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Call of Juarez: Gunslinger Review

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Call of Juarez: Gunslinger
Developer: Techland
Publisher: Ubisoft
Format: XBLA (Reviewed), PSN, PC (Digital + Retail)
Release Date: Out Now
Price: 1200 Microsoft Points (Available Here), $21.95 PSN, $19.95 Retail PC, $17.95 Digital PC

Overview

Gunslinger is the fourth title in the Call of Juarez series from Polish developer Techland (Dead Island). Critically, it became popular opinion that the series lost its way with the sub-par Call of Juarez: The Cartel in 2011, but now Techland are re-focusing the franchise with this downloadable entry. Has the more compact game model forced the team to funnel their creativity and that focus? Or is Gunslinger just not quick enough on the draw?

Story

It’s 1910 in Abilene, Kansas, when a man walks into Bull’s Head Tavern, claiming to be the legendary Silas Greaves. The present group of customers and employees of the establishment, including bar wench Molly and owner/bartender Ben, gather around as the man regales them all with his recollection of numerous, infamous events that have taken place and spread as gospel throughout the years. Only, his versions of the stories may not quite match up with the word-of-mouth the others have heard. Over time, the group grow more and more doubtful of the validity of the man’s words. They wonder; is he really Silas Greaves, or is he some drunk who wants some free drinks?

Among his adventures, the man tells of encounters with other legends of the Wild West like Pat Garrett, Old Man Clanton (“cranky…cantankerous…mean as hell!”), John Wesley Hardin, the Dalton Brothers, Butch Cassidy and the Sundance Kid and the most famous outlaw of all, Jesse James, among many others. He claimed to ride with Billy the Kid before getting locked up together in Lincoln County and used as bait by the latter as he escaped. Throughout his journeys, however, there was a driving force…a common thread that led him across the country; the quest for revenge on Johnny Ringo, Jim Reed and Roscoe “Bob” Bryant, a trio who hanged Silas and his brothers years earlier over a lost poker game. He survived, they didn’t.

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The player experiences every memory as narrated by Silas in the saloon in present day. The plot is disjointed as Silas sometimes indulges his listeners by telling the myth first, and then explaining how it truly happened; some segments are even completely out of order. At one point, different versions of the Dalton Brothers’ bank robbery were told by the patrons of the saloon before Silas sets them straight on the truth. Humorously there’s a moment where he takes a break to go the bathroom; the gameplay continues, but the other characters are overheard talking behind his back over the unbelievable aspects of the life he is painting. It’s a real homage to the era and the myths that were born and perpetuated back then.

Gameplay

Being called Gunslinger, there’s a certain expectation for the gun-play to be of a high standard. Thankfully, it is very fun and satisfying, although not quite as diverse as it could have been. There are four weapon slots in your arsenal, which can be accessed from the D-Pad; Shotguns/Rifles, Pistols (includes the sawn-off), Dual-Wield and Dynamite. There are few variations in the weapons, with all of one type essentially feeling and acting almost exactly the same. I found myself consistently gravitating towards dual-wielding my in-laid 6-shooters and utilising the rifle when shooting from a distance. Shotguns weren’t as powerful as I’d hope and, given they can only hold 2-4 rounds in a chamber, they’re not very effective when fighting a swarm of enemies (especially on hard difficulty).

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That being said, players can upgrade their different weapons to suit a particular play style with the skill tree, which is broken up into Ranger, Trapper, Gunslinger. An XP system is put into place that will grant you skill points to be assigned for every level you advance. Reload speed, ammo count and other properties can be improved. Two that I found most helpful were the abilities to split dynamite after throwing it and “smash” reload – the “Quick Fingers” skill in the ranger tree that allows you to mash ‘X’ in order to reload faster.

You can also boost/enhance your Concentration meter, which – when full – slows down time and identifies enemies in red for easy targeting. The meter refills with every kill you make and can be used by pressing ‘RB’. Another mechanic that refills, but requires only time to do so, is the Sense of Death. When you are badly hurt, tt activates automatically if a killing shot is fired at you, giving you a second (even less as the game progresses) to dodge the bullet by leaning either right or left depending on its trajectory. This can definitely come in handy when playing on the higher difficulties.

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Aside from the obligatory explosive barrels lying around (always safe!), there will be a few instances where you come across a mounted gatling gun, which you can utilise to clear the area and provides a few moments of absolute bad-assery (I know that’s not a word…). There are a couple different enemy types that come into play and provide unique challenges, such as the “shotgunners” who do heavy damage and have a larger health bar, and the shielders who carry a massive wooden shield with a convenient slit for you to shoot them through…or you can just waste them with a stick of dynamite.

At the climax of each level there will either be a sub-boss battle or duel. The sub-boss battles require varying strategies to overcome and beat. For instance, Henry Plumber loves his dynamite and will lob generous bundles at you front a walkway at a higher point. There are pockets of cover, but the dynamite will flush you out. You must avoid them whilst tracking him as he also moves between cover and calls his goons to aid him, distracting you with their own onslaught. If you have lightning fast reflexes and optimal positioning, you can even shoot the dynamite in mid-air after it leaves his hand, which will damage him if close enough.

