colby with the ultimate goal of redeeming our hero. Will Colby – aided by his ex-girlfriend Ruby – find redemption to his self-accusations and guilt for the death of his mother and unborn brother, or will he be locked forever in a mental loop of horror and shame?

The game’s story will be spread over a number of episodes, with each focusing on the perspective of a different character and having its own climactic ending. Each character will also be fully voiced, bringing them to life in a twisted, gloomy and mysterious world.

DYING: Sinner Escape is available now for iOS devices on the App Store. Future episodes and a Playstation Vita version are set to be released later in the year. For more information, visit the Facebook page. Check out the pics below for a glimpse of the world you’ll be dying to escape…

Plants vs Zombies 2 Interview with PopCap

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Plants vs Zombies 2 hit the Australian iTunes store a few weeks back, and since then it has spread like wildfire. Almost everyone with an iPhone/iPad (in Australia) has grabbed the latest installment of the tower defense phenomenon that is Plants vs Zombies. Not only has it been a commercial success, but critics are also loving the game (check our our review here). As a fan of the series, and also the guy here at Capsule Computers that was lucky enough to review the game, I had a tonne of questions about the series past, present and future. With that in mind, we here at Capsule Computers reached out to PopCap Games, and were met with a frank and cheerful response from Allen Murray, Senior Producer on PvZ2. I hope you enjoy our little chat.


Question 1: The original Plants vs Zombies has made its way from mobiles to pretty much anything and everything that plays games. Is the plan for Plants vs Zombies 2 to eventually get the same widespread release?

Answer: The choice to lead with iOS was largely driven by the industry as a whole. Since the release of the first Plants vs. Zombies on PC we’ve seen our mobile players become our biggest, most active fanbase – and this fell right in line with PopCap as a whole, which has been focusing on mobile for the past few years. The iOS also platform gave us the opportunity to add in some new touch-screen effects such as the Power Pinch, Power Toss and Power Zap. We expect to adapt Plants vs. Zombies 2 to quite a few other platforms in the coming months and years, but we aren’t discussing any specific plans for other platforms at this time.

Question 2: Plants vs Zombies: Garden Warfare was definitely a surprise at this year’s E3 Expo. The game looks exciting, and is a unique way to expand on the PvZ ‘universe,’ Will we see any connectivity between PvZ2 and Garden Warfare?

Answer:  Sorry but I have to leave the Garden Warfare news to the Garden Warfare team.

Question 3: With Plants vs Zombies: Garden Warfare coming soon to Xbox One, are there currently any plans for PvZ to expand into any other genre? Maybe an RPG?

Answer:  The world of Plants vs. Zombies is wide open. You see how we’re expanding it with the comic books that Dark Horse is publishing and in other efforts outside of games, and so we’re definitely open to thinking about how other gameplay genres may fit as we think about the franchise as a whole.

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Bonk-Choi and ThreePeater Concept Art

 

Question 4: Free-to-play is sometimes seen as a bit of a dirty phrase in gaming, what inspired the decision to go down that path with this installment?

Answer: We fully committed to move to Free-to-Play only once we had established the core design Since the first game was so beloved, we knew we could not mess this up. We knew we had to stop and apply a lot of design thinking to this new approach. We looked at economic models of games that we loved to play, and noted key moments in classic PvZ where the player can pause to make decisions about how to purchase items or unlock content in the game. Some inspiration came from classic games we love that had solid in-game economies, such as the latter Super Mario games that introduced the concept of world maps and the star system to unlock new levels. As a result, we hope players find our in-game store and monetization aspects to be a well-integrated,core part of the game, as opposed to feeling tacked-on.

Question 5: Plants vs Zombies 2 hasn’t made its way to the App Store in the US Yet, what made you release to us lucky Australians first? And will the game be receiving any updates, such as new levels etc to coincide with its US Launch later this year?

Answer: The original Plants vs. Zombies has such a fan following, and we needed to be mindful that we didn’t mess with that magic. There was a lot of concern around making the game free-to-play, which introduces a number of challenges around scalability, play balancing and economy but also a lot of opportunity such as the introduction of new content. We wanted to ensure that PvZ2 met the quality standards people have come to expect from PopCap and the franchise, and doing the soft launch enabled us to test and polish aspects of the game in a manner we couldn’t do internally. As for new content, I’ve been sworn to secrecy.

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Question 6: So now we have Egyptian Zombies, Wild West Zombies and Pirate Zombies. Can you give us any hints as to what we can expect next?

