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Charlie Murder Review

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Charlie Murder
Developer: Ska Studios
Publisher: Ska Studios
Platforms: Xbox 360 (XBLA)
Release Date:
Out Now
Price: $9.99 – Available Here

 

Overview

Ska Studio’s latest outing; Charlie Murder, is a punk-rock inspired, side-scrolling beat ’em up. Drawing inspiration from the arcade classics of old, and mixing them with some modern day RPG elements, a kick-ass soundtrack, and visceral, graffiti style art work, Ska Studios has allowed them to create a memorable experience that is not only worthy of the Summer of Arcade, but almost a must-have for any Xbox owner.

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Story

Charlie Murder’s story takes a while to show itself, and this can be a mixed blessing. It took a few levels before I had any idea why we were fighting hordes of the undead. The beginning stages of the game almost imply that it is a “just because” situation. This can turn many gamers off, but if you persevere the story starts to unfold and it is actually an enjoyable tale.

I think most people can relate to the feeling of a band breaking up. Either a band we love parts ways, or a band a friend of ours was absolutely obsessed with calls it quits. Charlie Murder is a story about a band who does just that, and about an old member who becomes so full of rage and angst that he becomes the embodiment of evil.

As you play through the game, you will be treated to flashbacks of the band member’s lives. These serve to paint a portrait of the life and timed of these punk rockers prior to them being hunted by demons. Many of these will portray the band in quite a bad light and make it difficult to sympathise with their plight.

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Gameplay

Charlie Murder has its roots squarely in the realm of old-school beat ’em up. Much like Breath of Fire, Double Dragon or even Scott Pilgrim before it, you control your character through various 2-dimensional stages, beating down enemies as you go. What really separates Charlie from his other well-known brothers is the slick RPG elements added in.

At the beginning of the game, you are given the option to pick your character. In most beat ’em ups this would be limited to a pallet swap, or maybe a few different attacks. In Charlie Murder however, it changes the game completely. Each character has their own class. Many of these classes will be immediately recognisable to anyone who has played an RPG before. The Shaman acts as a summoner, the Tank can take a lot of hits, and the Mage does magic related stuff. It is all pretty standard stuff for the genre, but its presentation puts it into a class of its own.

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As each character in Charlie Murder is a band member, all of their skills and abilities revolve around their chosen instrument. The Shaman is the bassist of the group, and he strums a wicked solo to summon his rolling saw blade of death, while the Minstrel screams into her microphone to damage her enemies. It all fits seamlessly together to create this unified world where everything makes sense.

Aside from general character class business, the game incorporates a slew of other RPG elements. Everything you would expect to be able to do in a modern RPG is here, from customising your character appearance and skills through various items, armor and gear, to upgrading certain stats like speed or strength.

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The sheer volume of enemy types is nothing to laugh about either. It seems that almost every enemy you face is unique and different. This extends beyond their appearance and even goes into how they move and how they attack. Everything from demons, and zombies through to ninjas are thrown into the mix, and yet somehow it all just seems to work.

Enemies aren’t the only thing that there are a plentiful amount of. Weapons and pick-ups scattered across the ground really mix up the game. Car tires, decapitated arms, giant AK-47s, grenades and tonnes more! Charlie Murder keeps the game fresh by constantly mixing up the enemies, the weapons and the item drops so that you are never bored.

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Visuals

Have you ever been walking past a wall or building that was covered in graffiti so good that you just had to stop and stare? That is Charlie Murder. The world and characters of this game all look like they were spray painted onto a wall by some incredibly talented youths. The art style has become a mainstay of Ska Studios games, but here it really gets a chance to shine.

The pseud0-graffiti art style is so awesomely done that you would be forgiven for thinking at a passing glance that there was little to no detail in the characters and levels. However, spend a few seconds looking at Charlie Murder and you will see an enormous wealth of fine detailing and life hidden in plain sight. Characters are surprisingly expressive considering they have no eyes, and the level design and backgrounds are filled with so much life, that you can imagine this world being real. Even unnecessary posters in the background are highly detailed and are just a pleasure to look at.