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Finally there are the duels: a hallmark of the series and the Western genre in general. Here, you must concentrate a reticle on the opponent with the right analog stick, whilst also keeping your gun hand in the sweet spot using the left. Being accurate in doing so will raise your Focus and Speed respectively. Once you begin to hear your own heartbeat, it’s time; you can shoot first, although it will be classed as dishonourable and you won’t receive the usual XP. Either way, once the shoot-out begins, you can dodge left or right and continue to adjust your aim simultaneously. If you run out of bullets (no one is that bad!), that’s your death sentence right there. The Duels are also available as a separate gauntlet mode where you run through 15 in a row, with 5 extra lives, attempting to get the best score.

Along with your Duels score, the Leaderboards also track your Arcade scores. Arcade mode gives you the option of three classes – expertises in each gun type – and asks you to clear an area from the story mode as quickly and efficiently as possible, with a 3-star rating system attached. These extra modes add a lot of replay-ability to the proceedings, as do the 54 “Nuggets of Truth” hidden throughout the campaign, which give back-stories to every character, event and location in the game’s history. If you missed a few in your play-through, you can always tackle each chapter individually or restart on True West difficulty (harder with minimal HUD) in New Game+, where your skills carry over from your complete campaign.

Visuals & Audio

Gunslinger has a painted, cel-shaded look to it that extends further into motion-comic territory in the cut-scenes between levels. When I first started the game, I did not recognise the moment control was given to me as the player because there was a black, paint-brushed border around the screen which I then discovered was a constant artistic flair. When Silas loses track or gets interrupted in his telling of the story, the screen bleeds into sepia tones. And when new characters are introduced (mostly the boss-type enemies like Kid Curry), they are done so in vertical, comic-strip style panels. Overall, the game has a great aesthetic.

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Oh, and just because of those facts, don’t think that the game is censored in any way when it comes to blood; kills are still graphically impactful. The music throughout is vintage Wild West action-based, while the dialogue in Gunslinger carries that iconic Western way of speaking, full of cowboy slang, as I call it and the voice acting is phenomenal all around. At one point, Silas Greaves treks into “the mountains. Mountains so high they tickled the nether regions of Heaven” – a perfect example of the iconic phraseology we’ve associated with the Wild West since the dawn of the Western genre in cinema.

The self-narration of the tales of Silas Greaves recalls those classic films, which would many times frame the narrative on-screen as a re-telling, or at least reference the spread of the legend. I found that whenever you pause the game after a line of dialogue has started to play, that sentence or two does not pause with it, instead continuing to play out. Also, in relation to the sound effects – which include the classic, exaggerating pings of metal objects being struck and the whizzing of a passing bullet – the reload sound cuts out when “smashing” your ammo in rifles and shotguns..

Overall

Call of Juarez: Gunslinger captures the air and tone of the Wild West perfectly with Techland creating a new legend in Silas Greaves. The fragmented story-telling may annoy some people, who could feel like it constantly pushes and pulls them back and forth, in and out of flow, but thematically it’s brilliant; the cloudy memories of a now old man. Gameplay could have done with some more variation, possibly in the weapons department as I found myself using the same two weapons for much of the campaign. But Gunslinger is a lot of fun regardless, with solid mechanics, entertaining characterisations and duels that actually take concentration. For less than $20, Ubisoft have another digital winner on their hands.

8-0-capsules-out-of-10

 Capsule Computers review guidelines can be found here.

Hamlet Review

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Hamlet or the Last Game Without MMORPG Features, Shaders, and Product Placements
Developer: mif2000
Publisher: mif2000
Platform: Android, iPad, iPhone, iPod Touch, Windows PC (Reviewed)
Release Date: October 22nd, 2012
Price: $2.99 (Mobile)/$4.99 (PC) – Purchase for Android, iPad, iPhone/iPod Touch, Windows

Overview

Hamlet or the Last Game Without MMORPG Features, Shaders, and Product Placements, to henceforth be referred as Hamlet the game, is a point and click adventure game that takes the character of William Shakespeare’s classic play Hamlet and retells it with a kid-friendly sci-fi twist. The game features logic based puzzles, storybook style graphics, and a damsel in need of a rescue.

Story

Do not throw away your copy of Hamlet quite yet. This game won’t help you understand the Bard’s classic work at all as mif2000 retells Hamlet as a classic damsel in distress tale. Except Prince Hamlet will not be rescuing the fair Ophelia because our hero accidentally crushed Hamlet with his time travel pod. Whoops. To prevent time destroying itself and other weird quirks of continuity from happening, our hero sets off to take Prince Hamlet’s role of rescuer.

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Hamlet the game’s takes the famous characters of Hamlet the play and shuffles things around. Claudius is still a murderous king who has schemed with his assistant Polonius. Claudius wishes to forcibly marry Polonius’ daughter Ophelia, but that is where the similarities end. Most people will enjoy Hamlet the game’s light hearted plot. For die-hard Shakespeare fans, Hamlet the game might be a little offended that the intricacies of the original work has been turned into a stereotypical damsel in distress tale. On the other hand, it is interesting to see familiar characters re-imagined in fairy tale roles. The plot is light hearted and child friendly, in stark contrast to Hamlet the play.

Gameplay

Hamlet the game is a classic point and click adventure split in five acts. The controls are extremely simple as they are designed to be touchscreen compatible. Players only need to click on certain areas of the screen to trigger an action. After a certain period of time, players may access a hint that will help them along. There is no inventory to manage.

