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Capcom Arcade Cabinet 1984 Game Pack #1 Review

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Capcom Arcade Cabinet 1984 Game Pack
Developer: Capcom
Publisher: Capcom
Platform: Xbox Live Arcade (Reviewed), Playstation Network
Release Date: April 16, 2013
Price: 800 Microsoft Points ($9.99 PSN) BUY NOW!

Overview
Say what you will about digital content, but when Capcom say they are going to deliver – they always pull through (fans of Mega Man, note the word digital content there). Capcom Arcade Cabinet has seen quite a bit of love over the past few months, capturing the publisher’s golden years in the arcade, but the releases are coming to a close, and what better way to cool off than in the year of 1984 with Pirate Ship Higemaru, 1942, and SonSon. Yes, we have gone back even further, where the gameplay is raw and the visuals even more simplistic. Was it wise for Capcom to go off with this collection on such a note, or is this finale satisfying enough to tie everything together? Let’s find out.

Gameplay
Pirate Ship Higemaru is the first title I decided to play out of this pack, as honestly – I had not even knew of it’s existence until viewing the game. Players take the role of a sailor by the name of Momotaro in this romp, and have to defeat a band of pirates Donkey Kong style. By that I mean barrels of course. You see, this title is set up like a maze and the enemies can kill with just a touch. It’s sort of like Pac Man, but without the dot collecting. Pirates that are lined up properly can be killed in succession, and once the player progresses to the next stage – the difficulty rises up and more pirates infiltrate the large ship of sorts. I really wish there were more to it, but this was 1984 and as it’s own product, Pirate Ship Higemaru doesn’t need a lot of gimmicks to be mindlessly entertaining.

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Next up comes 1942, which of course came before the war plane themed shooter, 1943. All players need to do to win is simply fire away at every flying object that moves, collect power-ups, and avoid contact with enemies. Unlike 1943, this earlier version is much more unforgiving, as if you die – it is game over. There is no time to “insert another credit”, you just get to enter your initials, claim your high score – and try again. I’ll admit, I went in a bit cocky to the genre, but the score attack premise of all three titles here quickly grounded my mind, but the charm of a raw, authentic challenge was just too addictive to quit entirely. We see many titles that want to reward your failures with gold, and maybe that is a problem in today’s market. 1942 is all about teaching the player to dust themselves off and try again from the start. Sure, the gameplay isn’t as refined, but it does offer more reward than it’s successors, and that alone is what makes this aerial journey so enjoyable.

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Finishing things up comes a game many have heard of, played, and love by the name of SonSon. Crafted more as a platformer than a shooter, players take control of our little ape friend and must scroll sideways, jump up and down to platforms, and shoot every enemy that crosses their path in order to progress. SonSon, out of all of the titles in this package is one I remember, but never fondly as the constant moving up and down while trying to shoot just seemed to be a little too overwhelming. That was when I was young however, and I have had more than enough time and experience these days to get the grasp of trial and error styled gameplay. The screen scrolling alone makes the player constantly stay on the edge, as there is no stopping to regroup after a swarm of enemies, it’s just one wave after another – and knowing when to jump up or down is crucial if you want to progress. I can say I still am not sold on SonSon being enjoyable due to my own taste palette, but after getting rather far this time around, I do have a bit of a new-found respect for the age-old classic.

Visuals and Audio
As I mentioned, these three titles are from the year 1984. Even compared to games that came out one year before, one will quickly learn about how fast technology moved due to the graphical limitations on display, as SonSon in particular features little animation and uses it’s gimmickry to make the game feel alive. Yeah, sure…these are all classics and that must be taken into consideration before dropping the gavel, but if you are someone looking for “Arcade Classics” that deliver in all areas, you probably won’t find it here as all that is present is the meaty, high-score themed gameplay mechanics with a side dish of cold, raw challenge.

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The soundtracks present are really all about personal preference. 1942 in my opinion has the other two titles beat hands down in terms of music and sound effects, but many will probably take a liking to the other whimsical tunes offered up as they do fit well with their innocent protagonists. While not the most refined, I would say to take the audio as more of a history lesson from the year of 1984. This was the year where Atari had faded away and publishers were trying to shatter the market’s perception of video games – and with that in mind, it’s easy to see why these three titles started Capcom on a wave that continues to be rode by gamers looking for that special, raw experience that could never be replicated by anyone else.

