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Bleach Movie 3 DVD and BD release date

Viz Media has announced that they will release Bleach Movie 3: Fade to Black on DVD and Blu-Ray Disc throughout America on the 15th of November, 2011.

The movie which was originally released October 2008 through-out Japanese cinemas, has finally made it’s way to the Western world in a English dubbed format. The film tells a side-story not canonical with the anime series, about a disturbance in the Soul Society which causes the Soul Reapers to forget who Ichigo Kurosaki. Ichigo must try to solve this mystery as well as find his missing friend Rukia Kuchiki.

Viz has previously released the first 2 films throughout the US and Madman has handled the release throughout Australia. Be sure to get Bleach Movie 3: Fade to Black on DVD and Blu-Ray Disc this November when it hits shelves. Also be sure to check out out reviews of Bleach Movie 1: Memories of Nobody here and Bleach Movie 2: The Diamond Dust Rebellion here.

Behind the Sounds of Deus Ex: Human Revolution…

In just a little under 8 days, Deus Ex: Human Revolution will make it’s debut onto consoles. It’s not too much of a wait, but for those who are craving even more info about what is to come, Square Enix have released a new video detailing the work that went into the sounds and music that will fill player’s ears while they experience the top-notch gameplay.

This clip features Audio Director Steve Szczepkowski, Composer Michael McCann, the voice of Adam Jensen, Elias Toufexis, and Sound Designer Yohann Boudreault as they discuss the voicework, music, and other sound effects that went into Deus Ex: Human Revolution to make it as realistic and immersive. Now turn up those speakers and give a view to the video down below.

Gamestop Temporarily slashes the price of Pokemon Heart Gold & Soul Silver…

As I think all of you know, Nintendo rarely have many price-drops on first party handheld titles. Gamestop have a nice little sale going on right now though that has all copies of Pokemon Heart Gold & Soul Silver discounted by $15, putting both at $24.99.

I know it isn’t too much, but considering how it is getting harder to find these titles in the wild with their Pokewalker devices, this sale of sorts should definitely be taken notice by fans of the series that have yet to take the plunge.

This deal is instore, but those who want to pick them up online can do so at the links below:


Pokemon Heart Gold

Pokemon Soul Silver

Madoka Magica PSP Trailer

After a truck-load of news this past week surrounding the upcoming video game adaptation of Madoka Magica for the Playstation Portable, a teaser trailer has surfaced.

The trailer displays various gameplay footage as well as detailing the games features. It weighs in at a whopping 3 minutes and 43 seconds and provides a glimpse of what to expect from the dungeon-crawling RPG adventure when it hits shelves.

The game is set for a Japanese release on March 25th, 2012. For now, you can check out the previously revealed details here and check out the trailer for Puella Magi Madoka Magica PSP below.

Hysteria Project 2 Review

Hysteria Project 2
Developer: Bulkypix
Publisher: Sanuk Games
Platforms: Playstation 3, Playstation Portable minis (reviewed)
Release Date: Out Now
Price: AU$3.45

Hysteria Project 2 is the latest offering from developer Bulkypix. It is the sequel to their hit game Hysteria Project. It was released as a game for the iOS back in January before being ported for the Playstation 3 and Playstation Portable as part of the minis range. To be perfectly honest, it should have stayed on the iOS. In fact, this game should not have been made period. Terrible gameplay, an overtly clichéd story with stock characters and outdated full motion video techniques are only part of the foundation of what is a disappointingly constructed gaming experience.

Story:

You play as an unnamed male character that awakens in a hospital/lab room with a woman in a white coat watching over you. As you will discover, a crazed maniac who goes by the name of #13 is after you for some reason (this is not explored). You will venture throughout this hospital/lab to find out what is going on and to escape this crazy axe wielding serial killer. You will get guidance from a young doctor by the name of Lisa (who is the doctor at the beginning of the game), but only later on.

