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Three Dead Zed Review

Three Dead Zed
Developer/Publisher: Gentlemen Squid
Platforms: PC/Mac/Linux
Release DateJan 25, 2012
Available Here

Overview

There’s a real sense of pride and love in indie games that permeates the entire product. Since it’s not usually about money, developers have to be working on something they enjoy to keep team morale high, and that often results in a unique concept, or interesting twist on an old one.

Three Dead Zed is a commendable effort from first-time devs Gentlemen Squid, employing old-school design principles in a quirky puzzle/platformer, wrapped in a distinct hand-drawn visual style.

Gameplay

Growing up, I loved the classic 2D platformer/puzzle/shooter games like Biomenace, Commander Keen, early Duke Nukem, and The Lost Vikings. Three Dead Zed conjures that kind of feel, putting you in control of a zombie, escaping from the science lab where he was created. This ain’t no regular zombie though: he can swap between three different forms at will, each with different abilities.

One form has retained some motor skills: he can flip switches, pick stuff up, climb ladders and attack. The second is more nimble, able to jump higher and further, run faster, and wall jump, but can’t attack. The third is a powerhouse, with a strong attack and a lot of damage resistance, but limited movement.

Combining the abilities of all three forms, players must escape the science facility. Oh, and rescue some blue cats in tin foil hats.

The level design is loosely linear, often providing multiple paths to the same goal, and hidden areas aplenty. It makes you feel like there’s always something that you’ve missed somewhere, and I mean that as a good thing. That sense of exploration is rewarded with computer logs, revealing a bit more about the story.

The central mechanic of swapping between forms with different powers translates to a basic lock and key system, but you have all the keys with you all the time. Unfortunately, this limits the potential for interesting puzzles. As soon as you see a wider gap, you just switch to the speedy zombie and jump it. Concrete pillar in the way? Use the powerhouse zombie to smash it. It’s not so much a challenge as it is simply a matter of recognizing which ability you need and using it.

The challenge then comes not from identifying which ability to use, but in the execution. You can see that you need to use runner zombie to wall jump up to a ledge, then you’ll have to quickly switch to tank zombie to attack the soldier there. Timing and precision become key.

Pixel-perfect jumps and timing can be frustrating, but that’s part of the old-school appeal. Often though, the challenge comes not from the well-designed levels, but from tackling floaty physics,  imprecise triggers, or collision bugs. As such you might find yourself dying without knowing why. On several occasions I found myself insta-killed between an elevator and a tiny lip of another platform I assumed I would miss. These aren’t game breakers, and they might be patched out later, but for now they do detract somewhat from the game.

Thankfully, dying only puts you back to the last checkpoint, without resetting everything.  The persistent levels mean that you’ll only lose distance, not progress, with each death. Unlimited lives are also a welcome addition.

Perhaps one weakness is that the level designs don’t fully utilize the abilities of all three characters. I hardly ever needed the big strong zombie, while almost every jump required the nimble zombie. As such I spent most of my time as the runner guy until I specifically needed another. More chances to put the other abilities to use would have been appreciated.

 

Visuals & Audio

Gentlemen Squid are quick to tell people that the game is entirely hand-drawn, and the result is stylishly imperfect. The zombie idle animations look about four frames long, but not badly so – as a design choice, it works.

The zombies look awesome, oozing character from their gaping head wounds. Next to the stars of the show though, the human scientists lack that special something. Individually the scientist characters look fine, but taken together, they don’t quite mesh right; they look like they belong in other games. To hazard a guess I’d say the differences reflect the input of different artists – it’s a shame that they weren’t combined into a cohesive whole.

Blood splattering across walls adds a nice visual touch. Eating a human will redecorate the walls red; take damage or die and you’ll spatter them yellow. It looks cool, and can provide a visual indication of your success and failures. Finally getting past that laser, where the walls are now completely yellow, makes victory all the sweeter.