Overall
1984 was a very transitional year in gaming. We live in a time now where the next crash of the industry looms due to DLC and DRM frustrations, as well as AAA titles never being able to sell enough. Back then however, that crash just occurred, and getting the gamer back into enjoying the hobby as a whole was the main goal, which was met through the deliverance of pure and challenging gameplay. Sure, these three titles will not blow anyone away, but serve this collection well as a turning point that took us out of the gutter and into the Super Mario Bros., Sonic, and Mega Man titles that truly revived the scene entirely. Due to that large factor, this trio belongs in every Capcom fan’s collection in one form or another, but if you have yet to add them to this digital Arcade Cabinet, there is no better time to make the download and rediscover the roots of one of the most loved companies in gaming history.

8-0-capsules-out-of-10

Capsule Computers review guidelines can be found here.

Has Pokemon Jumped the Sharpedo?

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K: Ever since Professor Oak welcomed us to the wonderful world of Pokemon and asked us our name, and his grandson’s name, fans have been enthralled by a number of cute little creatures. As time passed there came to be more than the original 151. Some people didn’t take this too well. Since Chikorita poked its little leafy head into the fray as number 152, some “fans” of the Pokemon series have been in uproar over the decline of a once great series. Some only accept that there are 151 Pokemon and that everything else doesn’t count. Myself (Kane) and Frank, are here today to delve into this issue. Is Pokemon as good as it ever was, or has it lost the flair that defined it?

F: Even to this very day Pokemon has been given as much crap as it has praise and for a franchise like Pokemon it really shouldn’t be this way. It’s embarrassing to see fans like this turn on the people that made them feel good in the first place. I say “don’t bite the hand that feeds you” because one day when these comments and complaints actually come to fruition and Pokemon is no more than just a memory (I hope that day never comes) and a bunch of old, unplayed games, people will look back on it all and question themselves as to why they complained in the first place. The Pokemon haven’t gotten worse! People just don’t know what they expect! Everyone wanted a new Mewtwo, or at least a return of Mewtwo, and that’s what we were given in the new movie Extremespeed Genesect: The Reawakening of Mewtwo yet as soon as his new form was unveiled the Pokemon world went back into bedlam and was once again divided. Do we really need such a love/hate relationship with this franchise? Surely they know what they’re doing right? We’re going to try and figure this one out.

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K: The creators have, to an extent, tried to appease some of these “genwunners”, so called by the internet, in Generation V. A majority of the Pokemon added in this generation feature similarities to the original 151. Woobat=Zubat, Timburr=Machop, Tympole=Poliwag, the list goes on. But despite this, people twist it into another reason the original was the best, citing a loss of creativity and reuse of old ideas. Essentially its reached the point where it is impossible to win with some people. The Pokemon that caught probably the most amount of criticism was Garbodor. The trash Pokemon. How people hated it. “Were they blindfolded when they drew this? Seriously, this is a Pokemon?” It basically became the face for hatred against new generations. But I really don’t know why. Yeah, it looks weird, it’s a trash heap after all. I actually like the guy. Some hate it with a burning passion, but I want to point out Muk. A Gen I Pokemon, the apparent pinnacle of the Pokemon series, who is a blob. A literal sludge heap. Don’t get me wrong, I like Muk too, he’s awesome, but how is he so much better than Garbodor? How much more work went into the design of a purple sludge than into a garbage creature? How can one be hated so much more than the other?

F: Adding onto my friends point I would also like to alert everybody to the existence of both Rattata and Bidoof; both of which are shithouse Pokemon, sorry for using the scientific term, yet everyone seems to hate one more than the other. Guess who? Pokemon really hasn’t lost it’s flare, not one bit. If we’re talking gameplay of Pokemon games; the devs have done only good, if you can have the same type of gameplay for the entire run of a series, only adding bits and pieces here and there, you’re on to something incredible! In terms of Pokemon designs, I’m sure we’ve said this but, essentially they have the same level of design and thought put in as any other Pokemon from any other generation, okay, look, maybe the legendary trio (not the deer) from the latest generation were a bit lazy and unnecessary but it really doesn’t warrant a flurry of negativity.