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The puzzles are well designed. There is a lot of variation in the types of puzzles Hamlet the game presents to the players. The boss fights are their own adventure game puzzles, but are presented as an ode to action based games, complete with an enemy health bar. The developer undertook the promise of logically designed puzzles in earnest, as careful observation of the scene could be enough to get players through most of the puzzles in the game. Some of the puzzles required a little more obscure logic, but in hindsight still made quite a bit of sense. Two of the puzzles near the end of the game required a lot of fast and accurate clicking that did not translate well for the mouse. I consider myself to be an experienced PC gamer and I still required several tries to pull them off. I fear casual gamers will struggle even more. Overall, the difficulty level was well tuned for the casual adventure gamer looking for a bit of a mental challenge. Be prepared to bring some scrap paper along for the ride as some of the puzzles are really taxing on the short-term memory.

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I only have two serious complaints about the game. One is that finding hotspots will require a lot of random clicking around the screen. The unlock time for hints is rather long, which will leave stuck players randomly clicking around the screen hoping to trigger a hotspot on certain levels. I would have liked to see an option to highlight the hotspots in a scene when the hint bar is 75% full. Secondly, clicking on our time travelling hero will lock the screen for a couple of seconds as the hero provides a small hint in the form of a thought bubble. The player is stuck waiting for some time before regaining control of the game. With all the random clicking to find hotspots, I found myself accidentally clicking on our hero and forced to sit through the thought bubble, unable to proceed with my mad hunt for hotspots. I believe a button to close the thought bubble would have served better than the current system.

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Visuals

One of the reasons why William Shakespeare’s plays has survived through the centuries is their ability to be adapted for new settings. Romeo and Juliet, Othello, and Twelfth Night have all been set for the modern era in film. mif2000 continues this proud tradition in Hamlet the game. The art style is reminiscent of children’s storybooks. Colours are soft and bright with a simple art style. The developer did a fantastic job in matching the visual style with the plotline of the game. Polonius is reimagined as an alien mad scientist and King Claudius looks more like the King of All Cosmos from the Katamari series crossed with Frankenstein. There is something wonderfully innocent about our time travelling hero, a child sized man in a purple sweater, which contrasts well against the dashing Prince Hamlet. Our nameless hero’s character design seems to best embody the spirit of the game. mif2000 has done a perfect job matching the art style with his reimagining of the classic play.

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Audio

The audio Hamlet the game is light hearted and relaxing. The music is a little on the minimal side but there is a wide variety of sound effects to compensate. It would have been nice to see a stronger soundtrack as being stuck for a while on a level is a little less painful with a bit of music.

Overall

Hamlet or the Last Game Without MMORPG Features, Shaders, and Product Placements is a wonderful example of casual adventure gaming done well. Although it could use a little more music and tweaks to some of the late game puzzles, the beautiful graphics, logic based puzzles, and child friendly re-imagination of Hamlet should win the hearts of gamers everywhere.

8-0-capsules-out-of-10

Capsule Computers review guidelines can be found here.

Warframe Upgraded with Latest Update

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Recently released free-to-play action co-op title, Warframe, by Digital Extremes has received its eighth update packing new content and fixes for its player-base of over 2 million.

Update 8 brings along the new Clan Dojo where clans can build, research and train in a customised area for themselves:

  • BUILD [Alpha]: User-created level building begins! In the first iteration of this feature, Clan members contribute resources and aid in the construction of their Clan’s Dojo. Architects have total control of the layout – selecting hallways, junctions and special rooms to build. Clan members ‘vote with their resources’, funding construction to completion. Future updates will expand these construction features and customizations.
  • RESEARCH [Alpha]:  Build Dojo rooms to open up technology research options providing your Clan exclusive access to an array of deadly new weapons. Clan members collect research samples and pool resources to fund advanced new weaponry projects. The results?  Access to Blueprints that builds never-before-seen weaponry in the Foundry!
  • DUELING [Alpha]: Build special dueling rooms in your Dojo and challenge members of your Clan to friendly 1v1 Dueling.  Clan members can watch the action, set up match rules through discussion in Global chat and referee from the sidelines. Coming Soon – Dueling Leaderboards.

Explore new locations:

  • GRINEER GALLEON: At last we reveal the Grineer ships – Explore the vast, rusted space-submarine like chambers that exude the gritty bulk of the Grineer army. Beware Tenno, new vicious enemies are onboard and hell-bent on dismembering any Tenno they find.
  • OROKIN VOID: Hidden within a dimensional fold are the fortresses of the Ancient Orokin race. Buy, build or loot Void Keys to open up exciting loot runs in the Ancient Orokin Towers. Stay alert Tenno: the Void is a dangerous place, fraught with traps and guarded by the corrupted remains of past raiders!

A whole bunch of other welcome additions include:

  • 22 NEW WEAPONS including energy weapons, biological toxins, high-impact explosives and more!
  • 9 NEW MODS including 3 mods (Sanctuary, Reach, Master Thief) designed collectively by the Warframe community through our exclusive Design Council.
  • NEW WARFRAME – a trapper Warframe, the highly tactical VAUBAN uses his powers to create deadly traps that can zap, imprison and dimensionally crush enemies!
  • Plus, loads of fixes based on feedback from our incredible community!