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One thing really does stand out in Charlie Murder, and that is the gore factor. The game is very visceral, and violent. As you carve your way through enemy after enemy, you will see very intricate blood stains litter the levels. A lot of the finishing animations and super moves are

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Audio

Charlie Murder features an absolute KILLER soundtrack, that is easily one of the best I have listened to in a long time. A bunch of punk rock tunes with some really Gothic influences make for a fantastic video game soundtrack. I always find the measure of how good a game’s soundtrack is if it would stand up on its own, without the game behind it. Charlie Murder does this to perfection. You could easily listen to the entire soundtrack without ever knowing there was a game attached.

Charlie Murder is another video game that lacks any discernable dialogue, and this means that you are left interpreting the tone and emotions of the game and its characters from the little visual and audio nuances. This is another area where Charlie Murder absolutely shines. I was never lost for what was going on, or how I should be reacting during my playthrough, which says a lot about the work that has gone into the game’s audio.

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Overall

Charlie Murder is a punk-rock, anarchist dream, filled with awesome graffiti-style art, and a killer soundtrack. The presentation is certainly only the icing on the cake though, as the game elements are rock solid. Taking the time-tested ‘beat ‘ em up’ formula, and modernising it with some interesting RPG elements makes for a game that is as fun to play as it is to watch.

9-5-capsules-out-of-10 

Capsule Computers review guidelines can be found here.

Killer is Dead Review

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Killer is Dead
Developer: Grasshopper Manufacture
Publisher: XSEED Games
Platforms: PlayStation 3, Xbox 360 (Reviewed)
Release Date: August 27, 2013
Price: $59.99 – Available Here

Overview
Make one odd game and the gaming community will be surprised that something unique has been released. Make a number of them and that is what gamers come to expect and after games such as Killer7, No More Heroes, Shadows of the Damned and Lollipop Chainsaw hit store shelves, everyone is keeping an eye out on Grasshopper Manufacture’s latest game Killer is Dead. Now with XSEED Games bringing the game to store shelves, is Killer is Dead everything that gamers have come to expect from the mind of Suda51?

Story
Killer is Dead takes place in a time where not only is travel to the moon available for many people, but demons and other creatures have also begun roaming the lands and lurking in human society. Thankfully, technological advancements have also given rise to cybernetic implants and body parts which not only make life easier for some, but also serve as useful killing weapons in the right hands.

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Players take control of one such man who is named Mondo Zappa, a recent hire at an execution office that is supplied and funded by the government to be the first line of defense against various threats. Though along these lines, the company also takes in numerous requests for assistance from the public which always revolve around Mondo having to travel to a different location in the world and slicing his way through numerous ‘Wire’ enemies before reaching his target.

Sadly, thanks to the nature of these scattered missions, the overall story is left in quite a mess. Many of the characters that players are introduced to, such as Mondo’s co-workers, play minimal side-roles in cut-scenes despite having pasts and various elements of themselves that could easily have been explored, if the game were longer and less protagonist focused.

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Thanks to the game’s focus on Mondo and his troubled past and internal issues as he makes his way through the various assassination missions which ultimately lead into a rather interesting storyline that, similar to Suda51 style, is quite crazy at times. The crazy nature of Killer is Dead’s story is weighed down however thanks to the scattered nature of the missions and untapped potential in the rest of the characters.

Gameplay
Outside of a certain side-mission, Killer is Dead is an action title with its gameplay focused almost entirely on Mondo’s combat abilities. Mondo’s primary weapon is his trusty sword while his cybernetic arm “Musselback” serves as a secondary weapon.  Interestingly enough, Mondo’s sword is able to absorb blood and can be used to not only strengthen Mondo but also give him a slew of abilities to quickly overwhelm his foes.

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At the beginning of the game, players are given only a rather basic set of skills and are left to simply slice and dice their opponents. The reason for this is due to the fact that the game takes its time to introduce the game’s combat system to players, although it doesn’t end up being too complex compared to some of the action titles on the market today.

Mondo can not only slice enemies with his sword, he can break opponents’ guards with his arm, block, dodge incoming attacks that, when performed correctly, lead to a powerful counter attack, “execute” basic enemies and eventually turn Musselback into numerous other weapons to aid his fight.  Using Musselback’s secondary weapon makes use of a blood meter, limiting their usage in combat but not by much.

