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Phi-Brain: Puzzle of God Season One: Collection 1 Review

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Phi-Brain: Puzzle of God Season One: Collection 1
Studio: Sunrise
Publisher: Sentai Filmworks
Format: DVD, Blu-ray (Reviewed)
Release Date: March, 26 2013
Price: $69.98 – Available Here

Overview:
Many stories revolve around a puzzle of some kind, whether it be a murder mystery, discovering clues to track down a thief or some other crime related drama to survival situations. However despite the prevalence of puzzles in most stories, few take the risk of focusing entirely around solving puzzles as a plot point. Enter Phi-Brain: Puzzle of God, a series which revolves around just that, solving various puzzles. Now that Sentai Filmworks has brought the series overseas in Season One: Collection One, does this formula create something worthwhile?

Story:
Kaito Daimon may look like a delinquent but appearances can be deceiving. In fact he is one of the best puzzle solvers at his new high school. In fact, Kaito is so great at solving puzzles that even puzzles created by a dedicated puzzle solving club barely take him five seconds to complete. Kaito sees puzzles as a form of entertainment that everyone should be able to enjoy, however when Kaito is challenged by a mysterious man to solve a maze puzzle where failure means death, Kaito takes the man up on his challenge in an effort to learn why someone would create such a deadly puzzle.

Upon solving this puzzle, Kaito receives a special upper-arm bangle that is called Orpheus. Orpheus unlocks the hidden potential within Kaito’s mind, allowing him to solve even the most difficult of puzzles. With this artifact attached to his body, Kaito is given the title of Solver and is introduced to a new side of the world that he never knew existed, one where a mysterious organization known as POG is breeding “Phi-Brains,” highly intelligent people that may be able to solve the “Puzzle of God.”

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To do this, POG is full of people named “Givers” which create difficult puzzles for “Solvers” such as Kaito and other people with special titles such as his to solve at both great risk but also great reward. However as Kaito soon learns, POG is willing to do absolutely anything to reach their goal, even if it means killing his friends or destroying an entire city if he fails. Will Kaito be able to take on every puzzle placed in front of him and discover more about the mysterious POG organization?

Phi-Brain is a very unique series to say the least. By placing puzzles at the forefront while still offering a very shōnen like experience, many viewers may find the title surprisingly refreshing at first. Every episode features a different puzzle of some sort and while most of them are quite basic, such as car-sliding, choosing between liars and truth tellers, mazes and even more complicated ones, they have all been upgraded to over-the-top proportions.

Put this together with the fact that nearly all of the major puzzles introduced in collection one reward failure with death, sometimes through extravagant means, and these puzzles are certainly something that makes Phi-Brain unique. It’s also worth noting that viewers at home can also try to solve these puzzles, though it does break the series’ life-and-death aspects of puzzle solving when most of the puzzles can be solved faster by the viewer than by the character taking the challenge.

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It also is quite unfortunate that while the whole “risk of death” thing does heighten the tension a bit, viewers will quickly realize that this tension is simply an illusion. This is thanks to the fact that Kaito’s Orpheus bangle is basically allows him to instantly solve a puzzle in the blink of an eye. A friend is about to die or something else horrible is about to happen? No worries, Kaito always comes through last second through the use of his magical accessory.

Only at one time in this first release does anything truly feel like it is on the line and this is also where we learn about Kaito’s dark past, but even then, everything is still solved rather quickly. Kaito ultimately is the only character who really is given much in the way of any development, as his best-friend Nanoha fits your stereotypical sporty-girl that has one or two unique skills archetype and the rest are rather bland as well. It is worth noting though that the interactions between the characters in the series are often quite hilarious so even though they may not be the most unique characters, they still are enjoyable enough outside of the puzzles.

With the unique aspect of puzzles and an illusion of tension surrounding each one, Phi-Brain: Puzzle of God still is quite a refreshing and entertaining series. There is a bit of plot here and there, though many of the puzzles simply are standalone affairs with mini-arcs scattered throughout. That being said, this release does end on quite a cliffhanger that will leave those who enjoy what Phi-Brain has to offer looking forward to the next release.

Visuals:
The animation for Phi-Brain Puzzle of God Season One Collection One is hit and miss at best. The character designs for Kaito and the other Solvers we are introduced to in this release are nicely handled, though the rest of the staff, including Nanoha are very stereotypically designed. Thankfully, the characters’ faces are all very expressive so this means that their various interactions with one another work well. It is worth noting however that there are a number of dips in quality that occur often, usually at mid-range but even on close shots of characters as well.