Check out all the new stuff in the developer video below! For more info visit the official site.

Become a Part of Watch_Dogs

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Ubisoft is offering 15 randomly chosen players the chance to have their own identity placed in the hotly anticipated open-world adventure title Watch_Dogs.

Users wishing to enter the competition need both a Facebook and Uplay account to be able to enter their details for the competition. Sign up for the competition here, then enter your name, date of birth, occupation, and three interesting facts about yourself.

15 entrants will be chosen at random and will have their information used by pedestrians in the game, however these pedestrians won’t be tailored to the winners likeness unfortunately. Additionally, 50 more runners up will receive exclusive Watch_Dogs wallpapers early and have their information used in various different promotions leading up to the game’s release.

Watch_Dogs is scheduled to launch November 19th for PC, Wii U, Xbox 360 and PlayStation 3 in the US, with versions for Xbox One and PlayStation 4 also being worked on.

Registration for the competition ends on the 7th of June and the winners will be notified on the 17th June, where they’ll have their entries posted on the Watch_Dogs Facebook page.

 

Hacker Evolution: Untold Review

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Hacker Evolution: Untold
Developer: exosyphen studios
Publisher: exosyphen studios
Platform: Linux, Mac, Windows (Reviewed)
Release Date: December 12th, 2008
Price: $9.95 – Available Here

Overview

Hacker Evolution: Untold is serves as the prequel to the original Hacker Evolution. The story tells the tale of Brian Spencer before he hacked his way into rescuing the world in the first game. exosyphen studios has implemented some gameplay tweaks in Hacker Evolution: Untold that improves the game over its predecessor.

Story

Hacker Evolution: Untold winds the clock back to 2008, seven years before hacker Brian Spencer saves the world from a rogue AI. The story recounts Brian’s time as the founder of the monolithic Xenti Corporation as after he is framed for a crime he did not commit. Spencer must track down the man who framed him with the help of his old friend Steve.

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The plot of Hacker Evolution: Untold is told through short introductions at the beginning of each mission. More of the story is fleshed out in game through files found on computers. I found the story to be much weaker compared to the original Hacker Evolution. The beginning started strong, with Brian attempting to clear his name by chasing the man who framed him. Unfortunately, the story really plateaus about three quarters way into the game and quickly falls apart. The ending is possibly one of the most disappointing endings I have experienced in a long time. It was so flat that I actually went back to play the last level to double check if that really was the ending, thinking I may have accidentally missed something.

Gameplay

Although not a true hacking simulator, Hacker Evolution: Untold is a puzzle game presented in a convincing enough way that it would fool those of us whose hacking experience is limited to what we see on TV and film. Players go on a scavenger hunt as they sniff out clues scattered around on different servers, trying to find the next breadcrumb that leads them to a new server that may contain the files needed to complete a level.

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Resource management is an important part of Hacker Evolution: Untold’s gameplay as there is only a limited amount of money for upgrades and killtrace commands and each server can only bounce your connection three times. The global Trace score signifies how close the authorities are to tracking down Brian’s location. If the global Trace score hits 100%, it’s game over. Every aggressive action like stealing money or cracking a server will cause a small rise of up to 15% in the global Trace score. Transferring money, cracking server passwords, and decrypting server encryption will trigger an active trace. Failing to abort or complete the action before the active trace counter reaches zero will hit the player with a devastating 50% penalty. To avoid this, players can either pay for expensive computer upgrades to allow them hack more efficiently or bounce their connections through other servers to buy themselves extra time to hack servers with better defences. Like in the previous game, Brian can spend $500 dollars to lower his global Trace by 10% or use the new deletelogs command. This command allows Brian to regain half of the global Trace penalty he acquired from hacking a specific server. I found this new command helped balanced the default difficulty of the game in comparison to the first game. Players will still need to be careful in Untold as there are still optional servers that provide bonus money or act as red herrings.

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Although the deletelogs command and the slight tweak in difficulty level has made Hacker Evolution: Untold more approachable than the first game, it still suffers from the same problem as its predecessor. A badly timed upgrade or a poorly executed early level can leave a player completely stuck in future levels. Since the game has a single save per profile, the game has to be restarted from the beginning if too many mistakes are made. This problem could be easily solved if each profile created a new save after a level is successfully completed.

The level design is interesting in the game. The base campaign spans around four to six hours. I found the campaign to be highly enjoyable as Untold’s campaign is grounded more heavily in reality compared to the previous game. The levels are more varied, with interesting and complicated multi step jobs. The puzzles are still devious, requiring an eagle eye to pick out subtly hidden servers.

The game’s controls are easy to use. Although 90% of the game is played using the console windows, the game allows the player to type out the first few letters of a command or server name then hit tab to cycle through the possible servers or commands. With this function, slow typists or those incapable of touch typing have a fighting chance.

Hacker Evolution: Untold comes packed with mod support. An easy to use mod editor allows players to create their own campaigns. Hidden within the mod section is Hacker Evolution: Untold’s expansion pack Flight Zero.