The story lacks anything interesting and unique, unless you are into cheesy, B grade horror films. The characters are stereotypical of a horror film, right down to the personalities. I didn’t connect with the main character at all. There is no character development, but considering that you are trying to escape a lunatic, I guess that happens. The story itself is heavily reliant on clichés, which includes a creepy setting and panic inducting situations among others. Speaking of the setting, it seems that is the only thing Bulkypix got right. The tones of said setting emitted the creepy atmosphere of horror games and the fire scene actually got me a little interested. Also expect a very short story. Outside of that, you’re better watching a properly made horror film.

Gameplay:

The gameplay… well what about it? This game is nothing more than a glorified full motion video production. This means that there is a severe lack of real interactivity. Most of the time you will be experiencing quick time events or you will be in a situation where you have to click and point, just like early PC games. The puzzles are poorly constructed. There is no indication on what has to be done. For example, the first puzzle you encounter (after 5 minutes of poorly shot full motion video) you are strapped in the bed. I look around to see how I could escape. Ten seconds later, I am killed by the crazy man. After a few tires I clicked on the bonds, where a cut scene shows the character struggling to free himself to no avail. Then I return to the same situation. I was confused and frustrated as I get killed once more. It turns out you must press the bond AGAIN to see him free himself. Remember, this is the first puzzle of the game. The puzzles are not very fun as well. There is little interaction in terms of controls. All you use are the directional buttons/analogue stick and the X button, which is called the action button. They are also frustrating to complete. Half of the times these interactive moments occur without prompt or warning. This is where the game over screen will be permanently scorched into your memory. For a game where you are trying to escape a murderer, thus avoiding death, you will encounter it for too often. This is due to the fact that the puzzles were not thought out. Along the way you do try to find pages of a notebook, which is accessible at the main menu. But opening the notebook is in itself trial and error, since it can not be highlighted.

Music/Audio:

The music is a mixed bag to say the least. It does reflect upon the setting and the overall tone of the game. However, expect it to be repetitive stock horror music, filled with uninspiring musical shrieks which would make anybody flee in terror. At certain points the music will change upon the situation. The fire scene mentioned earlier had music which induced a sense of escape. In terms of voice acting, only one of the three characters actually has a voice, which happens to be Lisa. Lisa’s voice actress is terrible. She tries to convey a British accent, but delivers it very poorly.

Graphics:

I will put this question forward, however: why would you use an outdated technique to convey the story? Full motion video, as some of you might know, became the craze back in the early 90’s, thanks in part to the introduction of CD. Sega is the most famous example with the Sega CD and Nintendo were looking into a similar concept with Sony (and we all know how that went). However, this is a very outdated technique. I would suggest not to play the game on the console and especially not on the big screen. The FMV technique ruins the look of the game. It makes it look like a low resolution internet video. It looks like it was filmed with a very outdated video camcorder. The editing of the opening is not so great. It looked it was created by an amateur on steroids. The in game graphics fare no better. To be honest, this was made with the PSP in mind, so I’ll give it the benefit of the doubt.

Conclusion:

Overall, expect a lackluster experience if you decide to pick up this game. You’ll encounter frustrating puzzles which are not fun. You’ll have to watch a clichéd horror story with poor characterisation but an appropriate setting. You’ll have to sit and watch poor quality full motion video if you play it on a big screen. You’ll have to listen to a terrible British accent balanced out by stock but a fitting score. Talk about it being a Hysteria Project, a better word would be hysterical. For the $3.45 they are asking, you’ll be better off with a dynamic theme or wallpaper.

3-0-capsules-out-of-10

Cowboys And Aliens Review

Starring: Daniel Craig, Harrison Ford, Olivia Wilde
Directed by: Jon Favreau
In Cinemas: 29th July (US), 17th August (UK), 18th August (Aus)

Overview

Regardless of whether you believe mixing two pop culture icons like Cowboys & Aliens is a unique genre mashup or a shallow marketing ploy, chances are the film has caught your attention. Post-viewing, it feels like both descriptions are accurate.