Answer: Again, I’ve taken an oath! We’re not specifying exactly what the next world will be at this time – except I can tell you that it will be available later this year, at no cost, and it’ll be full of new plants, new zombies, and more fun! We came up with a lot of crazy ideas while making this game, many of which didn’t make it because they either didn’t quite come together or didn’t fit conceptually into the first three launch worlds. But that doesn’t mean they won’t appear in later worlds we introduce. We have lots of new worlds and characters up our sleeves, so we’re reluctant to give too much away and ruin the surprise by saying too much.

Question 7: What would you say is the most enjoyable part of making the Plants vs Zombies games?

Answer: The best part, hands down, is the people. The team is just the best, most amazing and hardest working team I have ever had the pleasure of working with in over a dozen years of game development. And the fact that we get to spend each day discussing funny ways in which plants can knock the heads off zombies? That’s icing on the cake.

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Question 8: Conversely, what would you say is the worse part?

Answer: The pressure! Plants vs. Zombies is not just a successful game, it’s a beloved game and brings with it a legacy and expectation of quality and fun that we need to maintain.

Question 9: There are an enormous amount of plants and zombies that have been created for the games, and each one is unique and appealing in their own ways. Does the development team have any plants or zombies that really shine as their favourites?

Answer: There are new standouts like the Bonk-Choy, Lightning Reed and the Pea Pod, but the old favorites, the heroic trio of the Peashooter, Sunflower and Wall-Nut will forever be in our hearts.

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Question 10: Recently we have seen Angry Birds move from being just a video game into a multimedia franchise complete with its own cartoon series. Are there any talks at the moment to do the same for PvZ? I personally would love a PvZ animated series.

Answer: Oh man, me too!

Question 11: The other day, I was down at the football and behind me I heard two kids, couldn’t have been any older than 8 or 9 talking about how awesome Plants vs Zombies is, and comparing which levels they were up to. “Are you up to the pirates yet? It rocks!” How does it make you feel as game developers to know that you have created something that is loved and discussed by people from literally all ages.

Answer: That is the best feeling. That is why we do what we do. Each of us remembers what it was like being that 8 year old kid totally geeking out over their favorite game and now we get to live our dreams. We are literally Santa Claus to millions of young players right now and that brings such a joy to my heart that I have a hard time describing it. It’s safe to say that I am quite the rock star at my kid’s elementary school.


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Concept Art for the Hot Sauce

“Literally Santa Claus” I think that sums it up nicely. Not only are the guys at PopCap great game developers, but just great guys all round. Big thanks to Allen Murray for taking the time to talk to us! Plants vs Zombies 2 is set to launch in the United States TONIGHT, so all of you Americans can enjoy what us Aussies have been going gaga over these past few weeks.

As Plants vs Zombies grows as a franchise, it will (hopefully) start to encompass more forms of media; starting with the soon to be released comic book from Dark Horse. With that in mind, for all the Plants vs Zombies news as it becomes available, be sure to stay tuned to Capsule Computers.

Pacific Rim Review

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Pacific Rim
Studio: Legendary Pictures
Publisher: Warner Bros. Pictures
Format: Cinema 3D, 2D (Reviewed – Event Cinemas George St.), Blu-Ray, DVD
Release Date: Out Now – Buy Tickets Here, Online Store Buy here

Overview

Pacific Rim is Guillermo Del Toro’s passion project; a love letter to both the classic Japanese Kaiju films – The Beast from 20,000 Fathoms and Godzilla being the forefathers of the genre, with respective creators Ray Harryhausen and Ishirō Honda dedicated to at the end of the film’s credits – and Gundam, which he – being a huge nerd and self-professed ‘otaku’ – is a big fan of. The basic premise needs no explanation and immediately sells to the male demographic: Robots vs Monsters. It’s what we loved in our childhoods and adolescence, and we still carry that childlike awe and sensibility with us, but does that automatically mean we would love the film?…

Story

“We always thought alien life would come from the stars, but it came from deep beneath the sea. A portal between dimensions in the Pacific Ocean.” In the year 2013, Earth was besieged by this threat, known as the Kaiju (Japanese for ‘giant beasts’). The attack came suddenly and by surprise, with San Francisco first falling victim. Humans were eventually successful in felling the “Trespasser”, when after 6 days of standard military opposition, the U.S. government ordered the launch of 3 nuclear missiles, sacrificing the city of Oakland. After successive attacks, the nations of the pacific rim realised that they needed to put their own petty quarrels aside, pool resources and build a new weapon. 

