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Photo Kano anime poster revealed

photo-kano-posterMadhouse have released a promotional poster for their upcoming anime series Photo Kano. The poster which can be seen to the right features the series’ main female protagonist Haruka Niimi.

Photo Kano which is based on a PS Vita Gal Game of the same name follows Maeda Kazuya as he decides to photograph several of the girls in his school which in turn causes him to become to object of their affection as you would expect from a harem anime.

What do you think of the upcoming Madhouse anime Photo Kano? Let us know what you think of it in the comments section below.

The SimCity Saga Pays Off With Free Games

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It’s been a hell of a weekend for all those wannabe urban planners who have been subjected to SimCity’s DRM failures. The first release from the SimCity franchise since ‘SimCity 4’ in 2003 has been plagued by inadequate server space leaving vast swathes of players getting error messages since the day it came out.

Lucy Bradshaw, the General Manager of the Maxis label put out a press release detailing the issues and their response. Essentially the game was more popular than they expected and players were playing the game in unexpected ways. In essence they’re saying they had no idea how many people bought the game, and those people were playing the game wrong.

There is a silver lining to the failure however. No, they aren’t removing the always online element. They’re giving away 1 title from the EA library to those impacted by the issues. Players who signed up before a certain date will receive an email detailing how to claim the game. The only thing to put EA and Maxis back into our good graces here isn’t the free game in my opinion. It’s that they admitted that they were total douches about it:

I know that’s a little contrived – kind of like buying a present for a friend after you did something crummy.  But we feel bad about what happened.  We’re hoping you won’t stay mad and that we’ll be friends again when SimCity is running at 100 percent.

Contrived? Yes, but it’s better than telling us to suck eggs.

Initial D manga nearing its finish line

initial-d-mangaNow in its 18th year serialized the Initial D manga looks to be finally reaching its own finish line with this week’s Young Magazine revealing that the enduring racing manga will end in the near future. No solid date was given for the end of the Initial D manga as of yet but the details are sure to come to light in the coming weeks.

The Initial D manga is highly regarded as one of the greatest racing manga of all time and has spawned an array of adaptations including 5 anime series, a number of video-games and even a live-action film.

What do you think of the Initial D manga being in its final lap? Let us know in the comments section below.

Source: manganews

Attack on Titan cast and staff details

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Ahead of the premiere of Production I.G.’s adaptation of popular manga series Attack on Titan they have confirmed a plethora of details for the anime, specifically details regarding the cast and staff working on the series.

The cast for the Attack on Titan anime is as follows:

  • Marina Inoue as Armin
  • Yui Ishikawa as Mikasa
  • Yuuki Kaji as Eren
  • Hiro Shimono as Conny
  • Kishô Taniyama as Jean
  • Ryota Ohsaka as Marco
  • Shiori Mikami as Christa
  • Yu Kobayashi as Sasha
  • Yu Shimamura as Annie
  • Yoshimasa Hosoya as Reiner
  • Tomohisa Hashizume as Bertholt
  • Saki Fujita as Ymir
  • Keiji Fujiwara as Hannet

The staff working on the series has been confirmed as:

  • Director: Tetsuro Araki
  • Series Composition: Yasuko Kobayashi
  • Character Design: Kyoji Asano
  • Assistant Directors: Hiroyuki Tanaka, Masashi Hizuka
  • Chief Animation Directors: Kyoji Asano, Satoshi Kadowaki
  • Action Animation Directors: Yasuyuki Ebara, Arifumi Imai
  • Art Director: Shunichiro Yoshihara
  • Art Setting: Yuuho Taniuchi
  • Giant Design: Takaaki Chiba
  • Prop Design: Masashi Hizuka
  • Colour Design: Ken Hashimoto
  • 3D Director: Shuhei Yabuta
  • Director of Photography: Kazuhiro Yamada
  • Editing: Aya Hida
  • Sound Director: Masafumi Mima
  • Music: Hiroyuki Sawano
  • Sound Effects: Shizuo Kurahashi
  • Sound Production: Techno Sound
  • Animation Production: Wit Studio
  • Production Assistance: Production I.G.

What do you think of the casting and staffing choices for the Attack on Titan anime series? Let us know what you think of all this in the comments section below.