Westerns almost never dip into the realm of the supernatural, and to my knowledge have probably never dealt with aliens, so it is refreshing to see this spin. Likewise, alien invasion films often restrict themselves to the time periods of the present day, a projected future or amidst the UFO hysteria of the 1940s and ’50s. The two genres merge quite well, putting an interesting spin on the conventions of each. But somehow, the final product still feels like a generic action film, albeit an enjoyable one.

Directed by Jon Favreau (the Iron Man films), produced by Steven Spielberg, Ron Howard and Brian Grazer, and with a screenplay penned by some of the co-creators and writers of Alias, Lost, and Fringe, the crew almost overshadow the cast, led by Daniel Craig, Harrison Ford and Olivia Wilde. These names, some of the biggest in Hollywood, know their medium, perhaps a little too well: the film works, but rarely surprises. 

Story

The film opens with Daniel Craig’s character waking up in the desert, alone, disoriented, with a strange device clamped to his wrist, an odd wound in his side and no memory. He stumbles into a nearby town, and attracts the attention of the townsfolk with his brooding stranger persona. He earns respect by subduing resident loudmouth Percy, the spoilt son of the town’s most influential resident, Colonel Dolarhyde (Harrison Ford), but the stranger soon finds himself in the next jail cell over from Percy when he’s recognized as wanted criminal Jake Lonergan.

As Lonergan is loaded onto a coach to take him to his trial, Colonel Dolarhyde arrives, demanding Percy’s release and custody of Lonergan, who robbed him. During the confrontation, the sci-fi elements invade the western scenario, as strange lights appear in the sky and rain down destruction. Percy, the sheriff, and many other townsfolk are abducted, and when the device on Lonergan’s wrist reveals itself to be an advanced weapon, he shoots down one of the ships.

A party made up of Lonergan, the preacher, the saloon owner, Dolarhyde and his men, and other prominent residents track a strange creature who escaped the downed craft, in an attempt to rescue the abductees.

The elements of each genre integrate quite organically to create a satisfying whole, but it’s hard to ignore the idea that the novelty of the combination is used as a crutch to support two sets of stale genre conventions. The western story of a shady loner (the character’s name is LONERgan, very unsubtle) with a mysterious background causing a stir in town is not new, nor is the sci-fi story of people banding together to fend off an invasion by technologically advanced aliens. Painting them in the colours of a different genre makes them temporarily more interesting, but once you notice the sleight of hand, the magic is somewhat lost.

What’s more, the story of a protagonist with amnesia, whose background is slowly revealed through the film, is a cliché in any genre, and my pet peeve in films is also present: the scene where someone looks to be in grave danger, unarmed, with something or someone about to strike, and bam! The threat drops dead, revealing an ally standing behind them with a smoking gun. It’s a very cheap way to get out of an exciting situation, and it’s used too often in films. In Cowboys & Aliens, it rears its ugly, lazy head no less than three times!

The film begins to show some depth when the parallels to the white settler’s invasion of the Native American’s land become apparent. An invasion by stronger beings with better technology and weaponry is a situation the cowboys were familiar with from the other side, but putting them on the receiving end invokes sympathy. It was around this time that I also realised the title may be smarter than first assumed. Instead of simply listing the two cultural icons featured within, it could be a play on the old Cowboys and Indians coupling, with the power balance skewed. It could just be a coincidence, but I’ll give them the benefit of the doubt.

Visuals & Audio

Visually, the film is quite gripping. The special effects on the alien characters, technology and weapons look great, but that is all but expected in films today.

The colour scheme communicates a lot, with the increasingly standardized orange/blue dichotomy in use. Distinguishing foes from friends by marking each as blue and orange is seen a lot lately, notably in Tron: Legacy, G.I. Joe and of course Avatar, and it’s used to the same effect in Cowboys & Aliens.