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And hence, the Jaeger program was born. Each year from 2015 on, multiple 240+ feet tall monster destroying machines were built in production waves (Mark I-V). Initial tests proved the neural load of controlling the gargantuan robots too much for a singular pilot to handle. And so, a two-pilot operation was necessary, with each controlling one hemisphere of the “brain”. But first, the two pilots must share a connection and compatibility, entering a state known as the Drift, where they essentially mind-meld, see each other’s memories and…’get on the same wavelength’.

We join the personal story of Raleigh Beckett (Charlie Hunnam) and his older brother Yancy (Diego Klattenhoff) – co-pilots of America’s Mark III Jaeger, Gipsy Danger – as they are deployed to take down a Category III Kaiju, codenamed “Knifehead”, taking aim at Anchorage, Alaska in 2020. Unfortunately, the Kaiju lived up to its name and sliced through Gipsy Danger like a hot knife through butter, ripping its left arm off before killing Yancy. Raleigh proceeds to do what very few have in the past, piloting the Jaeger solo and finishing Knifehead off with repeated plasma cannon blasts to the face.

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By 2025, the pacific rim governments decide to discontinue production on the Jaegers after the onslaught becomes too frequent for them to keep up with. Instead, they build a less time and resource-consuming wall…like that would ever work (some of the dumbest “logic” ever in a film). Everyone, including the retired Raleigh Beckett, knows that their time and lives are being wasted building this supposed barrier – their discordance being the extent of the political tension represented in the film. It’s at this point that Pan Pacific Defense Corps Marshall Stacker Pentecost (Idris Elba) contacts Raleigh, brings him to the Hong Kong “Shatterdome”, tells him of his new plan of attack and gets started on finding him a new partner.

Multiple important characters are introduced at the tail end of the first act/beginning of the second act, such as PPDC Ranger-in-training Mako Mori (Rinko Kikuchi), Dr. Newton Geiszler (Charlie Day) – who has a dangerous idea for how to communicate with their assailants – his competitive fellow Dr. Hermann Gottlieb (Burn Gorman), black market Kaiju-organ dealer Hannibal Chau (Ron Perlman) and more. Overall, the cast give great performances, although Charlie Hunnam’s strange British-gone-American accent sticks out like a sore thumb, especially when he pronounces the Japanese name “Mako”, the attempts at which are so bad it’s comical.

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Relationships between characters are well-examined, and the carnage of the war is offset by small moments of comedic reprieve – e.g, the force of Gipsy Danger’s punch through an office building starting the swing of a Newton’s Cradle on a desk. That being said, tonally, this does create a small conflict, and maybe that’s why it didn’t quite click with me. Many things were also set-up for a sequel, such as – SPOILER ALERT – the possible consequences of ‘Drifting’ with a Kaiju, the impact of their ability to give birth and the all but uncharted territory of the Anteverse (the Kaiju’s dimension) – SPOLERS END – without the film feeling like that was its soul purpose (many would argue Prometheus is a prime example of this).

Visuals & Audio

Pacific Rim has to be one of the more vivid, colour-rich films in recent times. From the settings to the lighting, vibrance and saturation is enhanced for a more stylised and bold look. There is never a dull visual on-screen, with even character design matching this outrageous colour language; Hannibal Chau for instance, dons a burgundy suit, bright red vest and yellow tie, not to mention his literally gold-plated shoes. Hong Kong is a nice alternate setting to the overused Tokyo, although it shares that neon aesthetic with its streets lit up by their bright glow.

The Jaegers and Kaiju all have very individual designs that are recognisable and give character. The Jaegers in particular represent their nation of origin by either adopting the colour scheme of their flags or taking on design elements based on their history, i.e., Japan’s Tacit Ronin painted in white with the red rising sun symbol, while Cherno Alpha may not reflect Russia’s flag, but its nuclear reactor-head and old, worn down exterior perfectly characterise it as distinctly Russian. And while, on the whole, they look great in-motion, in uncommon instances the visual effects can look quite sub-par (especially the Sydney scene as shown below).

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Bad CGI; luckily not common throughout

I wanted to make special mention of Robert Kazinsky and Max Martini’s work in portraying actually believable Australian accents! I thought that they were true-blue Aussies until I looked them up on IMDB to double check (I was aware of Kazinsky’s prior work, but he made me second-guess his nationality). Musically, Ramin Djawadi (Fright Night, Game of Thrones) does a good job in creating a unique hook with the musical motif of the main theme. That, coupled with the fact that the electric guitar is king here, and sounds cleaner than most implementations of the instrument in other films, created a unique sound that is owned by the movie.