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As players take out enemies, a gauge will keep track of your combo and if you manage to keep a relatively high combo meter when an enemy is weak there is a chance that you can “execute” them. Doing so gives players four options to execute the opponent, each one providing the player with a different item and giving players a chance to choose how they want to build Mondo as they make their way through the game’s missions.

Outside of the various boss battles and humanoid enemies you will face off against, the bulk of the enemies that Mondo faces down are called Wires which usually come in a rather basic vanilla form where they simply have to be taken out with standard attacks but thankfully their types are changed up occasionally with some Wires being armored or gigantic meaning that players have to change up their tactics to take them down.

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While the player advances through the game’s storyline, there are numerous side-missions that are opened up. These side missions retread old ground but give players new enemies to face off against and a different goal. Also if the player happens to find Scarlett in a level, she will provide the player with a challenge mission that can also be played for extra cash and a chance to take her on a date of course.

Also unlocked through playing the game are various ‘Gigolo Missions’ which are the aforementioned “dates.” These dates involve Mondo going out with a woman as players play a mini-game of sorts. In Gigolo Missions players must stare at the girls’ breasts or thighs when they aren’t looking and look them in the eyes when they are. If you happen to be caught staring then you can restore the mood by simply looking away, but you can fail if you blow it.

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These missions are rather easy to accomplish and are actually worth doing as they will reward the player with a new sub-weapon upgrade to Musselback. As for the content of the Gigolo Missions, nothing is actually shown once the player “seals the deal” and it is rather over-the-top and simplistic, giving those who enjoy that type of fan-service a chance to enjoy it while others can simply pass over these missions since they are not mandatory or deal with them as they are about as far from explicit as you can get unless you choose to make it that way.

Visuals
Sometimes all you need is style and Killer is Dead has that in spades. With a cel-shaded theme, the game is absolutely gorgeous to look at despite being limited with some rough looking character models. Everything in the game, from the characters to the levels ooze with style and it all flows together well with fluid character animations and a flowing combat system.

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Although the title has its fair share of repetitive corridors, almost every level that players venture through in Killer is Dead is set in a unique location with some rather off-the-wall themes for most of the levels. The enemies themselves tend to feel a bit repetitive but thankfully the game makes up for this repetition with some of the best looking boss designs that you’ll find in recent memories. Thanks to the visual style of the series, there are many eccentric and haunting looking creatures to face off against.

Audio
With Killer is Dead both the original Japanese voice track and the newly dubbed English dub are available for players to choose from right at the main menu and for the most part each track works rather well. The English cast fit the characters well, though Mika’s voice actress seems a bit too young sounding for a girl meant to be past her teens.

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As for the game’s soundtrack, it is rather standard for an action game with only a few noteworthy set-pieces for various battles and nothing else, meaning it is easy to forget about the music as you slice your way through enemies.

Overall
While far from complicated, the combat works well and there is a decent amount of content on display here since while the game only around seven or eight hours, challenges can be completed numerous times, there are a handful of unlockables available and levels can be played through on harder difficulties if you so choose. Killer is Dead features all of the quirks that one would expect from a Suda51 title with an interesting setting, gorgeous visuals and a decent cast of characters that set it apart from other titles, however the storyline is rather simplistic and disjointed thanks to the way the missions are setup.

7-0-capsules-out-of-10

Capsule Computers review guidelines can be found here.

Grand Theft Auto V: The Official Trailer Unveiled this Friday

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It’s strange to call the forthcoming trailer “the official trailer”, as if it is the first when we have already seen videos released on our three player protagonists, a walkthrough of the game’s features and a spotlight on GTA Online.

But nonetheless, Rockstar can call it whatever the heck they want – any footage we can get, we will take! This Friday, August 30th, the Grand Theft Auto V ‘official trailer’ will debut at the Rockstar Newswire and the GTA V site. Of course, we will also be sharing it with you all here on Capsule Computers as soon as we can. Exact times/details will be provided shortly.