Source: Crunchyroll

Media Blasters loses rights to Bakuman, Berserk, Kenshin and drops release plans

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Things seem to only be getting worse for Media Blasters. Following last years string of bad news which included mass lay-offs and release cancellations, it has been revealed through their official website that Media Blasters have lost the rights to Bakuman, Rurouni Kenshin and Berserk.

That isn’t the worst of it though, they have announced that they have no plans on ever releasing Squid Girl season 2, Sayonara Zetsubou-Sensei and Moyashimon. Instead they will be sitting on the license for these series until another company decides to pick one of them up which could ultimately cause these series to not see a release in the West for quite some time.

In the post on their website CEO John Sirabella explained that he had originally planned on ending Media Blasters as a company in order to pursue his own original productions such as Fever Dreams. Instead he decided to attempt to restore Media Blasters.

He has confirmed that Media Blasters will be working exclusively with AnimeWorks, Tokyo Shock and Kitty Media moving forward to release their titles. It is unknown at this point in time in what fashion Media Blasters will release products from these companies.

It remains to be seen whether Media Blasters can be restored to its former stature. Please let us know your thoughts on this situation in the comments section below.

F-Zero AX discovered within F-Zero GX ten years later

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It has been 10 years since the legendary Gamecube iteration of F-Zero was released and after all those years F-Zero GX has been hiding one major secret.

A group of hackers have discovered that the F-Zero GX game disc also houses F-Zero AX the arcade racing game that had memory card connectivity with GX. The connectivity allows players to insert a memory card with a GX save file into the arcade cabinet and receive special AX tracks to race on. What players did not know that in order to accomplish this Nintendo had placed the entire AX game within the GX game just hidden beneath the surface.

If you still have a copy of F-Zero GX and a Gamecube gameshark you can fully access F-Zero AX using codes you can find here.

What do you think of this shocking discovery? Let us know in the comments section below.

Highschool of the Dead manga return date announced

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We recently heard that the Highschool of the Dead manga would finally be returning from it’s two year long hiatus, but unfortunately that announcement did not say when fans could expect this return. Now today it has been discovered that the next chapter of the manga will be included in the next issue of Dragon Age, which will be published on April 9th.

Now that the manga is finally returning, this means that the anime which originally finished in 2010 could receive a follow-up season, or at least an additional non-fan-service OVA. Those interested in checking out the rather simple announcement can click the image below to see check it out.

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Kasumi, Momiji and Ayane tear up Ninja Gaiden 3: Razor’s Edge’s latest trailer

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One of the best features, at least for me, in Tecmo Koei’s upcoming Ninja Gaiden 3: Razor’s Edge release for the PlayStation 3 and the Xbox 360 is the fact that Ayane, Momiji and Kasumi will be playable. In fact, this marks the first time that Kasumi has ever been playable in a Ninja Gaiden title.

To show off what these girls can do, Tecmo Koei has released a new gameplay trailer showing off each girl’s special abilities and combat style. It is interesting to note that those with the Wii U can pick up Kasumi and the other girls as free DLC, but as for the rest of us, we have to wait until Razor’s Edge debuts on the PS3 and 360 on April 2 in North America and April 5 in Europe.

Toy Story: Smash It Review

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Toy Story: Smash It
Developer: Disney Interactive
Publisher: Disney Interactive
Platform: Android, iPad (Reviewed), iPhone, iPod Touch
Release Date: Feb 28, 2013
Price: $0.99  Get it on iTunes or Android 

Overview

Toy Story: Smash It is a physics based puzzler stars the gang from Toy Story playing make believe in Andy’s bedroom. Buzz Lightyear is the takes centre stage in Toy Story: Smash It, hurling a variety of objects in this kid friendly game.

Story

Remember the days when kids played make believe with their toys? Toy Story: Smash It contains four episodes, each one held together with the sort of make believe tale that Andy himself would have imagined while playing with his toys. The theme of the episode is told in a short conversation at the beginning of each episode. The episodes are playful, kid friendly, yet still capable of inspiring a wonderful feeling of nostalgia in adults.

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Gameplay

The puzzling element breaks out of the traditional two dimensional slingshot puzzle game into the 3d realm. Not only will the player have to concern themselves with where they are lobbing their projectile, but also where they are lobbing the projectile from. Buzz has a small crescent shaped platform from where he throws his projectiles, providing a variety of possible angles. As the game progresses, Buzz will gain access to new projectiles like balloon bombs that inflate on command. The levels manage to incorporate the special projectiles in creative new ways that become progressively more difficult as the game progresses. The difficulty level in Toy Story: Smash It is bang on. It is a perfect balance, managing to be challenging without being next to impossible. The reset and replay buttons are in easy reach, encouraging experimenting to get the best score possible.

