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Captain America: The First Avenger Review


Captain America: The First Avenger
Studio: Marvel Studios
Publisher: Paramount Pictures
Format: DVD (reviewed), Blu-ray
Release Date: October 25, 2011
Price: $14.99 – Available Here

Overview

Joining the ranks of the Avengers film releases, comes Captain America. My views on Captain America are divided, on one hand he’s a brave hero with perfect pectorals, on the other he takes patriotism to a ridiculous level that really highlights America’s self-obsession. The Captain America comics had their hey-day during World War 2, when America was rallying itself for the fight against the Nazis, and the popularity since has waned. Can the Cap make himself relevant in the modern times?

Still, Chris Evans is a great actor to watch, he has proved in the past that he treads the line of humour and action hero easily, the line that Robert Downey Jr makes his bitch without any real effort. So can Captain America: The First Avenger join the ranks of the rest of the legendary Avengers movies?

Story

The movie starts by discovering something out in the snowy tundra – something circled back to later. While this may make some people feel all happy about the idea of a circular plot line, personally it gave the movie away for me a bit too much.

We’re introduced to Steve Rogers and his many attempts to make it into the army, he’s been denied them consistently due to his lackluster build and medical issues. Since everyone knows that Steve Rogers is Captain America, either through general knowledge, or the trailers, the biggest reveal is the fact that he is the size of a pre-teen. That doesn’t stop him for standing up what he believes in though, and he takes a lot more beatings than someone with that many medical issues should.

They spend a long time establishing his character, in a lot more ways than they probably should have. It’s pretty clear that he’s a decent guy who always does the right thing, but can’t do much due to his stature and health issues.

Enter, German doctor who sees the goodness in him and decides he’d be perfect for an experimental serum that will turn him into a super soldier. He doesn’t really get much in terms of super powers, he just becomes epically built, is super fast, and seems to be unable to die or age.

If you think that once he undergoes the transformation the pace of the movie will speed up, then you’re unfortunately mistaken. There’s even more stagnancy in the plot after the transformation, and it’s kind of exaggerated by the fact that you’re expecting a lot more to happen since he is now Captain America. However, it does explore the other side of the war, which I thought was pretty interesting. The propaganda and sale of bonds is something that isn’t usually gone into, and not something I was expecting from the movie. However, it does actually seem natural that they would try and make him raise money for the cause, rather than fight for it and risk his death.

Once he starts fighting, all of the character and situational exploration flies out the window. It seems like the movie never reaches that real sweet spot of managing to have both fast paced action and mixing in the character development. Steve Rogers never really changes, or has a real epiphany; he just remains the same righteous guy he is in the beginning, only with more muscles.

The villain of the movie, Red Skull, is not one of Hugo Weaving’s best roles. He pretty much just has to be constantly leering and yelling. He is one of the characters that you just don’t really understand where he’s coming from, although in a Captain America movie I am not surprised that good and evil is so firmly defined.

If you watch this movie expecting Chris Evans’ usual characters then you will be quite disappointed, because humour isn’t as present in Captain America as it is in the other Marvel Avengers films. While there are a few jokes here and there, most of the film is as straight edged as the Cap himself.

It’s pretty cool that the movie so strongly references the other avengers, with the power source coming from Odin’s treasure room, and of course Tony Stark’s father, Howard Stark. It’s always been something that I’ve enjoyed about Marvel movies, and is a great way to pump people up for the Avengers movie.

Visuals

The late forties styling is awesome, the way that the sets, costumes, make-up, everything is done is reminiscent of the period and really makes the movie feel authentic.

Cap’s costume, which underwent a lot of drafting, adjustments, and reimagining, looks great in the end. The choice to show the evolution of his costume through the movie was very cleverly done, and the end product is truly amazing looking, while not stepping too far out of line. Given the cheesiness of the initial costume, the fact that the end result is so badass really speaks well on behalf of the costume design team.

The fight scenes are, in no small terms, epic. No expense is spared in the visual effects, and in one particular section of the movie you will be blown away by how many explosions, fire, and fighting they can fit into five minutes.