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Visuals

Hacker Evolution: Untold consists of the same computer screen throughout the whole game. A small box on the top right side of the screen provides important like the current computer setup and the global Trace score. Below that box is an area that displays all of Brian’s incoming messages. The majority of the action happens on the large console window on the bottom half of the scree and the map above the console.

Since the missions in Hacker Evolution: Untold are more varied than its predecessor, so is the map. Instead of showing the same word map as previous games, Untold provides pictures that better suit the location of the level. The game still maxes out at 1440×950 resolution, but can be played in windowed mode this time around. This is a blessing for those of us with large LCD monitors.

Audio

DJ Velocity returns to provide an eight song soundtrack for Hacker Evolution: Untold. The electronica music is a great fit to the hacker theme of the game. The soundtrack is great for creating a tense atmosphere, but I found the intensity could get a little tiring after playing the game for long periods. The sound effects are full of computer blips and bleeps with a female voice providing announcements for certain major events which suits the theme of the game well.

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Overall

Hacker Evolution: Untold feels more like a standalone expansion pack for Hacker Evolution than a true sequel. Untold goes to great lengths to improve the variety in the game and better balance the game’s starting difficulty. However, it still suffers from some of the same problems from the first game and an extremely weak conclusion to the plot. Even with these flaws, Untold is still an improved evolution of the game.

7-5-capsules-out-of-10

Capsule Computers review guidelines can be found here.

Guncraft Starts New Kickstarter Offering Playing Cards and DLC

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Exato Game Studios is returning to Kickstarter with a new Guncraft project. The new Kickstarter project seeks to raise $10,000 dollars to produce a deck of Guncraft themed playing cards. The high quality deck is being manufactured by the United States Playing Card Company who already manufacturers decks for trusted brands like Bicycle and Bee.

The card’s four suits sport a pixelated design with the classic face cards themed like Guncraft characters called Crafties. When the deck of cards is flipped through quickly in order, an animation of a tank firing at a Crafty behind cover becomes visible. Buyers of the deck will also receive an exclusive in game DLC that will provide playing card themed skins.

Guncraft is currently in open beta. The game has a Steam Greenlight page and are currently looking for votes.

Kids on the Slope Blu-Ray Review

Kids on the Slope
Studios: MAPPA and Tezuka Productions
Publisher: Sentai Filmworks
Format: DVD, Blu-Ray (Reviewed)
Release Date: May 7th, 2013
Price: $69.98 – Available Here

Overview
Shinichiro Watanabe and Yoko Kanno working together again is almost any anime fans dream come true. With Cowboy Bebop, the duo was able to create an anime that had a lasting impact and is still held by some as one of the best animes around. With the two joining forces for Kids on the Slope, is it lightening in a bottle again? Or a solid attempt simply carried by the names of its creators? Having aired last year, Kids on the Slope has finally come to Blu-ray to see how what it holds for anime fans.

Story
Kids on the Slope is the tale of 2 Japanese school boys in 1966, which being a very different time than today allows the story to excel in part because of its slice of life style in a less heard from time period. However, this is not an entirely slice of life kind of show, but more a character driven drama that happens to include these tidbits of 1960’s Japan. Beginning with Kaoru having just arrived at a new school because of his father’s naval career, he is introduced to a brash troublemaker named Sentaro from a need to go to the school’s roof to recenter and calm himself.

From this initial meeting, both boys become close acquaintances to closer friends all thanks to Kaoru being a pianist, Sentaro being a drummer, and the overwhelming power of Jazz. While about the boys mainly there are plenty of other characters around, from love triangler Ritsuko, to love pentagoner Brother Jun and Yurika. Even smaller characters prove to become unexpected more important later. The characters involved are as as varied as real life and what gives the anime such heart, but even more than the characters, the story is about Jazz.

From the title of each episode, to the main bond between the lead characters, Kids on the Slope is as much about Jazz as it is about the 2 main characters Kaoru and Sentaro. This anime is as close to the personification of Jazz as anything else I’ve seen. The point of Jazz is to feel the music, to just let it flow and come alive. The performance will not and cannot be perfect, but will be unique every single time. The story here is the same way, not forward and clear cut, but meandering, sweeping, and personal. Not every part of the story fits with a neat ribbon, but like solos in a Jazz piece, colors the entire experience. Jazz is about expressing the blues just as much as joy and having fun, so too does the story.

Visuals
The art of Kids on the Slope is for the most part on par with other current anime, looking good with wonderful backgrounds. The animation however becomes more impressive the more attention is paid during performances by Kaoru and Sentaro. Their movements, Kaoru’s fingering on the piano and Sentaro’s drumming, are recreated in amazing detail. While explained in the extras, it fits here as well, as the performances were recorded and used as reference for the actual animation, an attention to detail that deserves recognition.

The character designs are also very well done, while some anime might have characters that are fairly static, almost all of the characters in Kids on the Slope see some sort of growth. The time period also makes for the characters to look uniquely realistic. Drawing on the actual period, all of them look and feel like they would and could have existed. Though probably the best designs in the series, outside of Sentaro in general as he’s just an amazingly designed character, are the Beatles-esque costumes during one of the school festivals because they not only add to the general charm, but highlight what was going on in music elsewhere in the world at the time.