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The controls are simple enough for a child to pick up and work very well. A nice sized crosshair gives a good idea where your balls will land. It is great to see small touches like bonus blocks highlighted and glowing when a shot will collect the block. Buttons are large enough to be easily accessed without being intrusive and the UI is well designed.

Visuals

Toy Story: Smash It looks like it stepped right off the movie theatres. The blocks replicate the toys that inspired them and fall convincingly when struck. I love the brown cardboard and crayon drawings that make up the scenery in the game. It really makes the childhood make believe vibe of Toy Story come to life.

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Audio

The menu greets the player with an instrumental version of Toy Story’s theme song, Paul Newman’s You’ve Got a Friend in Me. The music in game is almost the same tune done to match the theme of the episode. For example, the second episode clothes the song in the cowboy theme with the classic whistles and guitar strumming. There’s nothing particularly offensive about it, but the same tune does get a little boring after a while, making me look forward to the few seconds of You’ve Got a Friend in Me during the menu. The sounds effects are excellent, I particularly like the comments Buzz Lightyear will make during the game to provide a hint on the level. I’m not sure if they brought Tim Allen in to provide the voice of Buzz Lightyear, but if they didn’t, they found a voice actor that sounds very much like him.

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Overall

Toy Story: Smash It is a fabulous example of taking a movie franchise and making a good game out of it. It’s obvious the developers took the time and care to create a fantastic game that happens to be part of the Toy Story franchise rather than creating a crappy to mediocre game with the franchise slapped on. It is a refreshing breath of air in a generally stagnant genre. It appears the developers are prepared to provide more content for Toy Story: Smash it, so the game is a fantastic buy at $0.99. I highly recommend this polished and fun game.

9-5-capsules-out-of-10

Capsule Computers review guidelines can be found here.

Mass Effect 3: Citadel Review

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Mass Effect 3: Citadel
Developer: Bioware
Publisher: EA
Format: Xbox 360 (Reviewed), PS3, PC
Release Date: Out Now
Price: 1,200 Microsoft Points (Xbox 360), $14.99 (PS3), 1,200 BioWare Points (PC) (Available Here)

Overview

‘Mass Effect 3: Citadel’ is the final piece of DLC for the trilogy and aims to give players a high end-note to bookend the “Shepard Saga” with, whilst also pulling on a proverbial heart string or two. Adding entirely new locations and reuniting crew members of games past, ‘Citadel’ packs a lot of content with its whopping 2-part, 4GB download size. But how does this content fare in providing fans the send-off they deserve…the one they were promised? Read on to find out.

Story

Like many other missions and DLC begin, Shepard receives a new email at his private terminal. This time, the message is from Admiral Hackett, who has ordered the Normandy into the Citadel dry-dock for repairs. He also tells Shepard to visit Admiral Anderson’s apartment in the wards, but doesn’t say exactly why. Succeeding Shepard’s arrival, Anderson makes contact via video feed all the way from Earth. He expresses to Shepard that he no longer needs the place as he just can’t leave Earth again, not after this war. Littered throughout the apartment are audio logs featuring Anderson reflecting upon his life and career. Entering the rumpus room (of sorts), you discover why as the first half of an exclusive ANN interview with the Admiral can be played on the TV screen in the room. The interview was interrupted with the arrival of the Reapers.

Soon, Shepard receives an email at his private terminal – which is situated in that same room. It’s an invite from Joker for a meal at the local sushi restaurant, Ryuusei, which is on the Silversun Strip. After you arrive, the two quickly deduce that they were both sent identical emails that neither physically typed up. One Maya Brooks – Staff Analyst of Allegiance Intelligence – frantically scrambles to reach the duo, informing them that someone has hacked Shepard’s accounts and is trying to kill him. This is when all hell breaks loose…it was an ambush. After fighting his way out of the establishment – and through their fish tank floor – Shepard continues on towards a shuttle bay, which is where a returning Wrex (if he is alive in your continuation) saves Shepard from another attack and helps him escape.