The early scenes are predominantly orange, what with the dusty desert setting and all. Once the aliens arrive, blue arrives with them, in the tinge of their spacecraft and the energy beams of their weapons. It fits quite well here though, as soon shots are skewed from the dusty orange ground to focus on the overbearing blue sky – also symbolic of where the invaders are invading from.

The music blends both genres together quite well. Mostly reminiscent of western movies, there is often a touch of electronic music sprinkled throughout, nodding to later events and giving the soundtrack a character of its own. Sound effects often seem a little over the top though. Particularly punching, which often sounds much louder and, for lack of a better word, crunchier than expected. 

Final Comments

Cowboys and Aliens will inevitably attract audiences because of its interesting blend of genres and icons, and regardless of overused conventions, the film is action-heavy, which will satisfy many theatregoers. It relies on its unique combination a little too much; throwing two piles of clichés at each other doesn’t make them less clichéd. But it doesn’t necessarily make them any less enjoyable either, especially when done as well as you’d expect from industry giants like Spielberg, Howard and Favreau.

7-0-capsules-out-of-10

Wii U Tablet Patents Surface on Internet

It looks like gamers have been given the chance to see what the Wii U tablet may be capable of. Over at NeoGAF, patents of the new controller for Nintendo’s next generation have surfaced, revealing that the controller will have built in flash memory and a magnetometer, among other features.

The built in flash memory seems to be implemented for Mii transfers, similar to the Wiimote for the Wii. The magnetometer, however, could be used for motion calibration. The Move, for Playstation 3, uses similar technology to talk with the Playstation Eye in order to function properly. Other features include a microphone, speakers, IR communication port (possible to talk to the 3DS) and camera functions.

Sounds like Nintendo have quite a few tricks up their sleeve for their next console. It will be very interesting to watch what they do reveal closer to the Wii U launch. Maybe something at TGS?

Check out the patents below. (click on the images to view in full size)

K-ON! Movie Premise Revealed

It was recently announced that a K-ON! film was in production and is set to be released throughout cinemas in Japan on the 3rd of December, 2011. Now news has come out detailing the film’s premise and setting.

The film’s premise will take the school band Ho-kago Tea Time to England as part of a Graduation trip. Not much else has been revealed but I for one am willing to bet that we will be seeing Abbey Road, in some capacity.

The K-ON! Movie will feature all the original cast members reunited and will retain all the staff of the series as well. What do you think about the England setting and potential for some classic English songs to be implemented in the film? Leave a comment below letting us know!

Given a second chance

A new trend in the gaming community is slowly emerging. By giving a surviving or supporting character another lease at life to a new title or sequel adds depth, longevity and charm to the series. This enables characters that would normally remain as a supporting character a voice in the sequel.

Fear protagonist Point Man was absent from the sequel who was replaced by Captain Michael Becket. As Fear 2 left a wide gap for a sequel, fans rejoiced when Becket made an appearance in the third game, but with a price. Becket met a tragic end in the third instalment, becoming victim to Point Man’s brother Paxton Fettel. Becket was seen and heard in Fear 3, despite his sad demise.

Sergeant Joseph Capelli was a character from Resistance 2 with little exposure or prominence. He survived many feats as Nathan Hale’s right hand man, publically expressing his distaste for the American early on in the game. Capelli regrettably killed Hale at the height of his Chimera infestation, admitting it was an honour to work with him. Capelli now returns in Resistance 3 as a malnourished, battled man in his fight against the alien force.

Master Sergeant Rico Velasquez from Killzone 2 was a prominent force, often leading the charge with Sergeant Thomas ‘Sev’ Sevchenko as his back up. With Killzone’s third instalment, Sev became a force all on his own, becoming a forthcoming and dominant player. His growth and charisma as a character built the series to a new height, enabling him to become a favourite among fans.