Audio
The voice actors do a fine job of fitting their parts, the over the top characters are suitably over the top and the serious do a fine enough job at serious. For the most part however the voice acting isn’t all that much to write on about, it’s standard even the English dub meets the quality of the original Japanese. But, while it is true that for the most part there isn’t much to comment on, there is one stand out moment in the voice acting. The instance of Ritsuko singing may not be stand out in the original Japanese, it does stand out far more in the English dub because they use the original Japanese. This is something that I can’t recall happening in another anime, using the original singing, but here it makes perfect sense as an anime set in Japan and featuring a Japanese school girl actually trying to sign an English song phonetically. Which here, feels like the perfect way to do this scene.

The music of the series is truly Jazz-tastic and even the music that isn’t Jazz is still perfect for the anime. As each episode is titled after a song, it isn’t surprising that these songs are incorporated into the show, but how well they do is still impressive. Specific songs become themes for both characters and situations and are revisited, both calling back to what the characters have gone through and how they interact. The Jazz performances will utilize and flow through different songs as well unique aspects capturing the essence of how Jazz is actually performed. While neither the opening or ending theme are Jazz themselves they still fit. The opening theme “Sakamichi no Melody” by YUKI itself encapsulates Jazz with incorporating Jazz songs in its lyrics, while still playing on the anime’s themes of how friendship can change and shape someone. The ending theme “Altair” by Motohiro Hata contains the same themes, while also including themes of missed opportunities.

Extras
The special features included are sure to please an anime fan, with more than just previews and the clean opening and ending. This release also has some of the Japanese previews for the series before it started airing, but the real gems are the three interviews. With interviews with director Shinichiro Watanabe, music creator Yoko Kanno, and the two performers that played the music of Kaoru and Sentaro. These interviews give a good look at the processes they used when creating the anime, from filming the musicians to recreate their exact movements, to how they found their performers. Anyone that enjoys behind the scenes and seeing how things are done are sure to appreciate these extras.

Overall
Capturing all the feelings, music, and depth found in Jazz and pairing it the the lives of two that find it imperative to themselves. The story does drift in places, but like real life and memories features those things that will stick with a person, as some of the asides with Brother Jun don’t fit well, but they definitely aren’t soon forgotten. And the music? What more needs to be said about the music? It colors and shades the events exactly as they should be. Kids on the Slope isn’t just a great anime series, it is an amazing visual Jazz performance worth almost anyone’s time.

Capsule Computers review guidelines can be found here.

Super Tower Rush Review

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Super Tower Rush
Developer: Team Super Tower Rush
Publisher: Team Super Tower Rush
Platforms: PC (Reviewed), Mac
Release Date: Out Now
Price: $2.99 – Available Here

Overview

Super Tower Rush, brought to us by the talented development duo Team Super Tower Rush, (@ToenAndreMC – Artwork and Audio, @MissScriptor – Programming) is a local (and soon-to-be online) competitive multiplayer platform-racer, with several unique twists. Players must navigate tall towers brimming with traps, spells, pitfalls and bonus items in an attempt to beat their opponent to the bottom, and it’s pretty cut-throat to boot.

This game was clearly built to bring out the “competitive sibling” style of play in all who engage with it, and in this sense alone, it succeeds in every regard. Expect food to be thrown, controllers to be batted out of hands mid-play and great amounts of strategic wind passing. All of which will frequently punctuate your local multiplayer sessions. Although this is the core selling point of Super Tower Rush; the party aspect, what separates it from other titles in the indie world is the overall sense of polish, of genuine 90s charm.

Gameplay

Although a Story Mode is in development, the game in its current form is clearly one focused on providing players with the most engaging arcade experience possible. If looking at the Single Player Arcade Mode, we’re immediately presented with a multitude of characters to pick from, each possessing a unique ability. This immediately screams “replay value” in the gruff, succinct tones of seasoned classics such as Tekken.

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The controls, character movement, and load times are fluid and responsive and the player seldom feels a negative sense of nostalgia – specifically the frustrations that often accompanied having to work with an 8-bit machine. Although nearly all aspects of the gameplay are immensely enjoyable (and this is heightened to the nth degree when you leave the Single Player Arcade Mode and take on a human opponent in local multiplayer) I do have to pick at one thing: The spikes. The spikes of certain key-smashing frustration and lengthy respawn times. But even this is by design and works perfectly in the creation of those genuine “C’mon!” moments that local multiplayer games are typically known for.

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Essentially, Team Super Tower Rush have done an excellent job in transporting us back to a time when gaming was simpler, where all that was required was time, an understanding of the controls, and sheer will; the days when games were impossibly hard as standard and if the power went, so too did all of the day’s work. The in-game features compliment this totally, the spells (weapons/power-ups used to slow your opponents) have a distinct Mario Kart feel. The dissolving blocks of sand that aid your descent feel very Zelda-esque and there’s definitely a visual nod or two in the way of Kirby’s Dreamland. This game is quite simply the Indie lovechild of everything we enjoyed about 90s gaming and a great deal more.

Visuals

By emulating the classic 8-bit graphics of titles such as LoZ: A Link To The Past, Super Tower Rush communicates a deep respect for titles of old. To look at the practical side of the visual style, you’ve got to talk frame rates. The technical benefits of using 8-bit visuals become apparent to players pretty quickly, especially when things get a little heavy. The Alpha copy I was looking at had no issues with a steady 80 fps and saw no drops whatsoever.