Overall

Pacific Rim could have gone in many different directions, but Del Toro chose to focus on the most basic element of the film – the insane action. It’s exactly as advertised; these are your action-figures grown to the size of a skyscraper, beating the tar out of each other. Style expectedly overrules substance here, but that’s not to say that the groundwork hasn’t been laid for an exploration of the deeper themes that were planted, as a sequel was always in the plans. However, I just get the feeling that Del Toro wants this to be a franchise of pure fun and not much else, which is fine, but there is so much dramatic potential in the concept of ‘the Drift’.

Yet, if Del Toro’s reported idea of ‘merging a Kaiju and Jaeger’ for the next entry is any indication, drama/human story will continue to take a back seat to humour and ridiculous, over-the-top battles. This is the tone he went for and achieved, as it works to a substantial degree, but I can’t help but feel that Pacific Rim could have been so much more, which is strange because its initial appeal to me was the spectacle of enormous monstrosities duking it out. Don’t get me wrong, it’s still a good time at the movies, and those of you who want to shut off and enjoy a true popcorn feature will appreciate it for what it is.

7-0-capsules-out-of-10

Capsule Computers review guidelines can be found here.

Medaka Box and Nyan Koi! delayed in North America

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If you were hoping to pick up English dubbed version of Medaka Box later this month when it came out on Blu-ray or DVD then you may want to rethink your plans. Sentai Filmworks has announced that they are delaying the release from August 27th to September 24th.

Also delayed is their release of the newly dubbed version of Nyan Koi! which would have been released on September 24th. Now the release is set for the end of the year on December 31st. For those who don’t know, Nyan Koi! was originally released with only English subtitles back in 2010 and has since been given an English dub.

AFL Live 2 gets release date

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Get ready to get excited AFL fans as Tru Blu Entertainment have just announced the official release date of their upcoming title AFL Live 2. It has been confirmed that AFL Live 2 will see a release on the 12th of September, 2013 for both Xbox 360 and PlayStation 3.

The game boasts over 60 teams, a richer and deeper gameplay experience as well as the most realistic AFL game mechanics to date. AFL Live 2 is undoubtedly set to be the greatest AFL game to date and a must have for footy fans wanting to step onto the oval for themselves.

Be sure to pick up AFL Live 2 when it is released on the 12th of September. Stay tuned for more information on the title in the lead up to its release.

Hatsune Miku: Project DIVA F Senbonzakura trailer released

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Today Sega of America has released a new trailer for Hatsune Miku: Project DIVA F and, while it is an English trailer, all of the singing has been kept in Japanese of course. The trailer, which can be seen below, features the song “Senbonzakura” by Kurousa-P and “Meleancholic” by Junky, sung by Hatsune Miku and Kagamine Rin respectively. Also there is a third song where Hatsune Miku, Megarine Luka, and Kaito all perform it, called “ACUTE” also by Kurousa-P.

For those who don’t know, Hatsune Miku: Project DIVA F is going to include 38 playable songs when it is released on August 27th in North America and will be the first ever Hatsune Miku title to be released in the West.

Pokemon Rumble U Comes to the eShop in Australia with Good Company

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If you are in Australia and own some Nintendo consoles you are in luck, as quite a few releases have now shown up on the eShop, including Pokemon Rumble U, which makes its debut this week. Also available is the fantastic DuckTales: Remastered (check out our review here), reviving the classic in a brand new way.

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Those who want some retro fare will also be happy, as the Virtual Console is also seeing some love with the likes of Star Soldier hitting the 3DS‘ service. You can check out all of the offerings as well as deals below with all of the details included, and keep in mind that until August 31st you can pick up all the DLC for New Super Mario Bros. 2 at a 30% discount.

Title

Platform

Available on

Price Point

Pokémon Rumble U

(Nintendo)

Wii U (Download)

Nintendo eShop from 16/8/13

AUD $19.50 (NZD $25.50)


Game Description: Pokémon Rumble U is the tale of the Toy Pokémon’s great adventure: after a mishap in the Toy Pokémon Shop, a few Pokémon capsules are swept down a river and washed up on a strange riverbank. Our heroes set out to find their way back to the Toy Pokémon Shop. Along the way our heroes discover all is not right: Can you help our friends discover why some of the Toy Pokémon are fighting each other, and what the enemy Pokémon are plotting?