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At this point, the rest of your current crew arrive at your newly acquired apartment to help track down the identity thief and get some revenge. The soldiers who attacked Shepard are of an organisation called CAT6. They were armed with high-grade silenced pistols, M-11 Suppressors, which do massive damage (one of only two new weapons along with the M-7 Lancer). After Shepard picked one up during the initial gun fight, Liara gets Glyph to analyse it and the resulting information leads them to a local casino owner named Elijah Khan, who is a weapon smuggler. This is where things get truly interesting, and so I won’t spoil any more of the main plot. I will say, however, that the culprit is a familiar face…and most certainly not one that you would expect. What I will write about is the stuff after the action portion of the DLC…

Once that plot line is carried through, the crew finally make use of their supposed free time to relax, catch-up and bond before the upcoming climactic battle with the Reapers. First of all, I don’t understand how they could even be afforded such luxuries when considering the situation at hand…but, then again, this whole DLC is very light-hearted and does not take itself seriously at all. The shore leave is just a story device to give the fans that chance to say goodbye to the characters they’ve grown to love over the years and should be appreciated as such. I played Citadel as its own contained experience, so I only ever travelled between the apartment and the Silversun Strip. But, with each return to the apartment, I would receive new emails from crew members – past and present – who wanted to meet up.

You are able to call specific parties up to your apartment, but are must also meet others out in different areas of the strip (if you desire to at all). These rendezvous are sometimes downright hysterical. For instance, Kaidan stops by to cook dinner for the two, which Shepard grills him on, quipping, “All these close calls I’ve had, only to be taken out by dinner….Can it at least be quick and painless?” And yes, I had to use “grills” in that sentence. There are also a couple sombre moments, the biggest of which involved Thane’s son Kolyat organising a memorial for his Father. Shepard and the entire crew speak highly of Thane before Kolyat pulls you aside to present some video messages from Thane that never got through to Shepard. Watching these was a sad moment, but knowing that you got to visit him after they were recorded lifts that sadness, at least slightly.

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Once you are ready, you can buy party provisions and make preparations for the extravaganza. You have the ability to pick and choose who to invite, so your experience may well differ from mine. Friendly advice: invite Grunt…ever seen a Krogan wasted? This is your chance! Anyway, as the night progresses, people become more inebriated and free to act a fool. The night is recorded via a group photograph that stays on one of the television sets through to the next morning. Once the dust has settled, you are tasked with investigating the aftermath, which accommodates some more memorable scenes. It’s only here that you can discover a bedside data-pad sent by Mordin that holds some of his recordings, which are always entertaining. Finally, the crew prepare to board the Normandy for possibly the final time as Shepard and his love interest share a brief, reflective moment on the D24 docking bay.

Gameplay

For the first section of gameplay, you are mostly using the brand new M-11 Suppressor as its silencer allows you to progress stealthily towards your escape route. This is the first true stealth section I can remember in a Mass Effect game, at least for a long time. The theme of stealth rears its head again as you infiltrate the Silver Coast Casino. There, you must mingle with patrons as Brooks makes her way to the ventilation duct upstairs. Subsequently finding it rigged with an alarm, Liara then hands you a device that allows sight of the electrical wiring in the floors, as well as the direction that security and cameras are looking so that you may locate the relative circuit boxes controlling the alarms and said cameras. There are a few circuit breakers that need to be hacked, but with security all over, you must send your accomplice to distract the desired guard while you do so.

There is no real challenge in this up until the final room which is blocked off by a motion sensor. Here, there is one stationary guard, one patrolling guard and two cameras. These sections are not too long or involved, but they are nice pace-breakers which provide something new in the way of gameplay that is relatively well done. In regards to gun-play, the CAT6 mercenaries – who are dishonourably discharged Alliance soldiers – are formidable foes, especially on the higher difficulty settings. There are three types of CAT6 enemies: the Heavy, the Sniper and the Specialist. The Heavies are particularly tough as they carry ballistic shields that can take a lot of punishment. The Specialists are also troublesome as they deploy Disruption Drones which do heavy damage with a kamikaze-like attack.