Humour is another aspect the team is quick to promote, although it may not play as large a part as they’ll have you believe. That’s not to say it isn’t funny: signs like “Buzzsaw sharpness testing in progress” and “What doesn’t kill you needs a redesign” should elicit at least a chuckle.

The music is practical, albeit a little bland, save for the final level’s escape theme, which is genuinely thrilling. The rest of it keeps you from sitting in silence, but does little more.

The rest of the sound design shows signs of greatness: in particular, the noise the middle zombie makes while attacking, and the indignant meow of the foil hat cats, make me smile every time.

 

Final Comments

Three Dead Zed is a labour of love, and that love is as infectious as the zombies within. It’s a fine cobbling together of old-school design, stylish visuals and a sprinkling of humour, and despite a few easily forgivable imperfections, it’s definitely worth supporting the team – especially considering the tiny asking price.

7-0-capsules-out-of-10

Cannibal Cookout – Free iPhone Game

Ever wanted to cook and eat a human but was way too scared of the law? How about wanting to eat and cook video game characters? Well now is your chance, with the released update of Cannibal Cookout, you can do just that. For free. On the iOS.

Cannibal Cookout gives a whole new meaning to the term “pressure cooker”. You will be tasked with cooking multiple lively recipes while you work your way up the cooking ranks. Sounds easy right? Along your way you will have to fend off an array of pestering hurdles ranging from sneaky birds and bolts of lightning to UFOs and army tanks.

Players will have to defend their couldron of death from incoming pests and rodents, hellbent on stealing your precious meal of men. Even more hilariously, players will also have to defend their meal from armies of UFOs and soldiers, making this an entertainingly silly romp.

Be sure to check out the title on the App Store.

Darkstalkers 4 in development?

Apparently, Darkstalkers 4 has secretly been in development at Capcom since last year with the producer of Street Fighter, Yoshinori Ono, supervising the project himself. This news comes from an inside source that has spoken with Venture Beat. According to the source, Darkstalkers 4 will be using a modified version of the Street Fighter X Tekken engine.

To lend credence to the believability of this rumor, the same source leaked out various, accurate, details about Resident Evil 6 before Capcom revealed it themselves. This news comes on the heals of Capcom filing a new trademark for Darkstalkers so perhaps fans of the series won’t have to wait much longer for a reveal. Could we see something at E3 2012 or even sooner?

Persona 4 Arena release window narrowed to August

A week and a half ago Atlus revealed that they would be bringing Persona 4 Arena, known previously as Persona 4: The Ultimate in Mayonaka Arena, to North America sometime in the summer of 2012. However it seems that release window has been narrowed down rather significantly, as we now know that the company meant the end of summer.

A posting on the PlayStation Blog has revealed that the company is planning on releasing the title on the Xbox 360 and PlayStation 3 in August 2012. Atlus will be attempting to keep all of the English voice actors used in Persona 3 and Persona 4 to represent the characters that they played during the console exclusive story mode. This would be great if Atlus can manage to keep all of the voice actors used in previous games, however I have a feeling a lot of gamers will default to the Japanese voice track because some people are just like that.

Retro Racing Review

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Retro Racing
Developer: Jamie Woodhouse
Publisher: Jamie Woodhouse
Platforms: iPhone (Reviewed), iPad, iPod Touch
Release Date: Feb 23, 2012
Price: $0.99 USD/AUD – Available Here

 

retro-screen1Overview

Retro Racing is a top-down old school; micro machines style game from the same developer as Amiga and Nitro from the 90’s. This game follows their tradition, but this time around on the touch screen, and the simple controls translate well to such a device. Left, right and accelerate, that’s all you get and that’s all you need. Everything old is new again, and this is the sort of the game that works perfectly on a platform like the iPhone, taking up small amounts of time for a single race and it’s easy to pick up and just go. I quickly went for a race just then and it was great, it also happens to look pretty cool and the menus are slick.