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The puzzles themselves are nicely handled and thanks to some stellar background design, most of them are quite impressive looking. Phi-Brain makes the jump to Blu-ray quite nicely with crisp visuals, although the quality of the artwork is quite low throughout the release.

Audio:
With Phi-Brain, Sentai Filmworks decided to give the series an English dub and as far as their performances go, they provide an adequate job voicing the characters. Ultimately there were no real stand out performances from the cast worth mentioning, though if anything David Wald’s work with Kaito is probably the most noteworthy for fitting the character well. This release also contains the original Japanese voice track for those interested in that particular option.

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With such focus on puzzles and time limits, Phi-Brain makes effective use of background music to enhance the dramatic feel of difficult puzzles, though outside of puzzle situations most of the background tracks are very forgetful. The opening theme in this release is “Brain Diver” by the well known May’n while the ending theme is “Hologram” by Natsumi Kiyoura. The opening theme is very catchy and helps start off every episode with a nice exciting feel, though the ending theme is unfortunately something many will likely skip over as it is not noteworthy in any way.

Extras:
As far as bonus features go, Phi-Brain Puzzle of God Season One: Collection One is very bare-bones. Outside of a clean opening animation and closing animation, the only other extra content are a few trailers for other Sentai Filmworks releases. While the opening animation sequence is nicely done and worth checking out, these scant amount of extras are as basic as it comes.

Overall:
Phi-Brain starts things off with a nice memorable setting with a refreshing take on anime. By focusing almost entirely on puzzles, to a ridiculous scale at that, the series manages to offer a shōnen like feel with only some of the shōnen pitfalls. That being said, the illusion of drama and run of the mill characters drag the series down and sometimes puzzles and their risks are so extravagant, it feels more comical than anything else. With a lot of the show still left to be released, those who find Phi-Brain to their liking will likely be willing to stick around to learn more about this Puzzle of God, despite the issues the series demonstrates in its initial release.

7-0-capsules-out-of-10

Capsule Computers review guidelines can be found here.

Assassin’s Creed Creative Director plans to ‘fight’ Ubisoft over termination

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The Creative Director of the Assassin’s Creed and Assassin’s Creed 2 Patrice Desilets was recently terminated by Ubisoft and has since went on to comment on his departure, claiming that he plans to ‘fight’ Ubisoft over what he deems ‘baseless’ actions ‘without merit’.

Patrice Desilets spoke with Polygon about his termination, “Contrary to any statements made earlier today, this morning I was terminated by Ubisoft. I was notified of this termination in person, handed a termination notice and was unceremoniously escorted out of the building by two guards without being able to say goodbye to my team or collect my personal belongings. Ubisoft’s actions are baseless and without merit. I intend to fight Ubisoft vigorously for my rights, for my team and for my game.”

The statements which Desilets is referring to are those an Ubisoft representative told Game Informer“Unfortunately, since the acquisition, the good faith discussions between Patrice and Ubisoft aimed at aligning Patrice’s and the studio’s visions have been inconclusive. As a result, Patrice has left the studio. Our priorities remain with the teams already hard at work on projects in development. They are at the root of Ubisoft Montréal’s past and future successes.”

It remains to be seen what action Desilets plans to take against Ubisoft, but he resolutely stated, “I’ll survive.”

Fuse Interview with Insomniac Games CEO Ted Price

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We (Luke and I) recently got substantial hands-on time with Insomniac Games‘ upcoming cooperative action-shooter Fuse, our preview of which can be read here. While at the EA held preview event, we also received the opportunity to interview Insomniac Games CEO and President Ted Price about the game. It was a pleasure to meet him and he gave us some great insight into the title and its development. Without further ado, here it is:


If I remember correctly, you announced the development of a project that would turn out to be Fuse back in May of 2010. It was then first officially revealed in May of 2011 as Overstrike. So what’s that journey been like now 3 years in and mere weeks away from release? Has the process been an arduous one?

Every new IP we create is a journey, it really is. And I mentioned it earlier today, but every new IP brings unexpected challenges with it. And with this IP in particular, the biggest challenge was figuring out how to make the weapons fit together, because we knew it had to be a co-op game; that was our goal from the very beginning. But at the same time, we wanted to make it really fun for single-players as well as 2 players, or 3 players or 4 players, and the key to that was coming up with exotic weapons that were not only exotic on their own but could be combined in combat to be satisfying. And that took us a long time – that was probably the most difficult part of the journey; to figure out how to give the weapons the right punch and keep them balanced. In particular, we didn’t want one weapon to stand out among all the others as the “go-to weapon” for everybody. So that’s why the game continued to change after we showed off the first trailer in 2011. In fact, specifically at that point, even though we had some cool-looking stuff it wasn’t working well in the game – it wasn’t very fun – so we had to go back to the drawing board a few times just to figure out “how can we make this work”. But, we eventually got there and that has been very satisfying.