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K: Alright, so we’ve spoken about comparisons and continuing themes, but what about the new? Yeah, some of the new designs are more detailed than the old ones, but that’s to be expected. Pokemon was revolutionary back in the day, so you could have pink goo and call it a Pokemon. It takes a little more these days. Same as how old superheroes have the least creative names ever, but they’re still iconic. My mind goes to the Tao Trio, Reshiram, Zekrom and Kyurem. In the most recent instalment Black and White 2, Kyurem became the first Pokemon ever with the ability to fuse. Now how is that not cool. Fans of the series, with the appropriate ability, have been creating fusion sprites for a long time. I remember way back in Gen I, a rumour passing around that you could fuse Pokemon together if you beat the Elite Four fifty times in a row. Those rumours were everywhere back then, but we were kids how were we to know? Whether or not fusion will be granted to anyone other than Kyurem remains to be seen, but it’s still one hell of an ability, and I mean an Ice move that can burn or paralyse, that’s nothing but awesome.

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F: Also the addition of Scald as a water attack that can burn an opponent is great! There are certain evolutions within the Pokemon games that just shouldn’t be disputed; like the form changing of Pokemon, we saw this in Gen 4 with Rotom the, originally, Electric/Ghost type who had six different forms (his original and then five others) each sporting a different type, now tell me how that’s a bad thing? I’m not saying people complained about this specifically but it’s the principal that not all new generations are bad. Look I’m a big fan of the first two generations, I really am, but I’m so damn excited to see what’s to come from Pokemon X and Y, more than words can describe! I’m excited to see whether or not we’re going to be introduced to more evolutions of older Pokemon which is something I guarantee people will be complaining about. Calling yourself a true fan of Pokemon but only recognising the first Generation is so contradictory and really nobody but the people working at GameFreak should be able to criticise what comes next. But like I said; I’m still a big fan of the first few generations and I wish we could see a comeback of a lot of the old Pokemon that doesn’t mean they are the only true Pokemon. I can understand why a lot of older fans stick to the first generation; it was the one you remember the most, the one you remember playing as a kid, it probably got you through a lot of hard times, it was probably the first thing you’ve ever really liked for this long and it’s got a lot of sentimental value with nostalgia being a very powerful thing, I say just broaden your horizons and open up to new things, you don’t have to like every new Pokemon that is to come but you don’t have to hate all of them either.

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In Conclusion: Look when you get right down to it, it’s all a matter of opinion. Which Pokemon you like, which ones you can’t stand, that’s your choice as a player. Hell, the franchise itself gave up the “Gotta Catch ‘Em All” tagline back in Crystal Version. It’s not wrong to love Gen I above all others, but why is there so much hatred towards the rest. Pick what you like and play it. Brag about how your Charizard is an absolute beast, but don’t scream at the guy who prefers Infernape. When it came out, Gen II seemed odd, adding to Pokemon, but as time passes they fall into the category of classics. We’re already getting snippets of news regarding the newest generation and it looks impressive. 3D graphics, another hundred or so Pokemon, a new plot to keep us playing. Same old new stuff. The franchise keeps evolving, but at the same time it stays true to its roots. In the end one article probably isn’t going to change you’re mind, but it’s still good to hear the other side of the argument. The side that says: chill, seriously, they’re all Pokemon. Mewtwo itself even said that “the circumstances of one’s birth are irrelevant.” It doesn’t matter which generation a Pokemon comes from, you’re allowed to like it. Just enjoy the game.

Children Who Chase Lost Voices Blu-Ray Review

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Children Who Chase Lost Voices
Studio: Comix Wave Films
Publisher: Madman Entertainment
Format: DVD, Blu-Ray (Reviewed)
Release Date: March 20, 2013
Price: $39.95 – Available Here

Overview:
It is only on a rare occasion that a true masterpiece of a film comes along. Makoto Shinkai’s anime epic Children Who Chase Lost Voices is one of those rare gems. After we reviewed the film at last year’s REEL Anime festival, I was left with one question – How do you top this?