Visuals & Audio

8bit graphics are all over the place these days, from T-shirts to street art and even tattoos. Most people born between the late 70’s and 80’s loves them, I’d say it’s coming to point of saturation now, but Retro Racing still has it’s charm. It runs beautifully in high resolution, and the primary colour palette works well against the arcade feel. To a degree all the tracks looks fairly similar, but the diversity does open up later on. The game happens to run at 60fps as well, which is pretty awesome.

The sound effects are fairly standard, they sound like Race cars should, but I’m not exactly a rev-head expert. And I’m all for trashy rock tracks at title menus (with solos), and that’s what Retro Racing gives you. It’s theme takes you back in time, to when games were simple, yet designed down to the last detail. It would be nice to have the option to play with landscape mode though, especially as the multiplayer mode (iPad) offers a wider view of the action than single-player does.

 

Gameplay

Retro Racing is fairly short, on the surface it doesn’t look like there’s much, but once you’re used to the controls it does offer more longevity, encouraging you to get the best placing. There’s no career mode, it’s basically like an arcade game against AI opponents around the 12 tracks. You basically start the races slowly, the opponents start a bit more quickly, and you spend the duration of the race playing catch up. But the A.I. is pretty decent and they’ll defend their line and even make mistakes, and the front two cars are the hardest to catch, as they should be. If you win, you get some Game Center achievements, a few stats and the opportunity to try again or progress to the next race. Simple, huh? The multi-player fun comes on iPad where you can split the screen and engage in some face-to-face tablet-sharing (its an intimate affair), which is pretty old school in nature. To be honest I didn’t like the controls on the first run, but they catch on pretty easy and once they do, it only gets better.

There is depth to the core of the game, you’ll notice this with the little power ups that are strewn across every track, hidden in various corners and nooks. There’s a standard nitrous power up, but other collectables upgrade your little racer for the rest of the current contest, tweaking speed, acceleration and grip. And as races become more difficult, it can be vital to use the shortcuts throughout the track and find the best way, so you can win. Once you’re used to the vehicle physics and control of the game, it’s quite satisfying to skid around bends and basically dominate the trac, the skid mechanic is quite nice. Retro Racing is one of the more unique racing games on the App store, there are others like it, but RR makes you think: why hasn’t someone done this before? And it’s possible that someones tried, but just never done it this well.

Overall

This is a brilliant little racer for what it is, simple fun. The Game Center implementation is well done, the graphics will remind you of the good ol’ days and the game walks between the lines of casual and hardcore. What’s not to love?

While Retro Racing doesn’t necessarily last long, it’s great while it does, and there’s always the quest for first place finishes on each track and iPad multiplayer to get the most out of the game. I should mention that these screenshots don’t do the game justice, pay the 99 cents and check it out for yourself. There are downloadable items around as well, and hopefully more tracks and online multiplayer will become possible in the future (there’s a news section in the main menu). Retro Racing is a pocket sized arcade game, lovely crafted, and it shows.

8-0-capsules-out-of-10

 

Everybody’s Golf Review


Everbody’s Golf
Developer: Clap Hanz
Publisher: Sony
Platform: PlayStation Vita
Release Date: February 22, 2012
Price: $39.99 (available here)

Overview

Also known as Hot Shots Golf: World Invitational, Everybody’s Golf has a reputation for showing up on every new piece of Sony hardware somewhere around launch day. The PlayStation Vita is no exception, and despite the fact that Everybody’s Golf is perhaps a bit more low key than titles like Uncharted Golden Abyss, it should still be considered something of a big hitter. No matter what your previous relationship with sports games, Everybody’s Golf provides a bucket load of content backed up with some whimsical style, and should definitely not be overlooked when it comes to picking out your first few Vita titles.

 Gameplay

In this game you can track your stats in every last detail, fly over golf courses to plan out your shots and compete with players from every corner of the globe in daily tournaments. You can unlock a myriad of new players, clubs and balls, and customise their outfits and your own online mini golfer. You can play in tournaments to beat AI competitors in Challenge Mode or against your own merits in Stroke Mode. Your best shots will automatically be recorded so you can watch them again later, and if you’ve improved your perfect impact shot percentage the game will let you know.

