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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).

PACIFIC RIM
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)

Nintendo eShop from 16/8/13

AUD $15.60 (NZD $20.40)


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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Special offers

Title

Platform

Price

Available

Trine 2: Director’s Cut (Nintendo)

Wii U
(Download)

Nintendo eShop from 16/8/13

AUD $7.99 (NZD $9.99) until 5/9/13. Was $19.99 (NZD $24.99)

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.

First volume of Tiger & Bunny: Comic Anthology released

tiger-and-bunny-anthology-1Every so often when a manga does well enough, or the franchise is popular enough, a compilation of a few volumes of the manga are released together as one book. Despite being only two volumes in, Viz Media has chosen to release both volumes of the Tiger & Bunny manga together in one package under the name Tiger & Bunny: Comic Anthology 2-in-1.

The anthology does go for cheaper than buying the two manga volumes separately, as it only costs $12.99 US/$14.99 CAN for this book while buying them individually would cost $20. To see whether or not these two manga volumes are worth picking up, you can check out my review for Volume 1 here and my review for Volume 2 here.

Magi: The Labyrinth of Magic manga Volume 1 now available

magi-volume-1-coverToday Viz Media has released the first manga volume for Magi: The Labyrinth of Magic. The series, created by Shinobu Ohtaka, follows the story of a young adventurer named Aladdin explores mysterious Dungeons out in the desert seeking treasure, however he may be just as mysterious as the treasures themselves.

The first volume, which is being printed under the Shonen Sunday label, costs $9.99 US/$12.99 CAN for a physical copy, but it is also available as a digital download for $4.99 on VizManga.com and through the Viz Manga app. Those who find themselves enjoying the story of Magi: The Labyrinth of Magic may be interested to hear that an anime adaptation has already been created.

Call of Duty: Ghosts Collector’s Editions revealed and detailed

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Earlier today Activision revealed a number of new changes that they have made to Call of Duty: Ghosts and now they have also announced two Collector’s Editions versions of the game that will be available for purchase when the game launches.

The Prestige Edition, which costs $199.99 includes:

  • Call of Duty: Ghosts video game with Collectible Steelbook™ featuring premium artwork
  • 1080p HD Tactical Camera (with memory card, multiple mounting attachments, and rechargeable battery)
  • Military-style Paracord Strap
  • Call of Duty: Ghosts DLC Season Pass
  • Downloadable bonus multiplayer map: Freefall
  • Ghosts Insignia Pack including in-game player patch, playercard & background
  • Digital Call of Duty: Ghosts soundtrack

The Hardened Edition, which costs $129.99 includes:

  • Call of Duty: Ghosts video game with Collectible Steelbook™ featuring premium artwork
  • Military-style Paracord Strap
  • Call of Duty: Ghosts DLC Season Pass
  • Downloadable bonus multiplayer map: Freefall
  • Ghosts Insignia Pack including in-game player patch, playercard & background
  • Digital Call of Duty: Ghosts soundtrack

You can check out a rather humorous look at the items that come with these special editions in the video below.

Saint Seiya Brave Soldiers release date announced for the Americas

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While it was up in the air whether or not Saint Seiya Brave Soldiers would be released in North America in any form, we now know that the game is at least going to be released digitally in North America and physically elsewhere.

Today Namco Bandai has revealed when fans of the Saint Seiya franchise can pick up the game, and that happens to be November 26th. Launch copies of the game in Mexico, Brazil and elsewhere in Latin America will include the Gold Saint Aries Shion DLC character which can be seen in the screenshots below.