After watching this film for a second time now, I am still at loss as to the answer to that question. This is an incredible film in all regards, a truly thoughtful tale spun with purpose and heart. Children Who Chase Lost Voices is the height of more than a decade of work and it honestly feels like Shinkai’s magnum opus.

The journey that Shinkai takes us on with Children Who Chase Lost Voices is unforgettable, touching, heart-breaking, honest, captivating and beautiful in ways that words just can’t describe. Once you say ‘Hello’ to this film, you’ll never want to say ‘Goodbye’.

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Story:
Children Who Chase Lost Voices is both perfectly simple and deeply complex. It is easy to write this film off as a fluffy family adventure, but it is so much more than that. There is a heart and soul underneath all of this film’s layers, honest and pure, raw and chaotic, blissful and raging, lost and found, pained yet hopeful. This is not your average film, this is life in motion.

Shinkai’s genius is evident throughout this film. He just sees something that very few can, something so intangible yet so very real. Many of his films focus on separation and distance but none are as introspective and thoughtful as Children Who Chase Lost Voices.

On the surface this film is about a journey deep beneath the earth, but it is so much more than that, this is about a journey deep into ourselves. Throughout the course of the film, Asuna and her companions learn that nothing is permanent, life burns out and hello turns into goodbye. Dealing with this separation, this painful truth, is what Children Who Chase Lost Voices is all about.

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There is a poignancy to this film that very few can ever grasp. To accept life is to accept death, all things begin and all things end, ever hello always ends in a goodbye. How we find the strength deal with these things is what makes us human.

All three of the film’s protagonists take a very spiritual journey, each compelling and moving in their own way. Each character has a reason to adventure into Agartha, what they find deep below may not be what they expected but ultimately they discover that sometimes you have to say goodbye, no matter how painful that may be.

Shinkai has crafted a truly affecting film that tells a story that anyone can relate to. We all know the feeling of loss, that hope to return to the way things once were. Shinkai captures that to perfection in a film that can be enjoyed by everyone. This isn’t your ordinary anime film, this is something special, a genuinely life-changing experience. This is the magic of film.

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Visuals and Audio:
Once again Makoto Shinkai has made one of the most aesthetically beautiful anime films of our generation. With each of his film’s his artistic styling improves and becomes more refined. Children Who Chase Lost Voices is the summation of that growth. The sprawling landscapes of Agartha and even those of Earth are vividly detailed and awe-inspiring. Shinkai really solidifies himself as not only a superb story-teller but also an excellent artist. He has really polished his craft, seemingly taken a few steps from Studio Ghibli in character design, but all the while retains his unique style that we have come to know from his works and then builds upon it.

I must say, this film is truly done justice on Blu-Ray. The full level of beauty is crisp and sharply conveyed on this platform and I honestly cannot imagine it looking any better. The Blu-Ray version’s visual experience alone is worth the price of admission.

Children Who Chase Lost Voices is also blessed with a remarkable soundtrack, exquisitely composed by Tenmon, a long time collaborator with Shinkai, having previously worked on all of his film’s musical composition. The film also has a lovely and very fitting theme song titled ‘Hello, Goodbye and Hello’ performed by Anri Kumaki.

This particular release of Children Who Chase Lost Voices also happens to feature a brilliant English dub along with it’s original Japanese audio. The English dub features a truly stand-out performance from Hilary Haag as Asuna. Interestingly enough Haag previously played to role of Akari Shinohara in the English dub of Shinkai’s 5 Centimetres Per Second film.

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Extras:
Madman Entertainment’s release of Children Who Chase Lost Voices is an impressive one to say the very least coming bundled with a plethora of special features of which an entire disc is dedicated to. Not only do you get the incredible film but you also get a Making Of featurette, interviews with the cast and Makoto Shinkai himself, trailers, promos and a very special look at the works of Makoto Shinkai.

Despite this astonishing amount of content, the release is not without its oddities though. I found it very curious that Madman has once again used the Kaze/Manga UK Blu-Ray release, this is very evident due to a major inconsistency on this Blu-Ray. When you load up the first disc the film is referred to by UK name Journey to Agartha, this is an odd inconsistency to say the least. The other oddity was the fact that the special features disc was not in fact a Blu-Ray but actually a DVD. While both of these things are strange, this product is overall truly excellent and without a shadow of a doubt deserves a place in any anime fans collection.