All of this is carried off with a perfect marriage of a  bright and breezy cartoon style with realistic gameplay. From the main menu you can choose to launch into six modes: single player, multiplayer, online, customise, shop and data. Single player provides a robust selection of courses over challenge, stroke and training modes, multiplayer allows you to join or create a play room, and online holds the Daily International Tournament, lobby, and online rankings. Customise, shop and data are fairly self explanatory, and host a wealth of options to tweak and unlock for all the characters and equipment, allowing you to spend points earned in other game modes on everything from different balls to background music.

In single player you can enter into challenge mode or stroke mode. Both will earn you points and player loyalty, but challenge mode will earn you stars with every win with which to unlock new players and courses. Difficulties are gradually unlocked, meaning that you have to get to grips with the game before you’re allowed to play against the big boys, nicely limiting the difficulty level whilst also bringing a good sense of achievement and progression to the party.

The actual mechanics behind the golf allow for a lot of customisation and flexibility. Golfer’s have different strengths and weaknesses as do balls and clubs, and there are several different gauges to choose from for playing your shots. All of these options gradually unfold as you play the game and level up, so the vast amount of content on offer never feels like too much at once. Taking a shot is a matter of one push to determine power and another for timing, with direction predetermined by the way your player is facing. Wind and weather all come into play, as of course does the gradient of the land and the club you choose to take your shot with.

The game holds your hand in the appropriate places, making the interface appropriately simple despite being packed with information, and flagging up the optimum distance for your shot on the power gauge. You’ll know how many yards you have to go and the maximum distance your club can hit, as well as the wind direction and when putting, the slope of the green. It certainly takes practice but the difficulty curves smoothly upwards, providing just the right amount of motivation to keep playing. Constantly unlocking new content provides even more of an incentive, and the number of courses is pitched so that you can learn the holes without becoming bored.

That said, one messed up play in a 9 or 18 hole course can completely ruin your play session, landing you with a pointless second place or a terrible score. It is incredibly easy to make a simple error on hole 16 and end up ruining half an hour to an hour of play, and with no option to restart a hole you’ll have to play through the entire thing again to gain anything from it. It’s unfortunate that simple mistakes are punished so greatly, because it mars an otherwise relaxed and pleasant experience.

And that’s the key selling point of Everybody’s Golf – it’s all in the title. This is an up beat game, one that let’s you savour the details of every set up and shot, the colour of your players hair and the ball you’re using. This is golf without the stifling, dreary atmosphere that often pervades the game for those who aren’t fans, this is everybody’s golf.

The multiplayer adds some great longevity to the game. Every day sees a new International Tournament, allowing players across the globe one shot to face off against each other on a chosen course. As you would expect there’s a ream of stats and graphs that come with it, allowing you see how you;ve improved over the days. It reflects the incredibly extensive stat tracking across the entire game, and provides a constant source of competition when there are no matches available in ad hoc.

The Vita’s motion based control options aren’t really much of a player here, and although you can use the touch screen to swoosh between the multitude of camera angles available there’s no forced use of anything – Everybody’s Golf is all about button controls.

Audio & Visual

Everybody’s Golf is a lot more of a mixed bag when it comes to presentation. The characters all have a nice splodge of bubbly personality, but the courses and obstacles on them can be a bit on the grainy side. There are a few nice details in there that back up the light hearted nature of the game, but you can’t help but feel that certain objects could have been a bit smoother or clearer – here’s looking at you foliage…

The background music is chirpy and light without ever becoming irritating, but the constant comments of the caddy’s may have you developing a whole new set of rage issues. Menus are easy to navigate and the loading screens are handy mini tutorials, and the screen layout in game manages to provide a shedload of information without ever becoming over cluttered. There are a ridiculous amount of camera options to choose from, which allow you to pan over the entire course or follow your ball from every angle – you can even take a shot from a first person view and follow it using augmented reality, which is a neat if superfluous touch.