Audio

The soundtrack is just what you’d expect from a movie that so heavily embodies Captain America, it’s rousing and patriotic, and reminiscent of what someone would expect from the propaganda of the time.

Overall

It might seem like I didn’t enjoy the movie so much, but I actually did. While it is self-righteous and a little too black and white for me, it was quite a fun movie to watch. The fact that it is quite black and white means that there isn’t too much inner conflict, and it’s easy watching. It is the polar opposite from the shades of grey of the Batman franchise, and if that is what draws you in to superhero movies then look elsewhere. Captain America is a man who always does the best possible thing, regardless of the situation, and fights plainly evil men without faces.

7-5-capsules-out-of-10

Christmas GIVEAWAY!

MERRY CHRISTMAS EVERYONE! =]

It’s Christmas time, and the best way to celebrate is by giving gifts! We here at Capsule Computers have a $25 Amazon Gift Voucher to give away, and we want YOU to have it! So show us your Christmas Spirit!

All you have to do is simply comment below and tell us:

What did YOU get for Christmas?

You can comment by signing in with Facebook or Twitter so it’s really easy to do. Competition will close on December 27, the day after boxing day, and this post will be updated announcing the winner. For more information, check the video below featuring Santa Claus himself!

UPDATE: The winner has been selected! The winner is: Cypherrr!

Congratulations! Our editor-in-chief Phil will be in contact with your shortly! If for any reason you encounter any problems, don’t be afraid to email us at: [email protected]

Thanks very much for all your amazing entries and please stay tuned as we’ll have many more competitions to announce soon! In the meantime Merry Christmas and Happy New Year from Capsule Computers!

Infinity Blade II Review

Infinity Blade
Developer: ChAIR Entertainment
Publisher: Epic Games
Platforms: iPhone (reviewed), iPad, iPod Touch
Release Date: December 1, 2011
Price: $6.99 – (HERE)

Overview

We games journalists like to begin our reviews with a basic summary of a game and then pose a suspensful question as to whether the game is good or if it is not. It’s a simple method, peaks curiosity, and very often there’s the potential for some game-related puns. But to even question the design integrity of Infinity Blade II is to do it a disservice; the game is not only an instant iOS classic, it is also one of the best handheld games of all time.

Story

The original Infinity Blade‘s story could, at best, be called bare-bones, with only two major plot points, and both were infuriatingly cryptic. That problem has been resolved in the sequel.

Infinity Blade II is no Deus Ex, but its narrative is evolved in a more traditional and progressive manner, which helps infinitely in giving the player a bread-crumb trail of plot points until the game’s climactic ending. Twists abound, and several mysteries introduced by the first game are resolved, much to the contentment of my puzzled, on-the-point-of-an-aneurysm brain cells.

Siris, the developer-given name of the series’ hero (though you can change it to whatever floats your boat), is out to free humanity from the tyranny of the Deathless, and to do so he must find the Worker of Secrets and give him the now fully-activated Infinity Blade. Now that its on-button has been pushed, the sword will permanently end the life of whomever it slays, including the immortal Deathless.

Trouble is, the God King manages to get the sword back just after Siris figures out where the Worker is locked up; and on top that, to free the Worker, he’s going to have to eliminate a hit list of Deathless guarding the seals to the prison’s entrance in a well-fortified tower.

Queue adventure.

While the ending is as sequel-inducing as that of the first, you’ll definitely feel like the game resolves more questions than it poses, and it’s rather clear where the series is headed from there.

Gameplay

Remember that tower I mentioned? The minion-guarded, Deathless-containing one?

Well, much like the first game, Infinity Blade II charges you to undertake several assaults on the fortress; assaults that span multiple deaths and rebirths. Where the sequel surpasses its predecessor, however, is in the actual design of the tower.

No more are you retreading the same corrdiors and rooms over and over despite the passage of decades. This tower crumbles and ages as you progress through Siris’s rebirths.