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Overall:
Children Who Chase Lost Voices speaks to me. No matter how many times I see this film, it still moves me with its sway. If I could hazard a guess at what this film was made of I’d say heart, soul and some kind of magic.

Makoto Shinkai is a very remarkable man whose genius may not be as appreciated as it should be. Many call him the ‘New Miyazaki’ but that he isn’t. He is the first Makoto Shinkai and this film is his masterpiece.

This is an experience that I’ll always cherish and it is one that I’ll return to again and again. Having seen this film a number of times now and I know one thing for certain. No matter how many times I say ‘Goodbye’, there is always another ‘Hello’ on the horizon. So for now, I’ll see you again, somewhere deep below.

10-0-capsules-out-of-10

Capsule Computers review guidelines can be found here.

Girl Scouts Join Boy Scouts in Offering Gaming Patch

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Last month the Boy Scouts announced that participants could earn patches in video game design. No, there wasn’t anything wrong with the version of Boy Scouts they were running, rather they could be awarded a ceremonious badge to attach to their lapel or sash showing they were proficient in designing games.

Women in Games International (WiGI) started work on creating the patch at GDC this year. WiGI are a group dedicated to promoting the advancement of women in the video games industry. The outcomes that they were hoping to achieve go beyond training young women to take roles in the industry later in life. Game development is seen as an avenue to get young people engaging in science, technology, engineering and maths.

In order to earn the badge the students will have to master Gamestar Mechanic, a tool developed by E-line. The platform is renowned for being the same tool used at the National STEM Video Game Challenge.

Zatanna Joins Infinite Crisis Roster

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Warner Bros. Interactive Entertainment and DC Entertainment have just revealed the latest Champion to join their brand-new multiplayer online battle arena (MOBA) game Infinite Crisis Zatanna.

Zatanna is a stage magician with true magical abilities, who makes intelligent use of a myriad of spells to aid allies or fight opponents in her crusade against mystic threats. You can check out her Champion Profile video below for gameplay footage and a breakdown of her powers.

Infinite Crisis Champion Profile: Zatanna

For those who are unfamiliar, Infinite Crisis is being developed by Turbine – the award winning studio behind the free-to-play online game The Lord of the Rings Online. It delivers a heart-pounding, competitive player vs. player experience set in the legendary DC Multiverse – a world in which many DC Comics characters have been re-imagined in startling ways (see header image).

You will be able to control these twisted incarnations of your favorite DC Comics heroes and villains, such as Nightmare Batman and Gaslight Catwoman, amongst other well-known characters like Green Lantern and The Flash. The game is scheduled for release in Spring 2013 for the PC, but you can sign up for the beta right now.

Fangz Review

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Fangz
Developer: Game Whizzes
Publisher: Alexandre Ribeiro
Platforms: iPhone (Reviewed), iPad, iPod Touch
Release Date: April 16th, 2013
Price: $1.99 – Available Here

Overview:

Love vampires but hate Twilight? Are you a fan of gore and humour? What do you prefer; big guns or bigger guns? Depending on how you answered Fangz might be the game for you!

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Story:

The story is very basic, very simple, almost non-existent; you’re Frank and basically you’re “just a guy” who’s found himself in this Vampire Apocalypse who’s looking for his family and really just trying to survive. It’s generic and simple but you really don’t play this game for the story, the story is just there as a set-up for what the game has in store. Really the only thing that is constant, story-wise, would be the quirky characters you meet along the way, mostly end up being enemies to kill or bosses to fight anyway but add comedic value to the game and makes you want to actually read the crappy dialogue in every tiny cut-scene, and the little premise for each level like having to look for your family in a certain area or having to kill a particular vampire to do a particular thing. Simple stuff that really doesn’t take away from the game at all, it’s just kind of there and it suits.