Actually Brian Allgeier (Fuse Creative Director) mentioned as much to us at the EA Showcase, so it’s good to see you guys cracked that code on balance so to speak. Now, did it being your first multi-platform title bring any challenges?

I wouldn’t…not more than…not unexpected challenges I suppose. We took it as an opportunity to build a new engine and a new tool set which addressed a lot of issues that we’ve had endemically at Insomniac in terms of iteration time. So the new tools have let us spend more time on say iterating with the weapons and balancing the game.

So when the project was re-branded from Overstrike to Fuse, how deep did that change go? Was it more than a title/marketing change?

Well, we realised when we began digging even deeper into the story that the story wasn’t necessarily about the organisation Overstrike – Overstrike is the name of organisation that we reference in the story, but what drives the story is Fuse, the alien element. We realised that relatively late in development and it didn’t make as much sense to continue to focus on Overstrike because we weren’t answering a lot of questions about that organisation. Instead, we were answering more questions about Fuse and integrating Fuse heavily into the gameplay. So we wanted to make a more cohesive universe versus something – a name – that just didn’t apply to the game’s overall focus.

I was going to ask the obligatory “what differentiates Fuse from other shooters”, but we got to personally experience the answer just now. One thing we were surprised with was the little platforming sections – I know that you were interested in that inclusion Luke…

Yeah, I felt the climbing aspects added something to the third-person shooter gameplay archetype. What was the inspiration for those sections? Was it something that you had always planned from the start?

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It came as a result of wanting to create highs and lows in the game and not have a one-note game. The temptation is to have big battle after big battle because that is generally fun, but that can be numbing after a while. And so we needed a way to not only break up combat, but to tell more story in the game. And those times where you are climbing around or going stealthy – doing different things in the game – are good chances for us to give players a break from constant combat. In my opinion, that helps enhances the excitement you get from combat situations. I will say too that this is not a traversal or platforming game; these are “traversal-lite” sections.

Like transitional areas…

Yeah, and it was also a chance for us to show off some of the environment too because it’s easy to build battlefields where you’re focused on getting to cover and looking for flanking paths, but when you can offer players a chance to climb around and look at the beautiful scenery, it just helps open the game up a little bit.

And makes the world more immersive…

Yeah; that’s the goal. We hope that the world is a little more solid for people in doing that; that they are immersed and believe that they are in this Insomniac-esque world.

With the unified progression system – and we don’t know what sort of level cap is in place – but was there a lot of work put into how quickly someone can level up? Because, theoretically – and it’s been seen in games before – you could spend a lot of time in multiplayer, level up however much and then come into single-player/campaign much stronger, making it easier. Was that a big consideration?

Yeah, balancing that was another aspect that was challenging about making the game. However, as you’ve experienced, Echelon [the multiplayer mode] is tough! It’s not a cakewalk and we’ve made sure that you can’t just go in and constantly level up and then have fully levelled characters in the campaign, that’s just not going to happen. We spent a lot of time play-testing and making sure that the numbers felt good and that we didn’t allow players to progress so quickly that they’d feel like they conquered the game early. At the same time, we didn’t want to make it brutal. My feeling is a lot of players…usually players start off with the story-driven campaign, but they will want to check out Echelon – they go in and play for a while, and when it gets to hard they jump out, return to the campaign and tart levelling up their characters and eventually go back and try out Echelon again. Because they’re both connected in terms of the progression system, we believe it’s incentive to actually jump around a lot more.

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From what we played, it feels very well balanced. We levelled up to Level 10 I believe…

Did you really? Congratulations, that’s awesome!

Yeah, and then after you left for another interview we made it to Wave 9 in Echelon. We got smoked at Wave 4 and thought “is it really gonna be this tough?!”, but we got our act together…and then got slaughtered at Wave 9. [Laughter]. But anyway, one specific question I have relates to those bug-like, explosive enemies – I can’t remember what they’re called…

We call them “seekers”.

Oh, that’s right. I found myself purposely switching from my Xenotech weaponry to my pistol or machine gun because I didn’t want to waste that powerful weapon’s ammo on these things that are weaker and can be destroyed by fewer bullets. Was that something you considered, that they would maybe not force, but influence the player to use their whole arsenal in that strategic sense?