Final “Apocalypse” DLC Arrives on Xbox Live for Call of Duty: Black Ops II

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After nearly a year, Activision‘s Call of Duty: Black Ops II is wrapping up its DLC offerings, and with a brand new map pack that has hit the Xbox Live Arcade as of today. Apocalypse brings together four new maps and a brand new Zombies Mode for fans to toy around with by the name of “Origins”, which takes us back with Tank, Nikolai, Takeo, and Richtofen – from the very first Zombies map featured in Call of Duty: World at War. Treyarch have also brought back Avenged Sevenfold (yay?) to cover the soundtrack, as well as boasting about the new enlistment of famed comics illustrator and painter, Alex Ross.

Here are the details for the maps and new modes:

  • Pod: A failed utopian community from the 70’s has left stacks of dilapidated residential pods nestled into an abandoned cliff side in Taiwan. Its residents long gone, the modernist compound now hosts frenetic combat as players must run atop the pods, as well as navigate their multi-tiered interiors for a strategic edge.
  • Frost: Fresh snow meets explosive gunpowder in this snow-capped European city, where the bridge over a frozen canal separates it into two sides, requiring players to employ multi-level strategies as they traverse the terrain in order to outsmart, and ultimately outshoot their enemies.
  • Takeoff: Fans of “Stadium” from the original Call of Duty®: Black Ops First Strike DLC will find themselves at home on “Takeoff.” Marooned in the middle of the Pacific Ocean, this remote launch site is all about close-quarters combat, combining tight corners with open spaces for intense encounters.
  • Dig: An adaptation of the fan-favourite “Courtyard” from Call of Duty: World at War, where two archeological dig sites in Afghanistan become the perfect playground for combatants eager for hectic, unceasing confrontations. Treyarch, has retained the spirit of “Courtyard” with two major chokepoints and a wide open layout with raised platforms, but has also provided fans with a fresh take by including a multitude of pathways.

In addition to the four maps, Apocalypse also reveals “Origins,” the most horrifying and imaginative Zombies experience to date. Players will be deployed to a Dieselpunk-stylized World War I-era France that brings back the four original heroes – Tank, Nikolai, Takeo, and Richtofen – from the very first Zombies map featured in Call of Duty: World at War, as well as hordes of zombies that have overrun the French countryside’s trenches and fields, as well as the ruins of an ancient and mysterious location.

Apocalypse also marks Treyarch’s partnership with award-winning Warner Bros. Records rock band, Avenged Sevenfold, whose new song, “Shepherd of Fire” from their just released album, “Hail to the King,” headlines the soundtrack to the game’s Zombies experience.

Along with Avenged Sevenfold, Treyarch also enlisted the talent of famed comics illustrator and painter, Alex Ross, to lend his talent to “Origins,” providing original Zombies art depicting the four returning hero characters.

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And there you have it. You can pick up Apocalypse for Black Ops II as of today or snag it for free if you have already made the plunge with the season pass. Stay tuned, as dates for the release of the PS3/PC versions are sure to follow soon enough.

Go Dance coming to iOS this Fall

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With the success of the Just Dance series which incorporated a unique premise of using a console’s motion capture technology to track how well a player danced to the on screen choreography, it’s not surprising that alot of games with a similar premise were created. The latest effort to capitalize off the dance game craze is Sega’s new game Go Dance, which will be coming to iPhone and iPad devices running iOS 6 or better this Fall. The game will support both English and Japanese language options.

Go Dance will be utilizing the FaceTime camera on player’s devices and Extreme Reality Motion technology to track a player’s full body movement in 3D space and determine their score. Players can boost their score by dancing to the music and following the choreography of their avatars displayed on the screen. Haruki Satomi, CEO of SEGA Networks released a statement about the game’s announcement.

“GO DANCE is an innovative and fun way for players to interact with their iPhone or iPad and enjoy playing a dance game anytime and anywhere. We’re excited to push mobile to the limit and to have the opportunity to explore the possibilities of using this new motion-based sensor technology.”

New songs, backgrounds and avatars will be announced closer to release date.

Disgaea D2’s strategy guide comes with Raspberyl DLC code

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If you happen to need a strategy guide for your strategy RPG then we have some good news for you. NIS America has announced that they will be holding a special promotion with Prima games where anyone who picks up the official hardcover strategy guide for the game will receive a free DLC code that will unlock Raspberyl from Disgaea 3 for use in Disgaea D2 as well as one of three possible art lithographs.