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Audio And Visuals:

These are great, very vibrant, very colourful, very quirky but, I found, too cluttered. I love games that have their own style and this is one of them. The way that the devs mixed the old-school, cartoon-style vibe with the gore of blowing a Vamps head off with a shotgun was extremely effective because both added and took away something from the other; the childish colours and style mad this game feel nice, like you weren’t playing this game for any other reason apart from “I’m gonna just muck around with this game” and the blood and guts made it so you wanted to continue playing the game because even though you’ve been killed 8 times seeing their entrails blown out of their stomachs gave you some real satisfaction. All the characters and enemies are drawn and animated well and very stylized each with their comedic and annoying perks. Not only were the enemies good but Frank himself was probably the quirkiest of all, let me give you one example; Frank is a heavy set man, as you run and begin to fight he has his teeth clenched and is looking pretty angry but as you continue running and fighting he stars to breath heavy, it’s just something small that adds up to something big in the grand scheme of this game. Now to the part I found troubling: Although the actual gameplay visuals, like the health bar and the jump and shoot buttons, looked nice and is well suited I found it to really clutter up the game. I found myself covering a great deal of the screen just using my thumbs to actually hit the buttons. Now I DID review this on the iPhone and while doing so I couldn’t help but think that this game would be better played on the iPad considering it has a bigger screen and would be more stretched out in terms of clutter. One thing I was a bit disappointed with is that Frank never changed, even after making use of the upgrade and level up systems within the game, visually he stayed the same ‘ol Frank.

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The Audio is exactly what you expect from a game like this; the music varies depending on that stage you’re in and what enemies you’re fighting and is kind of standard to say the least. It does a good job at mixing it up, I’ll use the first two levels as an example; during the first level you’re in suburbia just kind of figuring out what’s what and getting your feet set firmly on the ground so the music is very much like a tip-toe, great use of xylophone I have to say,  and it makes you feel a bit weary and anxious. Now in the second level you’re based in the inner city and you’re most fought enemies are Vampire Rappers so as you could image the music is very Hip-Hop, RnB sounding and, once again, it suits well.

Gameplay:

The gameplay is your standard side-scrolling, shoot em ups (Beat em ups) that has you put up against hordes and hordes of vampires of different sizes and types (original, female, midget, rappers, mums, etc). Initially you are given three weapons; a pistol, a shotgun and a baseball bat, pretty standard, and you can switch between them mid-fight, this was cool until they become obsolete and that’s pretty early on, luckily the weapons and Frank himself can be upgraded using money and skill points from leveling up which, obviously, you do by killing Vamps. You’ll find yourself level grinding a bunch in this game and it does get hard, it’s not so much that the enemies are hard it’s more so that you have a whole lot of leveling up choices. I chose to level up Franks stamina, speed, power and his starting weapons and I still found it very hard to complete a level without rushing and getting frustrated. Another thing you will find is that each level has a timer and most of the time a big horde has to be taken down before you can resume traveling through the level, THIS can get frustrating. There are a whole bunch of weapons to unlock and upgrade from a Katana to a Laser Canon so there’s plenty to choose from.

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Overall:

This game is great if you want to kill some time or just play something in between doing other things. It’s great and it can get really addictive yet at the same time it can get extremely frustrating. There really isn’t anything wrong with this game, at least nothing big enough to give i crap for. It’s just your typical, well-rounded, iOS game that you’ll go back and forth with; playing it all day one day, then not for a week, then a little bit on the train, then maybe all day again. It’s cheap and it’s good fun so if you’re looking for a game you can muck around with go and grab yourself Fangz

7-0-capsules-out-of-10

Capsule Computers review guidelines can be found here.

Pokemon Rumble U Passwords

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If you’ve played any of the other games in the Pokemon Rumble Series you’d know that certain passwords get released every week or so at the beginning of the games run, Pokemon Rumble U is no different. We’ve missed out on the first few couple weeks of releases but the passwords are still valid, and will be for a while, and we have a list of the up to date releases below:

Garchomp – 51830476

Hydreigon – 69283763

Serperior – 10986334

Dragonite – 11009560

Zoroark – 13540269

Piplup – 19876976

Chandelure – 94720173

Elektross – 28563923

Bulbasaur – 74465213

Stunfisk – 98993224

Snivy – 20448123

Snorlax – 71098343

Charizard – 26495673

Oshawott – 63664750

Nintendo has released details on the games file size, it will be 832.5MB big and the save game file will be about 16MB. This will allow the game to be downloaded on both the Wii U Basic edition as well as the Premium edition because it does NOT require an external hard drive to house the data. The game is planned to go live on Wednesday at midnight so keep an eye out on more news on the game as it comes.