Overall

Everybody’s Golf comes to the Vita armed with bucket loads of charm, a mountain of stats and plenty of unlockable content. The realistic golf mechanics are backed up by a welcoming dose of light hearted cartoon quirk, and the gameplay is quietly addictive in it’s own way.The kick in the ribs that it gives you for the tiniest of mistakes can very suddenly mar the experience, but in the scheme of things it’s a small blot on the largely green and cheery landscape of Everybody’s Golf. The graphical quality could be higher and the caddy’s can go and die in a fire, but those minor irritations aside this is an incredibly detailed, well built game that deserves a place in your Vita collection.

 8-5-capsules-out-of-10

Modnation Racers: Road Trip Review

Modnation Racers: Road Trip
Developer: SCE San Diego Studio
Publisher: Sony Computer Entertainment
Platform: Playstation Vita
Release Date: 22/02/2012
Price: $29.99 (Available Here)

Overview

Modnation Racers is Sony’s kart racing franchise which spans two of its platforms: the Playstation 3 and the Playstation Portable. These games offer customisation on a grand scale, from tracks to karts. Now the franchise makes its debut on a third platform: the Playstation Vita. The gameplay and scale of customisation do make the jump to the new handheld, which could mean the racer can cross the line in first place. However, will the finicky touch controls and lack of online multiplayer make the racer stall at the starting line?

Gameplay

Modnation Racers: Road Trip can be split into two areas of gameplay: racing and customisation. In terms of racing, you can expect the thrills of the Playstation 3 version of the game in the Vita port. In the races, one can drift, bump and jump throughout the track. Shortcuts will pop up during the races. Weapons are also in the game. They are colour-coded and can be powered up by collecting weapon orbs of the same colour, up to Level 3. A bolt of lighting and a fiery attack are two examples of weapons present in the game. If you don’t want the weapon you have, then you can convert it to your boost bar for an extra edge in the race. What I love about racing is how quirky it can be. It doesn’t take itself seriously, even though it is quite a competitive race. While the race can be quirky, it can also be challenging. Through the default and created tracks, the races can be tough with the various obstacles lying around. Don’t expect any race to be a breeze.

In terms of race modes, players can choose a quick race, which is jumping into a race on one of the default tracks, a track you have downloaded or a track you have created. Then there is time attack, where it is you against the clock. The game also has a career mode, which included five tours of six tracks. Here you can unlock pieces of gear for both your kart and racer. These usually involved grabbing a certain amount of weapon orbs or obtaining a certain amount of drift points. Tokens are also scattered along the tracks. Trade them in at the Token shop for more gear. Finally, there is adhoc multiplayer. This is the only form of direct multiplayer with the game, there is no online multiplayer. This is a decent selection of game modes for the player to try out.

The strength of Modnation Racers: Road Trip is the customisation features. They are extensive. One can customise their racer, their kart and create a track, as well as pose with their racer using augmented reality. First up, let’s look at the customisation of the racer. There are a lot of options in terms of what the character can look like. One can change their skin, eyes, clothing and more. Players can also add stickers to various clothing. Karts follow the same formula plus it also adds wacky and crazy parts, like a nuclear powered engine. There is so much one can do with their kart and racer. However, the menus for the customisation can be a little finicky. Precision is required to select the items and to navigate through the menus.

Track creation is on another level all together. Players begin by drawing the track on the Vita’s front touchscreen. Once that is done, players can do one of two things: auto populate the track with the player’s chosen theme or add the props themselves. Buildings, obstacles and even mountains and lakes can be created, all using the Vita touchscreen and rear touch pad. Yes, none of the physical controls are used for track creation. The time of day can also be changed. Players can test race the track. What I can say is that, with the creation tools, anything is possible. All of this can be shared via Wi-Fi. You can also download created tracks.

What makes Modnation Racers: Road Trip disappointing, however, is the lack of online multiplayer. The kart racing genre is best played with friends. This is possible, but only through Vita to Vita, which is adhoc. This makes the player feel alone and isolated, despite the sharing abilities. There is another form of multiplayer known as asynchronous multiplayer, which is used for the time attack mode. However, players must be always connected in order for it to work properly, meaning that, if you have the Wi-Fi only model, don’t expect your time to be saved for the world to beat. This is not the most ideal situation. Hopefully, Sony can fix this with a patch to add online multiplayer.