The strategy guide costs $34.99 but can currently be pre-ordered for $23.48. As for the game itself, it is set to be released in North America on October 8th and a week and a half earlier in Europe on September 27th.

The Witch and the Hundred Knight English release window announced

the-witch-and-the-hundred-knight-officialAfter announcing that it was going to be localized oh so many months ago and before it was delayed a handful of times in Japan, NIS America has now announced the official English title for The Witch and the Hundred Knights.

The title remains intact for the most part, though they did drop the plural from the s and are now simply calling it The Witch and the Hundred Knight. It is worth noting that, probably due to its affiliation with a certain band, the main character’s name, Metallica, has been changed to Metallia. As for the game’s release window, fans can expect the PS3 exclusive to hit stores sometime in early 2014 for both North America and Europe.

‘Black Gold Time’ an Ambitious Attempt to Alter the F2P Model

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After detailing the system for Chinese players, Snail Games (makers of Age of Wushu) have now explained to and updated Western gamers about ‘Black Gold Time’ – an innovative F2P alternative for the action-MMO Black Gold Online that does away with the usual cash shop.

Due for launch in China very shortly, the system has instigated discussions amongst fans, but the developer is promising a revamped version for North America that will offer a completely different gameplay experience. The concept may seem complicated at first glance, so here is a helpful summary provided to us by Snail Games themselves:

  1. No loot lock: item/equipment can be acquired in-game without the system
  2. No content lock: contents are available to all players
  3. The system will not hinder gearing and progression
  4. The system will reward extra loot to players with higher efficiency

For those who want to learn more about Black Gold Online’s monetization model, please click here.

Daily Lives of High School Boys Premium Edition Review

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Daily Lives of High School Boys Premium Edition
Studio: Sunrise
Publisher: NIS America
Format: Blu-ray
Release Date: August 6, 2013
Price: $64.98 – Available Here

Overview
While some series are created originally, most anime series are adaptations of either a manga, light novel or visual novel. Of these adaptations 4koma style manga, manga that focus on short four panel gags with usually little focus on storyline, only receive anime adaptations every few years or are given simple five minute episodes. Even rarer is a release of one of these 4koma adaptations in the West, but that is the case with Daily Lives of High School Boys. Does NIS America’s risk of bringing such a uniquely styled series to North America pay off?

Story
Tadakuni, Hidenori, and Yoshitake aren’t special by any means. They are not especially skilled nor are they idiotic. Instead they live a rather normal life as they attend an all-boys high school. To that end, the story of Daily Lives of High School Boys is pretty much that, simply the daily lives of a bunch of high school boys as they experience plenty of random situations involving your standard classroom antics, awkwardly dealing with girls and their sisters, and simply passing time whenever they are out of school.

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Despite focusing mostly on the three male high school students mentioned earlier, the cast is quickly expanded to feature a number of the boys’ classmates and even a few girls as well. There isn’t much in the form of development to be had for any of the characters in the series, which creates a bit of an issue later into the series as the cast explodes into numerous similar looking characters that are most easily recognized by their specific design feature.

To that point; there isn’t much continuation in the slightest. Sure time passes and there are a few running skits throughout the series and one episode that holds focus on one event throughout the episode, but for the most part everything is self-contained as an individual joke. I mention the word skit because that is exactly what Daily Lives of High School Boys is. It is a series that is broken up into numerous short jokes that can be anywhere from seven minutes long to less than two minutes in length.

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By placing itself with a rather simple premise that is not off the wall or mysterious and populating itself with outspoken cliché characters played for humor, viewers are presented a series that is meant to be played for gags only and for the most part that works just fine. Thanks to the nature of the series which divides itself into numerous skits per episode, the progression can feel disjointed at times but it actually manages to work quite well here.

The reason for that is because Daily Lives of High School Boys can be laugh out loud funny numerous times per episode. The colorful cast of characters and realistic, albeit exaggerated for comedic effect, situations that they are placed in as they mess around and live out their high school lives make most of the jokes hit home.

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To top that off, Daily Lives of High School Boys is very self-aware of itself and there are numerous times that the fourth wall is broken as the characters talk about the series itself, the manga, the author, or even taking pot shots at itself for being greenlit for an anime despite being a school show about boys rather than girls. That being said, for every great gag there are also a handful that fall flat which is disappointing since Daily Lives of High School Boys is at its best when the viewer is laughing.