A sapling will grow into a tower-encircling monolithicic tree, the clock-hall disentegrates as years fly by, and new passages are constantly opening and appearing, offering new paths to loot and monsters. You’ll never have to retread your steps exactly as there’s always a new way to explore the fortress, and this ensures that the game feels anything but repetitve.

ChAIR could have left it at that, in terms of changes to the original’s formula, and Infinity Blade II would have been a satisfactory sequel, but they went above and beyond in building upon the solid combat foundation laid down in the first entry of the series. Fights still rely on players avoiding damage in the buildup to a “break”, in which they can deal damage unhindered for a few seconds, but they now have more options in how to dish out the damage.

Players can stick to the classic sword and shield as equipment, which allows them to block, dodge, and parry enemy attacks, while dealing a predictable amount of damage on each break. But there’s also two new ways to battle and slay the monsters of Infinity Blade II, and both feel different enough to shake things up.

First, Siris can dual-wield weapons. This takes away the ability to block attacks, but upon parrying and evading into succesful breaks, players can tear into enemies by quickly building up high damage multi-combos. The second new combat option is equipping two-handed weapons. Wielding one of these hefty things takes away the ability to dodge, and you’ll have to correctly predict the direction of incoming blows to block them. Though this opens you up to taking far more damage, you’ll deal out massive amounts of punishment on each break if you correctly follow the on-screen queues informing you of which direction to swipe.

Each of the three loadouts has its benefits, and it’s hard to go back to the sword and shield after the high damage output of the other options. However, if you’re looking for the safest bet, with the most ways in which to survive a fight, there’s nothing as reliable as the classic Infinity Blade equipment.

The end of each fight sees you granted some gold and experience, and as you develop your ideal play-style, you’ll hone in on whether you want to add a few extra attribute points to boost your health or increase your damage output, among other options. The gold is used to purchase bigger and better items.

Though the game’s loot system will occasionally roll you a powerful item (I got a two-handed mace valued at well above anything I could afford on my second rebirth), for the most part, you’ll rely on gold to upgrade your weapons and armour. This will appeal to anyone who was a loot-hunter in Diablo or Borderlands, as every fight, every bag of gold, brings you closer to that bigger and better item. I was actually disappointed when I completed the game without having fully maxed-out my character. Thankfully for those who end up like me, upon completion, there’s New Game +, where you keep all your items, experience, and gold to play through the game’s gauntlets of enemies all over again.

There’s also been a plethora of smaller tweaks: the hidden keys that open locked chests with valuable items inside, the new, much cleaner inventory system, many more hidden sacks of gold in each environment for the keen observer, enemy attack patterns that are far less predictable than in the original, and the gem system that lets you imbue your loot with powerful attack, defense, gold, and experience bonuses.

It’s quite clear that in designing Infinity Blade II, ChAIR set out to address the concerns that the original game was repetitive. With the multiple combat styles, an ever-increasing number of branching paths, and the large amount of hidden secrets and items to look out for, the game’s greatest flaw is not that it ever feels repetitive, but rather that its loot and experience gain systems don’t always tie into the pacing of the overall story progression.

Audio & Visual

In case the screenshots haven’t tipped you off, playing through Infinity Blade II is a gorgeous experience. Everything from the lighting to the textures to the impressive vistas show that the game is getting the very most out of the Unreal engine, and there’s absolutely no other iOS game out there that can even come close to saying, “I look better.”

Very often, while scanning a location for bags of gold and hidden items, I found myself stopping and just enjoying the ambiance created by the game’s graphics. The best part is that Infinity Blade II‘s environments are far more varied than those of its predecessor. Whether it’s the Asian-themed opening location, dark crypts beneath the fortress, or an arena-like construct in which the aforementioned tree sprouts up from the ground, the game not only provides a feast for the eyes; it provides a feast that satisfies the wide variety of daily requirements from the food pyramid (that’s a metaphor everybody, the game doesn’t actually feed you).

And the sound design doesn’t hold any punches either. The dramatic clang of metal on metal, Siris’s slow footsteps on stone ground, and the haunting soundtrack that rises at just the right moments add to a stunning visual experience in a way that makes the world of Infinity Blade feel like a place that could exist, in a land far away.