Visuals and Audio

I really do enjoy the visual style of Modnation Racers: Road Trip. It feels quirky, cheeky and somewhat right. The kart animations are smooth, although there will be a minor drop with the frame rate when the action heats up. The tracks look beautiful and also bring their own personality to the game. All of the buildings and the terrain are smooth and bright, thanks to the natural brightness of the OLED screen. The audio also brings personality to the game. The tunes are decent, but quirky. I do love the kart sound effects, which is dependent on the parts of the kart, as well as the weapons.

Overall

Modnation Racers: Road Trip does so much right, yet falters with certain elements needed in this genre. The gameplay is enjoyable and does offer something else to other kart racing games. The customisation is in fact the strength of the game. However, there is no online multiplayer and navigation via the touch screen seems to be finicky, requiring precise control. These also extend to the customisation of the various elements. The visuals and audio are quite good. For those who want a kart game that is different or are big fans of Modnation Racers should pick this up. However, it would be hard to recommend it to anyone else.

7-0-capsules-out-of-10

Phantom: Requiem for the Phantom: The Complete Series Review


Phantom: Requiem for the Phantom: The Complete Series
Studio: Bee Train
Publisher: FUNimation
Versions: Blu-ray/DVD Combo Pack
Release Date: January 31, 2012
Price: $74.98 – Available Here

Overview:
It has become increasingly popular over the years for popular visual novels in Japan to be adapted into anime form and given at least a few episodes here and there. Phantom: Requiem for the Phantom, is one such anime, as it is adapted from the Phantom of Inferno game developed by Nitroplus, however rather than receive only one brief season, the anime was given two seasons containing twenty six episodes when it aired in Japan.

FUNimation has previously released the two seasons of Phantom: Requiem for the Phantom back in January of 2011, however this marks the first time anime viewers are able to pick up the entire series in one package, as well as the first time that Phantom fans can see the anime in the glory of Blu-ray. Is Phantom: Requiem for the Phantom an anime worthy of being remembered or will viewers wish they came down with a case of amnesia to forget the experience?

Story:
Memories are what make people who they are, however what would happen to someone if they were to lose all of their memories? A young man awakes in a mysterious area with no memory of who he is, why he is there or even where there is. However he quickly remembers that someone is out for his life, and that this someone is very close.

Suddenly a masked attacker begins to assault this man, telling him that he must fight or die. Choosing to live, this man fights with everything he has; only to find out his attacker is a girl. This girl introduces herself as Ein and tells the man that he must now live as an assassin, a person meant only to kill others and act as an instrument of death for a mysterious and dangerous syndicate known as Inferno, under the new name of Zwei. If he refuses he must be killed. With no memory of his past and only Ein existing in his memories this amnesiac man must now enter a world full of blood and death as he tries to stay alive and discover anything about his past.

Now while I would love to explain more of the story, it would truly be a shame to spoil anything past that point.  Phantom: Requiem for the Phantom is a mystery thriller at its best with a heavy focus for character development rather than any overarching story development. This of course means that those eager to see how characters evolve as a story goes on will find exactly what they are looking for in Requiem for the Phantom.

Not only is the story focused more around developing the characters, but the way it goes about developing said characters is also genuinely enjoyable to watch. Rather than the characters being developed through their actions alone, it can often be seen as the work of the entire cast of characters. Out of this whole cast, our amnesiac main character Zwei’s personal story as a whole is interesting to watch as he undergoes many changes throughout the series, growing both as a person and a main character.

Now while the focus obviously rests on Zwei’s storyline, Ein’s character is even more intriguing as she is already introduced to viewers as an emotionless assassin. Watching her journey from this state as the series goes on is a highlight of the series. Other side characters such as Cal Devins receive their own story arcs as well, making it so nearly every character who appears in the show has at least some development occurring throughout the twenty six episodes.