Audio

Now this, for me, is where the game shines brightest. Nothing makes a retro themed title more enjoyable than a well mastered retro soundtrack, and that is exactly what Team Super Tower Rush have offered. And I suppose this is where I have to get a little soppy, as whilst I was playing this game with a close friend, I couldn’t help but feel a deep sense of loss. I used to play countless SNES and N64 titles with my older brother.

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My brother and I were one of many pairs of siblings that grew up, and grew closer, facing the same TV screen during the 90s. The competitive aspect was integral to the bonding experience. I say this because Super Tower Rush brought all of those memories flooding back, in nostalgic droves. The key reason for which was the masterfully written soundtrack. If an independent publisher can transport players to the ‘way-back-when’, well, that’s saying something profound.

Overall

Super Tower Rush combines everything we loved about the 8-bit classics of the past, and sends gamers careening back into that era, by choice or otherwise. It’s a guaranteed nostalgia trip with a good few modern surprises, and for $2.99, you’d have to be nuts to say no to this one. Personally, I’d pay $2.99 just for the soundtrack.

9-0-capsules-out-of-10

 Capsule Computers review guidelines can be found here.

Marvel Heroes – Episode 2 of Chronicles of Doom

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With the release of Gazillion Entertainment‘s PC, free-to-play MMO-RPG Marvel Heroes around the corner on June 4th, the developer has released Episode 2 of the action-packed four-part motion comic series written by Marvel super-scribe Brian Michael Bendis (for my money, one of the greatest comic writers of all time).

This second instalment, which can be viewed embedded at the bottom of this article, follows main, titular villain Victor von Doom (see who voices the bad doctor) as he looks to make a deal with the powerful demon Dorammu to shift the control of power in the universe in his favor. Before watching, please check out Episode 1 if you haven’t already.

One 4 U: A take on the new console market

Please note that the following article expresses the opinion of author.

After the announcement of the Xbox One at Microsoft’s recent revelation event, gamers around the world now have a better insight into what the 8th generation gaming console market is shaping up to be. Many gamers and households want to pick which system is right for them and their friends and families, the sort of single console syndrome that has ignited and fuelled the passion of console wars since the very beginning of digital time. With all of the major power players in the console gaming market lined up against one another, it’s difficult not to start drawing comparisons and creating mental pros and cons lists.

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Let’s take a look at what we’ve got on offer: Microsoft’s rather confusingly named Xbox One; Sony’s rather predictably named Playstation 4, and Nintendo’s siren sounding named WiiU (if you don’t get it, trying saying it out loud three times). It’s no longer the PSWii60 wars folks. The newest battle in the console wars will be One4U, and in the current market, the disparity and differences offered by each console maker is greater than ever. In this opinion piece, I’m going to take a look at the major glaring ups and downs of each respective system so you readers out there might be better able to pick the right “One 4 U”.

MICROSOFT: XBOX ONE

Let’s start with the newest elephant in the room: The Xbox One. Now, I’m an avid fan of Microsoft gaming, both PC and Xbox. I love, absolutely LOVE my Xbox 360. The 360 was my system of choice for multi-platform releases and featured some of my favourite franchises such as Halo and Left 4 Dead, and was the springboard that launched other great games like Mass Effect and Saints Row into their relative success (before being ported across to other systems for their popularity.) The media centre was a nice little bonus touch to the console, able to play dvds and manage music while in game. I loved the east system link capability, large co-op library, the Live Arcade and pretty much everything about it.

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The Xbox One on the other hand seems to deliver so much less of what I loved, as far as their recent announcements have been concerned. Sufficed to say this console announcement was the most disappointing one of all three. Even calling this a “console” announcement seems a bit farfetched. Microsoft’s new “Set-top box” announcement would have been a better way to describe it, thanks to the lack of gaming based features and an almost entire focus on the “living room revolution.” The release has been plagued by speculation and rumors regarding not only the console itself, but numerous questionable business strategies adopted for this new generation. The “television” focus rather than games; the lack of backwards compatibility; the Kinect requirement and most concerning of all: the ‘used’ game fee.

The delivery of the announcement was weak, only showing off the annual EA sports re-releases, Forza, Call of Duty and Quantum Break. All of which were games we KNEW were coming already. I can’t help but feel their extensive marketing of sports to gamers, (a notoriously exercise resistant demographic), was a waste of good presentation time that could have showed us some of these other supposed exclusives. Microsoft has stated that they have 15 exclusives lined up for initial launch, but no word on WHAT they are has yet been given. The return of the dreaded Kinect was met with collective fan groans. And while I do feel that the implementation of voice control in gaming has good potential, the motion control element is really something they should have left behind, no matter how much they say its been “refined”. The first one should have been refined before it was released in the first place!

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This is not to say that the Xbox One is entirely devoid of positive notes. The expanded memory and friends list sizes are most certainly a boon, as are the DVD and Blu-Ray player. But based on what the “highlights” of the console are so far, the XB1 has a LOT of convincing to do, not just for me, but for the entire gaming community as a whole. In the end, Microsoft’s real test will be E3 this year. If they aren’t able to pull out and show us something genuinely impressive, and keep the focus on the hard-core gaming fans that made it an icon, then this console project might be killed before it even begins. I can only speak for myself Microsoft, but come E3, if the focus is off the games, then you will lose a fan. Myself, and many others who have faithfully played your games and bought your products for the last 12 years because of what a great GAMING system you built… Call it the “evolution of the entertainment” all you want, it will not detract from the fact many members of your community can’t help but feel a betrayed by this new approach.