That feeling is helped significantly by the designer’s decision to voice-act the game in English, rather than the subtitled language of the first game. Dramatic moments are much better punctuated when a character speaks with the nuances and hesitancies of a language you recognise, rather than the single-emotion mumbo-jumbo of the first game, and Infinity Blade II expertly plays out such moments.

My only issue with the game’s overall presentation is that the kill animations are all catered to the original’s sword and shield. That means that when I was dual wielding a two-handed warhammer, the final blow often resulted in Siris using the weapon one-handed and somehow shoving the blunt object through a monster’s stomach. While it always brought forth a chuckle, I’m fairly certain comedy wasn’t what the developers were going for.

Overall

Infinity Blade II is an outstanding game. It betters the original, which was great in its own right, in every conceivable manner and makes it look like B-grade amateur work.

The furthering of the combat mechanics, the depth of the game’s loot collecting systems, and the grand graphical spectacle all ensure that ChAIR’s latest effort will become a classic, renowned not only in this generation, but in those to come. It has a few pacing issues, and the odd animations occasionally take you out of the exerience, but Infinity Blade II is an experience that gets the best out of the iOS devices, through its smooth controls and wonderful presentation.

Do yourself a favour and buy this game.

Then together we can climb tall cliffs, look at distant castles, and darkly proclaim, “Worker, I will free you.”

9-5-capsules-out-of-10

Siren Visual license When They Cry 2nd Season and Princess Resurrection

Australian anime distributor and sponsor of our CC: Anime Podcast, Siren Visual, have announced 2 new license acquistions. That being the second season of popular horror/mystery anime series When They Cry (Higurashi no Naku Koro Ni) and Princess Resurrection, a 26 episode horror/comedy series.

Siren have previously released the first season of When They Cry, to much critical acclaim (see our review here).  Unfortunately due to Funimation no longer dubbing the series, the second season of When They Cry will be released under it’s Japanese title (Higurashi no Naku Koro Ni Kai) as subtitle only release.

This release will mark the second seasons first ever time being distributed outside of Japan. The first part of the second season will be released in March 2012, with the second part hitting shelves later next year.

Princess Resurrection has been previously dubbed and released in the U.S. by Sentai Filmworks and thanks to our friends at Siren Visual, Australia will be getting the same treatment come March 2012, when the series will be released on DVD in a 4 disc collection.

What do you think of these newly licensed titles from Siren Visual? Let us know in the shoutbox and comments section.

Apple Patenting Fuel Cell System to Power Portable Computers

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Appleappears to be investigating the possibility of powering their Macbooks using fuel cells, which could lead to laptops that could be lighter and smaller than the Macbook Air, which is itself already less than an inch thick. The US Patent and Trademark Office published two patent applications last December 22, 2011 that indicated Apple’s intent on “coupling” fuel cells to a “portable computing device” to power it.

In the patent applications, Apple states that fuel cell powered portable computers can potentially last days or weeks without recharging, or in this case, refueling. The fuel cell system being proposed can power and receive power from a separate rechargeable battery. The most significant implication, however, is the possibility of completely replacing batteries with fuel cells. This would make portable devices much more portable than they already are, making them not just lighter and smaller, but also possibly less costly – not to mention it could allow them to operate longer without having to refuel.

Fuel cells in the form of fossil fuels are the predominant power source for automobiles and other devices, though its use in laptops is unprecedented. A fuel cell turns chemical reaction energy into electrical power. Today’s modern hydrogen-powered fuel cells can combine oxygen and hydrogen in a chemical reaction that can power cars and leave by-products similar in constitution to plain water.

Apple filed one patent application as far back as August 2010, and the other just April of this year.

Anime Say! Episode 6 – Penguindrum Is Still Dumb

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Welcome to Capsule Computers’ weekly anime segment, Anime Say! Each week I will be diving into some of the biggest anime related topic of the week and having my say on anything that matters in the anime world. To top it off each episode will conclude with a recommendation from your’s truly of an anime or manga that you should check out.