Visuals
Daily Lives of High School Boys has rather smooth animation but it is clear that the animation company provided the bare minimum effort for most of the series. More often than not, backgrounds are simple and even the character designs themselves are rather plain, which causes the aforementioned issue with remembering certain side-characters outside of their unique singular trait.

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If anything, the only part that seems to be paid attention to are the facial animations of the characters which are often used in the gags themselves as the characters act stunned at their situation, usually playing it off for more laughs from the viewer. For the most part the series has a wide-range of colors and is decent looking overall, but never goes beyond being just okay.

Audio
Since this is an NIS America release, it is worth noting that there is no English dub for Daily Lives of High School Boys. While this is a problem for most series, some of the humor presented in the series likely would not have translated well into English which means that the English subtitles and Japanese dub actually end up being the best option for this gag series.

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As far as the soundtrack goes, Daily Lives of High School Boys features a rather varied set of background tracks that usually are paired well with the nature of each skit and there are even a few insert songs placed throughout the series. As far as the opening and ending goes, the opening is “Shiny Tale” by Mix Speakers Inc. while the ending is “ohisama” by Amesaki Annainin. These themes are rather plain but it is worth noting that the ending sequence is quite hilarious when paired with “ohisama” so it is definitely worth checking out a few times.

Extras
NIS America has given Daily Lives of High School Boys the ‘Premium Edition’ treatment which means that along with the on-disc extras the release also comes with an oversized chipboard slipcase and a hardcover art book. As for the on-disc bonuses, there are extra skits that when combined add another seventeen minutes of content, clean versions of the opening and ending themes and trailers for other NIS America products.

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It is worth noting that Daily Lives of High School Boys is another release which features horizontal artwork meaning that displaying the box will be a bit different from your standard NIS America release. As for the art book, it features character introductions to each of the repeat cast members, guidelines which go over each of the skits in each episode which are then followed by “Misc. Guidelines” which happen to be full pages of artwork of the characters in various scenes. This is then followed up by intros to the “Funky High School Girls” ending segment characters and a brief guideline for their ending skits, making it a nice, albeit light on content, art book.

Overall
When NIS America picked up Daily Lives of High School Boys; it seemed like a risky acquisition as a pure gag anime is something rarely brought over to the West. However by offering viewers an enjoyable, albeit similar looking, cast of characters, and hilarious gags that hit home more often than not, the series manages to overcome its simplistic art and lack of any focus to deliver a worthwhile series of boys doing random things in their lives as we laugh at their experiences.

7-5-capsules-out-of-10

Capsule Computers review guidelines can be found here.

Madden NFL 25 Review

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Madden NFL 25
Developer: EA Tiburon
Publisher: EA Sports
Platforms: PlayStation 3, Xbox 360 (Reviewed)
Release Date: August 27, 2013
Price: $59.99 – Available Here

Overview
It is hard to think that it has been twenty five years since John Madden Football was released back in 1988 with no licenses whatsoever. Now twenty five years later, here we are with EA celebrating the 25th anniversary of the Madden series by bringing Madden NFL 25 to the table. It has been a long ride for fans of football, but with Madden NFL 13 released a year ago, what has EA brought to the table to celebrate such a milestone in the franchise’s history and will gamers enjoy what they find in this iteration of the game?

Gameplay
Well… not a whole lot actually. While there have certainly been additions to Madden NFL 25, most of what the game still plays the same as last year’s iteration. Of course there has been fine-tuning to a number of mechanics, though many of these are not clearly apparent outside of new plays in the playbook and mostly fix back-end issues from last year’s iteration.

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As for what has been added into this version of the game, the Connected Franchise mode has been revamped with the option to play as not only a player or a coach, but also as an Owner of a team. Players can still choose to create a player of their own of course, play as a current player or select from a larger list of football legends than ever before and play as your role only or as the Coach to the team and having complete control over every aspect of the game, drafting and signing players etc. However despite being the Owner of a franchise, there really isn’t a whole lot added in this mode.