DuckTales: Remastered


(CAPCOM)

Wii U
(Download)

Nintendo eShop from 16/8/13

AUD $19.50 (NZD $25.50)

Game Description: DuckTales: Remastered is a hand-crafted, beautiful reimagining of one of the most cherished 8-bit titles of all time. The gameplay retains the authenticity of its 8-bit predecessor, simple and fun, with slight modifications to improve gameplay flow and design. Embark on an authentic DuckTales adventure, as Scrooge McDuck and his three nephews; Huey, Dewey and Louie travel to exotic locations throughout the world in their quest to retrieve the five Legendary Treasures.

 

Summer Carnival ’92 RECCA
(Kaga Electronics)

Nintendo 3DS
(Virtual Console – NES)

Nintendo eShop from 16/8/13

 AUD $6.50 (NZD $8.50)

Game Description: Developed by Naxat Soft for their Summer Carnival tournament in 1992, RECCA is a fast, furious shooter that pushed the NES™ to never-before-seen speeds. Battle through stages swarming with enemies, collecting power-ups for your primary and secondary weapons. Hold fire for a moment and plasma energy will build up, to be used as a shield or launched as a plasma bomb. Even RECCA’s soundtrack is hard core, with some of the most impressive music on the NES. This tour de force of technical wizardry and intense action is not for the faint-hearted!

Star Soldier
(KONAMI)

Nintendo 3DS
(Virtual Console – NES)

Nintendo eShop from 16/8/13

AUD $6.50 (NZD $8.50)

Game Description: Take control of the starship Caesar and defeat the evil Star Brain and its armies in this classic NES™ shoot ‘em up. Star Soldier spawned Hudson Soft’s long-running series of Soldier titles. Pilot your ship through 16 deadly stages across an enormous space station, collecting power capsules to increase your ship’s firepower, speed and shields. Blast waves of enemies or fly under the space station to avoid incoming fire. Conquer each stage to make your way to the final confrontation with Star Brain.

Jewel Quest 4 Heritage
(MSL)

Nintendo 3DS
(Download)

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Game Description: Hit the trail with Rupert on a journey through the shrines and castles of Hernan Cortes’ lore. Swap jewels and collect puzzle pieces to unravel a perplexing web of family history. With over 170 new Jewel Boards, including 3 jewel-swapping modes, new surprises await in every level.

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Cubetractor Review

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Cubetractor
Publisher: Ludochip
Developer: Ludochip
Platforms: PC
Release Date: May 29, 2013 (Steam)
Price: $9.99 – Here

Overview
Indie titles tend to take some time to mature and essentially “grow” in the public eye. And so the tale of developer Ludochip’s Cubetractor unfolds… Conceived on a napkin in Singapore around December 2011, Cubetractor saw its early formations with collaboration between two members: Bruce Chia and Tan Jianyang Justin. By November 2012 the title was set to embark on a journey that revealed Cubetractor’s destiny.

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The Independent Games Festival China 2012 in Shanghai proved to be the ultimate test for the duo as their indie title had proceeded to beat down the competition and take home the gold with the ‘Best Game Award’. Beyond the festival – what more could Ludochip ask for? Even though games can reach high acclaim at events, publicity is a key factor in achieving any kind of success. Late May 2013, Cubetractor received enough votes to be inducted onto Steam. The title has finally reached my fingertips but was it a joyous encounter?

Story
Not meant to be driven by a story, Cubetractor has compelling motives that make the lead character, Endroi – our blue cube pulling robot, cute and lovable. Some robots are destined for a life of routine, monotonous work. However, Endroi knew that he had a greater purpose and that purpose led him to liberating the world of ‘red’ structures. Right from the start, our robot – or “we” for that matter – has the mentality of a pre-school child and believes anything and everything is a game. [How I believe Endroi thinks: “I pulled a cube and killed a robot… Waesomes!”]

Emerging from a scrapyard, Endroi is first met with resistance as compounds become destroyed by his cube pulling techniques. However, as the player progresses Endroi’s creator (Wultch) becomes intrigued by his potential – not that he could have stopped him anyway – and follows along the path of destruction. Others soon begin to take notice of the blue robot’s advanced abilities and begin to test him further eventually trying to kill him. What can you do when you cannot stop a robot with a mission. Celebrate in its splendor!