This week, you all get an episode early. It’s a Christmas miracle! In this episode, I continue my discussion from episode 3 on Penguindrum, this time as a retrospective on the series after taking into account all that nonsense, known as the Penguindrum finale. You can check out this week’s Anime Say! below.

Got any questions for Anime Say? Send all your queries to [email protected] and I will do my best to answer anything you can throw at me.

What do you think of the sixth episode of Anime Say? Let us know in the shoutbox and comments section.

Intel Sends Manufacturers Prototype Smartphones and Tablets for 2012

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Microprocessor manufacturing giant Intel recently showcased its “reference design” prototypes of a smartphone and tablet running on its latest mobile chip called Medfield. Reference design models are intended to give manufacturers an idea of how tablets and smartphones running on Intel’s Medfield can be designed. It also previews the capabilities of Intel’s newest Atom mobile chip in action, which the company will be pitting against mobile and tablet pioneers like Apple.

The Massachusetts Institute of Technology tested both smartphone and tablet prototypes from Intel. The smartphone ran on Gingerbread, the Google Android version before the current ice Cream Sandwich, and “was powerful and pleasing to use.” It also sported a camera feature called “burst mode” that can potentially rival the iPhone 4S’s popular new camera. Burst mode takes 15 sets of 10 full-size images (at 8 megapixels) every second. The tablet ran on Ice Cream Sandwich, and in a limited trial proved to be more than a match for older tablet models in the market today.

The core of the reference designs, the Atom chip Medfield, is a significant step towards making Intel mobile chips more competitive in the 2012 market as it is the first to do away with the power consumption handicap that has been holding Intel down in the mobile device race. Intel architecture group Vice President Stephen Smith claims that the reference smartphone performed better in the areas of browsing, power consumption, and graphics compared to today’s three leading phones currently available in the market. Actual Intel microchip-based smartphones and tablets are expected to become available anytime within the first half of 2012.

Microsoft to eliminate Gun Props for Avatars…

Bah Humbug. Here is a bit of news that will probably not effect many, but it certainly is a questionable move. Epic Games recently announced via their forums that both the Hammerburst and Lancer avatar props would be pulled from the Xbox Live Marketplace on January 1st of 2012. Why you may ask? Because Microsoft are enforcing a no guns for avatars policy as of that date. If you happened to have purchased a prop from the online store before the first, you are fine and will be able to keep your merch.

I have kind of mixed feelings on the issue honestly. On one side, I understand Microsoft is trying to be more family accessible as it is. On the other front though, this is a video game system and how else can fans of Gears or Halo become their favorite character without that treasured Lancer or Plasma Pistol? As I said, this won’t effect too many as I have around 100 friends right now and I never see too many gun props donned, but I do believe we are going to see even more family friendly changes on the marketplace as we head into the new year.

Grand Slam Tennis 2 Wimbledon Trailer Released

Ready for Tennis anyone? Electronic Arts SPORTS has released a ballin’ new trailer for Grand Slam Tennis 2 showcasing various memorable and notable tennis matches throughout the 125 year history of the Wimbledon Championships that players will be able to relive for themselves from the comfort of their own couch. But don’t listen to all my racket, go and check out the video below and see for yourself!

Grand Slam Tennis 2 is the only tennis game where plays can participate in all four major championships, and will be available for the Xbox 360 and PlayStation 3, Grand Slam Tennis 2 will be available on the 9th February.

Un-Go Movie Licensed by Sentai Filmworks

With the series conclusion of Un-Go this past week, Sentai Filmworks (the U.S. license holder for Un-Go), have confirmed that their license for the series includes the prequel film that played in Japanese theatres for 2 weeks in November.

The film runs at a length of 45 minutes and details the past of Un-Go’s two protagonists; Shinjurou and Inga, whilst giving such more details surrounding the world of Un-Go.

It is presumed that Australian distributor Siren Visual hold the very same license as Sentai Filmworks, given their history or releasing Sentai dubbed products in the Australian region. However, no official word has come from them regarding the matter.