Being the Owner is simply being the Coach of a team but with a few extra fringe gameplay options such as the ability to set prices for tickets and merchandise and of course, being able to move the team to an entirely new city or state, revamping your stadium or demolishing and starting from scratch and trying to balance the books so that the team stays profitable and earns cash while also being successful on the field. While a nice addition, it feels like a rather basic inclusion that likely could have been fleshed out more.

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Another minor inclusion in the game is a bit of an addition to the MUT (Madden Ultimate Team) card system where players have an option to work on team chemistry to help their team’s performance, adding more depth to a gameplay option that already is likely the deepest and most time consuming outside of the Connected Franchise mode.

Once the player actually gets on the field, they will find that a few more additions and a refined physics engine which will be discussed later, have made it into the game, but again nothing very groundbreaking. Gameplay remains very much the same as what was offered in Madden NFL 13 but the main revamp this time around is refined running mechanics in what is now called ‘Run Free’ and a precision modifier.

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The whole run free aspect has adjusted and enhanced the various running moves that players have always had access to, such as the juke, stiff-arm, spin and more. These various techniques have been made easier to use and the aforementioned precision modifier helps make these moves more useful, as holding the precision modifier trigger will help turn some small runs into a first down or a break-away run for major yardage.

Away from the offensive side of things, the defense has been given a bit of an upgrade as well thanks to the ability to perform  quicker switching between players to take down a ball carrier or set up before the play and a ‘wrap tackle’ that makes it easier to take down the ball carrier with low-impact but usually effective hits against the more nimble ball-carriers. It is worth noting that it may be tricky to get used to some of these new running techniques at first, but thankfully a newly revamped ‘Skills Trainer’ provides a tutorial for these various new additions to the game.

Visuals
One of the major issues with the inclusion of the “Infinity Engine” in Madden NFL 13 was how after every play, the players on the field would flop all over each other like fish out of water. Often ten seconds after a play had ended and players are selecting their next play there would be people stumbling and bumbling over each other, awkwardly falling continuously like they shouldn’t be allowed to drive home after the game.

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Thankfully, the Infinity Engine has been refined in Madden NFL 25 and the flopping of players all over the field has been fixed. Instead it works as it should have, with almost every tackle or impact looking different from the last and the characters reacting realistically to being hit. As for the players themselves, the uniforms and everything are nicely detailed and the players look relatively similar to their real life counterparts, though it is obvious that attention to detail isn’t the game’s strong suit.

Despite featuring a fully working physics system when it comes to in-game contact; there still are numerous issues in Madden NFL 25’s presentation. When the engine does fail, it fails badly with players twisting into inhuman positions that would result in either paralysis or fractured legs, and then springing back up like nothing happened. It is also worth noting that there are numerous canned sequences which are re-used ad nauseum. This becomes especially noticeable whenever time-outs are used, a common tactic anyone familiar with the game should know, which results in the same time-out animation sequence again and again.

Audio
Outside of the various grunts of players, collisions of bodies, crowd reactions, and the calling of various change-ups before hiking the ball, nearly everything that the player will hear as they play the game comes from the commentary of Jim Nantz and Phil Simms. While the two do a decent job introducing the games and staying on topic, there are countless times when the commentary will be completely off the mark. Commentating about how it may be a team’s first first down despite gaining numerous ones already, mixing up play types and simply being off-base with the events on the field which, considering how cinematic and great looking the game can be at times, is off-putting when paired with generic poorly varied commentary.

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In most stadiums there are always your classic songs that are played to rev up the fans in the arena or simply are so familiar with the game that they are impossible not to include. However while there is a standard set of classic sports music found in Madden NFL 25, it is mostly run of the mill rubbish that gamers have either heard way too much in other EA Sports titles or simply don’t match the feel of an NFL game and simply feel recycled.

Overall
Madden NFL 25 adds a bit more to the game than what we’ve had in the past and fixes up some of the issues that were previously found in last year’s game, Madden NFL 25 feels like the same game we’ve had before. Outside of an up to date roster, revamped running game and the tacked on Owner option, Madden NFL 25 feels like less of an upgrade and more of a slightly polished title that, while still great at its core, needs to do more than simply eke by with minimal additions.

7-5-capsules-out-of-10

Capsule Computers review guidelines can be found here.