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A cute addition worth mentioning about the story’s dialogue is that there are a few video games references that drives home the retro mentality. A princess of the ‘red’ variety asks to be saved, but Endroi is quick witted and replies that she is not locked away in another castle. As some players are insistent to skip text-based dialogues, I found myself intently reading to catch a quick laugh. Note that the text are distributed in short sequences, so the actual pre-level dialogue is fairly brief but comical.

Gameplay
Let’s first state that this is a game for people who enjoy developing problem solving skills. I started each level with the idea of scoping out the environment and seeing what the best way was to take out enemy turrets. There is no ‘rushing the turret’ as you cannot directly do physical damage to an object. The foundation is based on the pulling of cubes and either creating objects with them or simply destroying other objects through collision. Therefore, the controls are simple since you are left with arrow keys to move and “Z” to pull objects from the direction Endroi is facing. If you care to remove a created object of your own arsenal, hit “X” as it will break down the object.

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Let’s spend a moment talking purely on cubes. Cubes are spawned on object specific blocks and respawn a few short seconds after being destroyed. It is important to note that structures cannot be formed on these tiles and will be automatically broken down. If cubes are combined into a single structure, the cube will not respawn in its holding position until the structure is demolished. With that said there are three different types of cubes: spine, earth, magne. Each one holds a different purpose as well as characteristic when combining with other cube types. For instance, the spine cube is known as the ‘munitions’ cube and when combined with itself or others will result in a munitions based characteristic. Two spine cubes will create the first turret called a cannon. A spine cube and earth cube will create a power plant that enhances the fire rate of proximity turrets. The last combination for the spine cube requires a magne cube and creates a boltgun turret that shoots rapidly at close range enemy objects. Learning each combination and how they affect the ‘meanies’ or enemy turrets is all about the title’s problem solving process.

Enemy units reflect the same structures Endroi can create with the inclusion of ‘meanies’. Meanies are basically roaming robots that can do damage to Endroi upon collision. However, once meanies collide with Endroi they are then disposed of. Otherwise enemy structures are pre-generated for the map requiring you to determine the premium placement and timing of creating your own structures.

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Completion of a level occurs by either collecting all batteries left over by structures/meanies (quests) or by entering a beacon after slaying structures/meanies (examinations). The main difference is that you are required to collect batteries on quests and not on examinations. Examinations grade you on completeness as well as speed, so collecting all batteries is in your best interest. Quests only require you to complete the task of destroying enemy units rather than being graded. In addition to completing a level, you collect a certain number of stars for both quest and examination. A completed quest awards you only 1 star whereas completing an examination with a master grade will present you with 4 stars. Keep in mind that quests are not required to advance to the next examination but will continually test your skills.

Visuals
16-bit visuals wrap the gameplay and story into one complete ‘cube’ package. See what I did there? Object and environment meshes blend well and retain a simple nature that only amplifies the delivery of the title. Animations when objects collide provide just enough for the player to get the idea of a combination or combustion that doesn’t over complicate the base mechanics.

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Upon reaching the latter levels, the intensity builds up as more turrets are established with power grids to give them extra fire power. Running pass the certain turrets or sitting out in the open can result in an immediate bombardment of missiles to your screen. Dodging a few shots here an there is a synch, but 10+ shots might be pushing it to the extreme. At any rate, seeing the difficulty is very important, and Cubetractor does well to execute this process.

Audio
Background music and sound effects are both excellent and crisp. Starting with the background music, I have had the pleasure of playing Gaijan Games’ BIT.TRIP COMPLETE for the Wii and can attribute that a similar method of music creation was performed – using simple sounds in a conjunctive manner. The music sends out vibes as though it is retro at heart but offers a techno renditions that has been tackled by our current generation music.

Sound effects like cubes collapsing brings out the nostalgia of early 90’s video games like The Legend of Zelda: A Link to the Past (Super Nintendo) and Crusader of Centy (SEGA Megadrive). The sounds nearly mimic these titles or at least provide the same essence of what makes a retro game. Ever feel that some developers just get what you want because they are gamers too?

Overall
Who would of thought that pulling cubes out of the ground would be so much fun? Cubetractor does everything right by providing a great indie strategy title that is made by and for gamers. By combining old school graphics/audio with a solid gameplay foundation, the duo of Ludochip has already established their first title as a success. Do yourself a favor and play this game right now – it’s WAESOMES!

10-0-capsules-out-of-10

Capsule Computers review guidelines can be found here.