SONY: PLAYSTATION 4

Next on the chopping block is the Playstation 4, Sony’s entrant into the modern market. While significantly more focused on games in their console announcement, their business strategy and associated gimmicks were as predictable as most of us expected from Sony. It was pretty obvious that they’ve retrained their identity as a hardware company first and foremost. Like the XB1, the PS4 will NOT have backwards compatibility support, though the Blu-Ray player and controller design remained pretty much the same.

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As much I as tended to consider the Playstation 3 “The enemy” as an Xbox360 advocate, I have to give credit where it’s due: Sony did a decent job of their console announcement in that it focused on what Microsoft should have: the games. Numerous game announcements and having the presentation essentially swipe Bungie away from Microsoft was a strong way to get the public excited about the PS4’s potential. However, they weren’t flawless. A good proportion of the presentation was spent spruiking the PSVita, which hasn’t proven very successful, and the machine itself was a no-show. While it’s understandable that some of the specific details are time sensitive, the announcement still got a generally negative reaction from investors and the community. Another detail to note is that they STILL refuse to let the PS Move gimmick die. It’s a feature that isn’t even popular on the Wii anymore, so its future potential is liable to be even more limited and even less successful than on the PS3. The reality is that many of us in the gaming market aren’t into the motion control thing anymore.

Sony’s major downfall with the Playstation 4 is its lack of originality. The name aside, the console really offers nothing new that the PS3 didn’t have already: gameplay experience, Blu-ray/dvd drive, online support, etc. Of course there are the standard processor and hardware upgrades, but the only thing that really was added to the gameplay formula was the controller touchpad, al la the Vita, a gimmick which many feel will easily fall by the wayside once the system is released. If you already have a PS3, the appeal of the features of the PS4 are likely to be limited, considering that they can by-and-large do the same things. However, with a comparatively large library of exclusive titles under their belt, Sony really has the potential to push forward franchises like Uncharted and Infamous into the next generation with hopefully pleasing results.

NINTENDO: WIIU

When the system and its line-up was first announced, I was dubious, and told myself that this would probably be the first time in my life I would NOT buy a Nintendo console. “The Wii-U?!?” I thought to myself many a time. Not only that a terrible name, but its just going to confuse legions of stupid people about the console since the names are so similar! Even with Mario, Mass Effect and ZombiU shown off extensively, I wasn’t sold on it. Then the post release game announcements started coming in. And then I started to pay attention.

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Zelda: Wind Waker HD, a NEW Zelda adventure, a new Smash Brothers, the return of Earthbound, Shin Megami Tensei X Fire Emblem, Pokemon Rumble U (Skylanders but with Pokemon), Super Luigi U and most recently, the announcement of Nintendo’s exclusivity deal with a certain blue hedgehog. Those crazy, clever, maniacal bastards did it. As far as the GAMES of the 8th gaming generation is concerned, Nintendo got it the most right. Although the first launch year of the WiiU hasn’t been overly mind blowing thus far, the future potential of the system is looking really bright for the one reason that Nintendo has done the one thing that Microsoft and Sony have forgotten: make the games for the fans. The inclusion of backwards compatibility with the Wii was a very smart decision to help augment the size of the WiiU’s game library in these starting months.

That said however, the system isn’t without its flaws. One of the most notable of these is the hugely limited battery life of the WiiU Gamepad, as well as the huge inconsistency that exist with various games’ control styles. Additionally, the system may not appeal to the older hard-core gaming market on the basis that multi platform releases tend to be more appealing on the other consoles in the market. Of particular concern is that many third party publishers like EA are actively trying to avoid development for the WiiU, which doesn’t bode well for sports franchises on the system. The WiiU’s “family friendly” image probably won’t fly with the teenage market, which is probably why we won’t be seeing Battlefield 4 on it, since it’s playership is primarily comprised of that demographic.

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Nintendo has impressed me most of all out of the current console generation. Unlike Sony and Microsoft, Nintendo doesn’t seem bogged down by this idea that a gaming console can do more than JUST play games. But it’s for that very reason that Nintendo has focused on the GAMES and their fans that I feel Nintendo’s WiiU is the most respectable console out of the three. However, the potential for third party growth has been hampered as of late, and I can’t help but shake the feeling that Nintendo isn’t yet done with unnecessary gimmicks like motion control and touch pads.

FINAL JUDGEMENTS

E3 2013 will most likely be one of the biggest and most watched shows in gaming history. This year will really be the make or break time for all 3 current console developers. All of the publishers will be under pressure to impress, though I feel that the onus will be on Microsoft most of all. Although the WiiU will have been out a year longer than its younger cousins, it’s still early days for the system as a whole. Its current library of games does impress, but I’d hope to see even bigger and better things from Nintendo this year. And Sony has yet to show off many of the specs for their system, keeping much of it shrouded in mystery. In all honesty, any of them could potentially surprise as they may well disappoint.

So which one of the three do you think will be the One 4 U? Leave a comment below and let us know!