Phantom: Requiem for the Phantom’s storyline is very dark at times and tackles some very difficult concepts throughout its run. The series balances story with action well enough, though focuses less on action most of the time which can be a bit disappointing. However the amount of suspense and character development will keep viewers watching for the entire series. Though more than a few may be disappointed with the final minutes of the final episode as it seems to come completely out of nowhere   for practically no reason whatsoever and will leave a sour taste in most viewers mouth, as much as it did my own.

Visuals:
At its very best, Bee Train simply manages to accomplish a rudimentary job with the artwork present throughout the entire series. The character animations are fluid enough with the occasional drop in quality during fast paced scenes, though this is a rare occurrence as the battles themselves are usually presented with great fluidity, keeping the viewer on the edge of their seat as they watch the action unfold.

The character designs themselves are visually pleasing with a decent amount of diversity in the cast and special details added for some of the characters, such as Zwei. The background and environments work well enough, but again don’t stand out a whole lot in the end. Also, while the Blu-Ray accompanying the release provides a nice clean anime to watch, the DVD version has a fuzzy appearance over the entire series which may affect your viewing pleasure. For this reason it is great to see the combo pack containing both the superior Blu-ray alongside the lesser DVD.

Audio:
While some purists may wish to avoid listening to the English dub and simply stick with the Japanese voice cast, they would be missing out on some quality voice work provided by the English cast. One of the best things about an English dub is that the voice actors can come from every walk of life and carry with them various accents from around the world, or at least perform them accurately enough. This helps create a more accurate sounding dub than something a pure Japanese cast could accomplish. While the Japanese voice cast may still provide an adequate job, the obvious choice between the two is the English dubbing.

As far as the background music of the show is concerned it is adequate enough with plenty of different genres that help match the scenes occurring at any given time. Considering this collection contains two seasons, it also contains two openings and endings. The openings are “Karma” and “Senritus no Kodomotachi” while the ending songs are “Jigoku no mon” and “Transparent.” Each of these opening and ending songs are enjoyable to listen to and are set to some rather stunning animations as well, though out of the four the two best pieces are “Jigoku no mon” and “Senritus no Kodomotachi.”

Extras:
Those who pick up Phantom: Requiem for the Phantom will be quite surprised to see that not only does the entire package come with a large quantity of discs containing the series itself, but also two discs containing all of the special features for the releases. These two discs contain most of what you would expect with a FUNimation release, such as clean versions of the opening and ending songs and trailers for past and upcoming releases from the company.

Besides these standard inclusions however are twelve picture dramas that are spread across the two discs. These picture dramas range from three to six minutes each and combined they contain quite a substantial amount of extra footage. These picture dramas are usually funny and enjoyable to watch which is a stark contrast to the dark nature of the main series as a whole. It is worth noting that the picture dramas are all in Japanese only with English subtitles, though this shouldn’t hinder viewers much from enjoying the comedy.

Overall:
Phantom: Requiem for the Phantom is an anime all about storyline and character development. While there may be plenty of dark aspects to the story, it provides a great drama interspersed with action. With the complete collection released by FUNimation we see all 26 episodes in one package, a package that will keep you entertained for hours on end as you watch episode after episode to see how the characters will evolve as the story progresses.

9-0-capsules-out-of-10

Max And Ruby: Mole Mashing Fun For Free!

Daily App Dream is doing their usual magic, offering Max & Ruby: Max’s Mole Mash for free! So you can achieve of your mole mashing dreams without having to pay anything for a limited time! So if you were craving some mole-mashing action then this will be the perfect thing to pick up, for this weekend only.

Max & Ruby is a super addictive game, the perfect time waster, which involves tapping the screen when a mole appears. Simple enough, and just the right formula for the sort of game that will keep you entertained for those boring travels.

Max & Ruby: Max’s Mole Mash features 8 themed mole mashing machines, two unique modes of play (Arcade and Puzzle), unlimited number of levels to play and mash, 8 wallpapers, and a mini-game that you can unlock if you’re skilled enough.