Well, we didn’t want to make any common enemy frustrating and I think that if you have a very small enemy who’s moving fast on the ground but does a lot of damage when he gets close to you – if you make him a bullet sponge, it’s frustrating. Because they’re hard to track also, so we wanted to make them more popcorn-esque. And we’ve had a lot of experience with what we call “swarmers” in other games like Ratchet & Clank or Resistance where we’ve hit that challenge and we have made the mistake of making “swarmers” difficult and it is literally frustrating. The mechanical aspect is that you are used to shooting pretty much straight or up, and when you have to aim down, it’s an additional complication. And so, when you force players to aim down at a quick, small enemy you have to make them easy to kill.

I was wondering about the fact that you acquire the Xenotech weapons almost immediately. Was there a lot of discussion within the team about the option of drip-feeding players those weapons and other new weapons?

Also, when you get captured in the prison on Triton, they’re taken away and we thought “ah, they just gave us a taste”, but then you get them back 15 minutes later…

Well, we wanted to introduce them really early because they are so key to the game and we also wanted to introduce those light co-op elements early without over-burdening you with a fully powered-up weapon. As you know, you unlock skills with those weapons as you move through the game. We certainly experimented with unlocking a lot more early on and we found that players were confused. For example, if we give you the Warp Rifle and unlock the invisibility function early, it’s almost impossible to figure out how to use all of those functions strategically, so we wanted to ease players into it. The fact that we take them away from you in the second level has as much to do with story as it does with gameplay. At the same time, we wanted players to experiment with stealth in that second level on Triton, and without the Fuse weapons you are certainly encouraged more to be stealthy and that was our subtle way of teaching you that “hey, this game can be played in a stealthy fashion” at times instead of going guns-blazing.

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I didn’t look too far into the skill/upgrade tree to see how deep the customisation goes for the additional mechanics for the weapons and characters, outside of the trap for Jacob for example…

So that’s a main ability you unlock for his Fuse weapon, but then you also will unlock additional Fuse-related abilities; a couple that are incredibly useful as you move through with each of the four characters. Now, they’re not tied to each of the weapons, they are overall Fuse abilities that are, again, super, super useful and they change up the way you play the game later.

Did you pull anything specific from your work on Ratchet & Clank and other past games in designing Fuse?

You will see the Insomniac DNA here in a lot of areas; first and foremost the weapons – going over the top, coming up with exotic weapons that you don’t see in other shooters…but we have a heavy focus on controls and camera too. We want to make it really easy to do what you want in the game, and an example of that is the way we use cover. If you noticed, we have a very liberal cover system where when you press ‘B’ (on the Xbox 360) you get sucked into cover from a fair way away, and we spent a lot of time with that and had numerous arguments and discussions on how liberal we should be. But, we realised that – like in Ratchet & Clank – it’s gotta feel intuitive when you are, say, doing certain things in the game that are core to the game – in this case it’s taking cover, vaulting cover and climbing. All those things have to feel really natural, so the timing of your button press and the distance at which you can activate these actions was something we really spent a lot of time on.

Would you say that pure “fun” was your first and foremost focus in creating the game? It sounds like a simple question, but there are many games out there that design presentation, story, etc., first…

I mean, that’s a great question; at first we focused on the world and the story as we were building our systems – as I mentioned this is a new engine and tool set – but then we dug in heavily into what makes the weapons satisfying. And it’s a complex equation because it involves, not only the functionality of that weapon, but how enemies react to that weapon; how they die, the audio, the recoil…all of those things that, in many cases, we take for granted are just subtle parts of the equation or ingredients in the final stew and when it comes together, what you get is a weapon that is fun to use and is really satisfying. But figuring out the right measure of each of those ingredients is what takes a long time to get right.

Well that just about covers all of our questions. The game is looking great; we were really impressed with it.

Well thank you very much for spending so much time with it and it was actually fun watching you guys play it!


You can play the Fuse demo as of today. Fuse is coming out in Australia on May 30th for the Xbox 360 and PlayStation 3. Keep it locked on Capsule Computers for our subsequent review in the coming fortnight.

Fairy Fencer F announced by Compile Heart

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Today the latest issue of Famitsu has revealed the first game that will be developed by Compile Heart under their new Galapagos RPG brand. The title of the game is Fairy Fencer F and it is coming to the PlayStation 3 sometime this year in Japan.

The game will feature the artwork of Yoshitaka Amano, the music from the Earthbound Papas and the developers of Hyperdimension Neptunia. Three characters have been announced by the names of Tiara, Fang, and Arin and the storyline will involve a goddess and an evil god and the combat will allow players to fight in mid-air and various team attacks can apparently be performed. An image from the magazine showing off two of the characters can be seen below:

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Dead or Alive 5 Ultimate announced with Momiji

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Today it was confirmed via a leak in Famitsu that the next Dead or Alive 5 game that was teased awhile ago is going to be called Dead or Alive 5 Ultimate and will feature Momiji from the Ninja Gaiden series as a playable character. She will also come with a special ninja themed stage that is currently being called Sky City Tokyo.