Capsule Computers Podcast Episode 077 – License to Fail

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Another week, another episode of CC Unplugged. This week, Dustin Spencer, Luke Halliday, and Travis Bruno come together to discuss a heap of Nintendo news, including the Virtual Console release of Earthbound and the upcoming sequel for “A Link to the Past“. For our topic, we talk about licensed games and how important they are for the industry, as well as go through some past history of the best and worst from the genre.

We also have yet another GIVEAWAY! For this episode, we are giving away a Virtual Console code for Super Mario 64. To enter, just listen to the podcast and send the answer of that magical question to [email protected], with a subject line that reads CONTEST ENTRY: SUPER MARIO 64 with your name in the email itself (as we will read the winner next week). Simple as that!

Get your license ready, tell your friends, and be prepared to get UNPLUGGED!

 

SUBSCRIBE: iTunes Podcast Channel | Podcast RSS Feed

DOWNLOAD: MP3 (right click/save as)

SPONSOR PLUG

Special Mention to our partners over at Razer, us here at Capsule Computers we are geared by gamers, for gamers. Check them out on Twitter and Official Website.

God Mode Review

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God Mode
Developer: Old School Games
Publisher: Atlus USA
Platform: PC (Reviewed), PlayStation 3, Xbox 360
Release Date: April 20th, 2013 (PC/Xbox 360), April 23 (PlayStation 3)
Price: $9.99 USD or 800 MSP Available here for PC and here for Xbox 360

Overview

God Mode is Old School Game’s third person co-op shooter for Windows, PlayStation 3, and Xbox 360. The game is a throwback to old school shooters where players fought off hordes of the undead and demons instead of fighting a war in a generic Middle Eastern country.

Story

God Mode is light on the story, instead having a simple premise and a variety of darkly funny ways the player met their untimely end. The player has died and is now in Hades or “hell in a toga” explains the narrator. Now the players must navigate ancient Greek and Roman themed mazes while fighting off the undead hordes to escape Hades and become an immortal. Most of the stories of the player’s untimely demise range from “Wow, I feel bad chuckling at this” to downright funny, but a few fell into the not funny category.

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Gameplay

God Mode is a simple third person co-op shooter. There are some extensive player customization options including a variety of skins, weapons, and abilities. All the classic weapons spanning multiple genres of shooters make an appearance in God Mode including the shotgun, assault rifle, plasma pistol, rail gun, and crossbow. The weapons have seven possible upgrades that are limited by level and cost in game gold. Each player has access to a variety of abilities that can be activated when the player’s rage bar is filled. The abilities effects are varied in their utility. Co-op players can choose teamwork friendly abilities like Salvage or solo players can opt for abilities like Shield that protect them for a limited period of time.

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The weapons and skills require a hefty amount of experience and gold to purchase. Although I found it reasonable to hold back the weapon upgrades and skills until the player achieved a certain level, I found locking away the different weapons in the same manner was rather frustrating. Weapons of choice is an extremely personal decision. What benefits one player’s play style may hinder another. In the beginning, Players are stuck with a submachine gun and a double-barreled shotgun and slowly grind out the necessary gold and experience for other weapons.

Five maps ship with God Mode. Each map is broken up into several small sections where several waves of undead horde are thrown at the players. Being an old school styled shooter, the regenerating health system made popular by Call of Duty 2 is out the window in favour of traditional health and armour pickups. Health, armour, and ammo can be picked up at set places on the map or found from the corpses of dead foe. Occasionally bonus gold is appears on the map after a breakable object like a pot is destroyed or a large enemy like a Minotaur dies. At the end of each map, players are teleported into a peaceful temple with respawning gold pickups and friendly fired turned on. These either turn into a no holds barred firefight for every bit of gold or a polite run around the room.

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There is a large variety of enemies to do battle against visually, but end up breaking down to mini bosses, chargers, melee, and ranged enemies. Although the player can roll out of the way of incoming attacks, the gameplay often boils down to backpedalling endlessly while firing round after round of projectiles into the enemy. Boss fights had very little to make them unique beyond being a bullet sponge.