Max & Ruby: Max’s Mole Mash is available NOW for FREE for iPhone, iTouch and iPad HERE.

Barbarian: The Death Sword Review


Barbarian: The Death Sword
Developer: Microids
Publisher: Anuman
Platforms: iPhone, iTouch, iPad (reviewed)
Release Date: 27 February, 2012
Price: $1.99 – Available Here

Overview

Imagine this, one of the most beautiful princesses in the land has been kidnapped, taken away by an evil sorcerer, and you are the only one who can help. You with your rippling muscles, inability to be swayed by snow or lava, and amazing skills. You also like to wander around in a loincloth and have no name, only legend. On top of all that, it’s a remake of a classic that was originally released in 1987 on the Commodore 64.

Gameplay

The gameplay is about as simple as you can get, and doesn’t really stray from the original. There is a d-pad that sits in the bottom left hand corner of the screen, an attack and defend button and every so often a special move also pops up once you’ve landed enough hits.

The controls aren’t anything to write home about, in fact I’d say the opposite. Especially at first try, they do get rather annoying and leave a lot to be desired with their accuracy. Despite the fact that they are simple controls, they are deceptively tricky to get a good handle on them. The response time is also not great, and more than a few times I was left yelling at my iPad as my opponent managed to pull off a last second defense that came out of nowhere and blocked my kill shot. It’s all a matter of getting the timing down and in comparison with the reaction time of games these days the timing takes some pretty intense predictive ability. Still, once you manage to get that one down, everything becomes quite easy.

Rather than a learning curve it’s more of a line. There’s the part when you don’t know how to handle it, and the part when you do and it ain’t exactly a challenge. But don’t worry, that will change once again when you get to the final fight with the evil sorcerer. It requires you to completely change tactics, though the adjustment – while a direct contrast – is easy enough to make. By the time you make it to the end of the normal mode of the story line you’ll be fairly familiar with the controls and the timing. At that point even upping it to the next difficulty level won’t cause too much issue.

Apart from the story mode there is also arcade and survival, which are unlocked through finishing the previous modes. The arcade mode involves defeating a set number of enemies in a row, while survival involves, well, surviving. While the difference between these modes isn’t very distinguishable, and the story remains the same, but it actually does get addictive enough for the whole thing to be enjoyable.

While the storyline is little more than a glorification of an uber-barbarian-man who goes to rescue the bikini-clad princess, it’s still an improvement from the original game.

The game stays fairly loyal to the original game, and anyone who played it when it initially came out will truly appreciate this revival of the classic.

Visuals

The graphics are quite good, and a really fantastic upgrade from the 8-bit version. The graphics are sometimes slightly buggy, and there is sometimes a delay in terms of moves being shown visually. While this is annoying and sometimes does affect gameplay it is mostly just an inconvenience.

The graphics are well stylized and the characters are well designed, the barbarians have got a real barbarian air to them. Excluding your playable barbarian, they’re all actually rather sensibly dressed and look about ready to take on the world. The bikini-clad princess is just about as scantily clad as possible, appealing to the male demographic.

Audio

The soundtrack has also got the whole barbarian thing down, making you feel like you’re stuck in a movie. However, it is quite repetitive and gets to a point where you could probably sing along if you felt so inclined. Like the lagging of the visuals you will most likely experience some lagging in terms of the sound effects. Turning the sound off is something that I would not blame you for, especially since the grunting sound the men make is less than ideal.

Overall

Barbarian: The Death Sword is a great remake of a classic fighter. However, the fact that it is based on a classic arcade fighter from the 80s means that it may not appeal to everyone. The controls are a bit of an effort to get a handle on, but the game can get quite addictive once you’ve got it under control, but once you have mastered it entirely you may find yourself moving on to another app.

7-0-capsules-out-of-10

For more on Barbarian: The Death Sword, check out the gameplay video done below by our very own Master Abbott, who also holds the original game dear to his heart.