It is currently unknown what else will be included in this release, though many fans seem to be hoping that this “Ultimate” version will include the DLC costumes released for the game up until this point. Currently Dead or Alive 5 Ultimate is set to be released in Fall on PlayStation 3 and Xbox 360 in Japan.

Zeno Clash 2 Launch Trailer Launches

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ATLUS USA have released a launch trailer for Zeno Clash 2 the first-person stonepunk brawler to celebrate its launch on Steam today for PC gamers.

Zeno Clash 2 takes players to the wild and bizarre world of Zenozoik a stonepunk setting the likes of which have never been seen before in a video-game involving punching things until they die.

We recently reviewed Zeno Clash 2 which you can check out here if you want an idea of what to expect from this oddball first-person brawler game. Be sure to check out the trailer for the game below in all of its strange and intriguing stonepunk glory.

New FUSE Trailer – ‘Hired Guns’

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EA have released yet another trailer for the hotly anticipated co-op focused third-person shooter game FUSEthis time focusing on the four ‘hired guns’ of Team Overstrike 9 and their particular skill-sets.

The demo for FUSE was released this week which gives gamers a taste of the thrilling action and excitement on show in this awesome title. The FUSE demo takes place mid-way through the game and allows players to take each of the four characters for a spin and test out their unique abilities and xenotech weapons.

You can check out the new ‘Hired Guns’ FUSE trailer which features a track from the band FILTER below.

FIFA and EA Sports extend deal to 2022

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EA Sports have just announced that they have secured a license extension for the FIFA brand that will expire in 2022, meaning that there will be nearly another decade of EA Sports FIFA fun for gamers to get a kick out of.

The agreement states that EA Sports maintains their exclusive rights to release FIFA branded sport and management video-games.  EA Sports also holds the exclusive rights to the release of the official FIFA World Cup video-game. Not only that but EA Sports remains a presenting partner of FIFA Interactive World Cup.

This is great news for FIFA video-game fans that are happy with EA Sports quality football video-game product as there looks to be many more to come.

Lost Planet 3 Interview with Andrew Szymanski

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Today we spoke with Lost Planet 3 producer, Andrew Szymanski over at Capcom Tokyo Japan (Audio Interview can be heard below)

Andrew runs us through many of the new features that we can expect to see in Lost Planet 3 and also provides us with information on the main character Jim Peyton and the little of the Storyline for the game as well.

We discuss the new Utility Rig and how it compares to the Vital Suits in the previous Lost Planet games in the series. Along with that we go into detail on multiplayer for the game and how it works and also what kind of new monsters/ Akrid we can expect to see in game without giving away too many spoilers of course.

Lost Planet 3 will take players back before the events of Lost Planet 1 and 2 where EDN3 is in need for colonization hence the role of Jim Peyton as a miner taking on the jobs and contracts to make money to send back to his wife and son back home on earth.

Lost Planet 3 is being developed by Spark Unlimited based out of L.A using the Unreal 3 engine and will be available on XBOX 360, PS3 and PC with a release date of August 27th for North America and August 30th for Europe.

Check out our audio interview with Andrew below and let us know what you thought of it in the comments section below.

Audio Interview with Andrew Szymanski Producer of Lost Planet 3

 

 

Lost Planet 3 Image Gallery

 

Madman’s May 2013 Release Line-Up is Massive

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This month Madman Entertainment have some truly big releases coming. In particular Madman are reissuing several of TOHO’s greatest films, including the granddaddy of them all, the one and only Godzilla.

In terms of Godzilla, fans can expect the long-awaited Godzilla: Millenium Collection which features 6 films spanning 1999-2004, each of which feature legendary enemies of Godzilla past brought back to go toe to toe with the toughest lizard on the planet. All of this culminates in the incredible ultimate rumble showdown between Godzilla and all of his foes in the final film, Godzilla: Final Wars.

Also slated for release this month are TOHO titles such as the complete Lone Wolf and Cub collection, The Samurai Trilogy and Weatherwoman movie 1 and 2.

Not only are there some great TOHO films hitting shelves this month from Madman, but there is also some great anime titles. Studio Ghibli’s Kiki’s Delivery Service will finally be getting the Blu-Ray treatment and Toriko will finally chow down down under with Toriko Collection 1.

For more information on Madman’s May 2013 release line-up be sure to check out Madman’s official website here.