God Mode has several modifiers that make the game more interesting. Each section of the maze has a Test of Faith modifier that can range from silly to helpful to downright deadly. Similar to Halo’s skull modifiers, Oaths provide an experience and gold bonus at the cost of a challenging modifier like less effective health pickups. These modifiers help breathe a little life in an otherwise bland shooter.

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I am not sure if Old School Games set out to reinvent the wheel or never picked up a modern shooter made in the last 10 years when designing the controls. PC players will need to go in and change the default keys right away as keys as the default binds are non-standard. The slider bars seem to have lives of their own. One would expect that when clicking on a slider bar, the slider moves to where the mouse pointer is or the closest notch. Instead, the slider moves where ever it feels like and the mouse button needs to be held and dragged around until the slider falls into place. There is no rhyme or reason in the response of any slider in the options.

After the poor experience I had with the PC controls, I figured that maybe the controller would provide a better experience. I was sorely disappointed. Console shooters these days tend to follow three basic layouts, Call of Duty, Halo, or Gears of War. God Mode provides two layouts available in right or left handed modes, a strange default one and a FPS layout that vaguely resemble Call of Duty’s control scheme.

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Visuals

God Mode looks good. Ancient Greek and Roman mythology heavily influence the design of the maps and enemies. The game runs smoothly on the PC without any frame rate drops. There are a wide variety of character customization options, but most of them are rehashed versions of a small handful of base designs and they are almost all locked away behind level and gold requirements.

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Audio

God Mode’s audio experience is excellent until other players are involved. The narrator reminds me of Hades from Disney’s version of Hercules. The sound effects sound great and the background music works. However, the terrible VoIP implementation makes playing with random players extremely irritating at times. There is no option for push to talk microphone controls or way to disable the in game VoIP in favour of third party solutions like Teamspeak or Mumble. Instead the microphone defaults to whatever Steam uses as the microphone and transmits whenever it hears sound. Even worse is the fact players can only be muted in the lobby. I could not figure out how to mute players while in game. The crowning failure of God Mode’s audio is the fact the VoIP sounds laggy no matter how good the connection. Players cut in and out and carrying on a conversation is practically impossible. Considering the game is billed as a co-op shooter, the terrible VoIP is inexcusable.

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Overall

God Mode had a lot of potential to be a fun arcade shooter. The ideas were sound, but Old School Game fell flat on their face on execution. Although the game has some sound ideas, the lousy controls, terrible VoIP implementation, and boring gameplay hamstrings God Mode.

 

4-0-capsules-out-of-10

Capsule Computers review guidelines can be found here.

Sentai Filmworks Adds “Uta no Prince-sama” Anime

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Alongside Flowers of Evil, Sentai Filmworks also announced the addition of the first season of Uta no Prince-sama to it’s roster of anime. The plan for the 13-episode series is that it will be released and available on select digital outlets in the not-too-distant future and, like always, a home video release is slated for sometime later on this year.

Uta no Prince-sama features direction by Angelic Layer‘s Koh Yuh, series composition by Nodame Cantabile‘s Tomoko Kanparu, and character designs by Mitsue Mori.

The synopsis from Sentai’s press release:

When Haruka gets the chance to take the entrance exam for Saotome Academy for the Performing Arts, it seems as though she’s one step closer to her dream of composing songs for her favorite singer, Hayato.  However, this is no gleeful high school musical experience, and Haruka’s hiding a dreadful secret that may silence her musical ambitions forever.  And even if she does get into Saotome, the competition will be more brutal than going on Japan’s Top Idol!  That’s because, as a writer, Haruka could be paired with any one of six radically different male singers.  Will it be upbeat Otoya, serious Masato, flirtatious Ren, split-personality Natsuki, optimistic Syo, or the unapproachable Tokiya, who’s rumored to be Hayato’s brother?  And just to make things more complicated and awkward, writers and singers are expressly NOT allowed to become romantically involved!  Can one girl and six handsome young men learn to make beautiful music together in a strictly Platonic sense?  They can if the oddball staff of Saotome, most of whom are current and former idols themselves, have anything to say about it in Uta no Prince Sama!