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The Silversun Strip is home to the Silver Coast Casino and Castle Arcade, both of which enable completely new experiences for the player. You can earn some credits in a game of Quaser, Roulette or Varren Racing in the casino or try your hand at Shattered Eezo (fighting simulator), Relay Defence (tactical line defence) or the Claw Game (we all know how those work) in the arcade. But, you will almost undoubtedly spend the most time at the Armax Arsenal Arena, where you can set battle conditions and enter a simulation against three waves of your chosen enemies. Depending on your score, you will earn either a Bronze, Silver or Gold token which can be redeemed for prizes which vary from additional Squad Members to Maps and Enemy Combat Sets. Following each battle, you will receive a private email from a fan or otherwise who will request you complete a battle under their specified conditions. They will rewards you with a myriad of things, from money to weapons modifications – of which there are 7 in this DLC.

Finally, we come to the party at the conclusion of the DLC. Now, there is not much in the way of actual gameplay here, but I just wanted to note a few things. Firstly, the party proceeds in stages which can be managed by specifying to Glyph whether or not you want a quiet time or a rowdy time. There are also many instances where two or more individuals are having a “friendly debate” and you must choose sides, much like in the main game where you could support one person’s argument over another. There is one mini-game (if you can call it that) involving James Vega that actually occurs during your separate hangout session where he spots your gym equipment in one of the bedrooms and challenges you to beat his chin-up record of 182. I thought I could initiate the pull-up sequence and then time would flash forward to Shepard surpassing that record, but I was instructed to alternate pulling the left and right triggers (Paragon and Renegade prompts) all 183 times…and there was no achievement attached to it! I spent 15 minutes doing that! Damn Bioware!!!! But the accompanying dialogue was funny enough to keep me entertained during.

Visuals & Audio

Mass Effect has always had a very consistent, hard, futuristic sci-fi look which carries on from the level/environmental design through to the colour palette. In Mass Effect 3, to reflect the dire tone of the story, there were less vibrant locations to explore. Citadel works to change that with the Silversun Strip, which is a colourful, neon-heavy mirror of our own Vegas Strip, though much shorter. Even your personal apartment presents a completely different atmosphere, feeling like a bachelor pad of sorts – though with a lot less tacky furnishings. Speaking of which, its furniture can be customised but only to a very limited extent. The additional items do little to change the overall visual motif of the hangout, and the changes to the decorations that I made actually reverted back once the party mission had started (although, only for that mission).

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The expert teaming of Sam Hulick, Cris Velasco and Sascha Dikiciyan has returned and once again resulted in some fantastic musical pieces. In your personal apartment, up-beat, dance/electronica tracks can be cycled via stereo controls in numerous rooms. They are a big part of the ensuing party’s atmosphere near the end of the game, especially as everyone gets rowdier and begins to dance the night away. As a somewhat hidden feature (could easily be looked over), more tracks can be unlocked by winning them as prizes in the claw game at Castle Arcade. The ‘Combat Theme’ plays like a dance track with its techno-inspired “drum and bass” beat, slight phasing and reverb, but it works. However, the emotional tunes always stand out to me the most, and in Citadel there are a couple of gems in particular.

“Lost in You” is a lighter, brighter version of the emotional “Lost Without You” from Mass Effect 3. There’s also a song that plays as the crew board the Normandy after their shore leave is over, resigned to the probability that this could be the last time they all see each other…it comprises solely of strings and piano, and is very powerful. Finally, in-game, Liara plays a piano solo version of Vigil from the original Mass Effect soundtrack, which is resonant and beautiful – definitely the highlight of the OST for me. With all that being said, unfortunately, audio is also the only department that had any failings as I experienced multiple audio glitches and jumps – the worst of which was the unintentional overlaying of the ‘Normandy track’ with the previous scene’s that really wrecked the mood of the ending.

Overall

Mass Effect 3: Citadel is an amazing, hilarious, fulfilling chunk of fan service that is sure to put smiles on every Mass Effect player’s face. Simply put; this is Bioware’s love letter to us, to the trilogy that has helped define their legacy and to Commander Shepard. Citadel is brimming with call-backs to fan-favourite moments, basically being one giant ‘Easter Egg’. Want to know what EDI thought of specialist Traynor finding her voice attractive? Want to hear another of Mordin’s famous songs? The list goes on and on…there are so many awesome homages, references and uproarious one-liners and conversations here that will have you reflecting on the good times – although, once it’s all over, the melancholy kicks in. I wanted the party to continue forever…now the mourning has started all over again. ‘I won’t say it’s been easy, but we’ve had a good run…the best’.

9-5-capsules-out-of-10