The most highly anticipated growth from playable character to protagonist was Captain Mactavish from the Modern Warfare series. Soap entered Call of Duty 4 as the FNG and earned his way up the ranks.  Before Modern Warfare 2 was released, little was mentioned about whom you were or who your commanding officer was until the mission Cliffhanger changed everything when the cunning Scot was revealed.  His strong persona and bad ass attitude made him a cult favourite with players and critics alike, naming Mactavish one of the best characters ever to be created.

Soap and Captain Price will return in Modern Warfare 3 as major figures; however their positions as main force will be passed to a new generation such as American soldiers Sandman and Frost.

Arrowhead Studios – Interview

Needless to say, those magic fanatics and PC gamers among you will already be familiar with the hugely talented Arrowhead Studios, creators of popular cooperative spell-casting game; “Magicka”, a blend of furious gameplay, beautiful fantasy setting, and oodles of nerd-pleasing satire. If you aren’t, then simply re-read the last section to bring yourself up to speed, and then purchase the game on Steam, as it is indeed excellent.

Anyhow, just recently I contacted the developers to try and organise a short interview, and they, being the lovely friendly and very cuddly chaps they are, obliged me. Here’s what they had to say;

Capsule: Magicka is a myriad of popular nerd culture, from setting, to characters, to in-jokes and references, but where did your inspiration for the game really originally start?

Arrowhead: It initially started with our lead graphics designer and our CEO attending a lecture about the Swedish Game Awards 2008. During the lecture our CEO said, “Lets make a game” and our lead graphics designer suggested it would be about wizards.

The original idea was to create a spell system that comes closer to how you would imagine a wizard actually conjuring elements and combining them. The humour and setting grew over time from the type of humour we had.

Capsule: You decided to change platforms from Xbox to PC midway through development, what exactly was it that made you change your minds?

Arrowhead: It was always clear that we would release for PC, since that was the platform we programmed it on. We chose XNA so that a port from PC to Xbox would be easy to do, but there is a lot of red tape when trying to publish something on the Xbox. We are still trying to make it happen, but only time will tell if we succeed.

Capsule: The spell system for Magicka is extremely original, and very fun to use, and the locations, characters and story are oozing with charm, but are there any parts of the game you would’ve done differently if you were starting development now?

Arrowhead: We are very happy with the core mechanic, it pretty much works as we envisioned it from the beginning, although it has been streamlined and revised a couple of times. However there are a lot of problems with Magickas stability and network efficiency. We will do our best to improve it as much as we can, but if we knew then what we know now, we would have changed a lot of things.

Capsule: Over the last few years, there has been a massive surge in the success of some very talented Swedish game developers; yourselves, Mojang and DICE to name a few, and moreover we’re seeing a sudden and exciting increase in the amount of Swedish talent in the industry. To what would you attribute this?

Arrowhead: Well previously there hasn’t been a lot of ways to get into the industry, but Sweden were early with university programs tailored specifically for making games. It has not always been successful, but the quality in those educations have risen during the last few years.

I also think that Sweden has a good climate for small games companies, there is very good infrastructure in means of computers and internet, there are great ways to find initial funding for companies, and there is a lot of support form others in the industry.

Capsule: This was your studio’s first game, and it’s probably fair to say that there were some bumps in the road, but now that you’ve got the final product delivered to fans and you’ve only got additional content and DLC to worry about, what do you have planned for the future?

Arrowhead: More games of course! We will continue to improve on Magicka for a while longer while we plan for what’s next. Magicka still has a lot to give.

Capsule: Last question, and probably the one that a lot of eager fans would most like an answer to. It’s clear that you guys are still very interested in adding to Magicka and making it even better than it already is. What, if anything, can you reveal that you currently have planned for Magicka?

Arrowhead: There has been a great outcry for more campaign content, and we may or may not be working on just that. Only the stars can tell…

Us here at Capsule Computers would like to thank Arrow Head for their time and thoughtful answers, and wish good luck on their future releases. To track Magicka’s ongoing development, as well as the Studio’s other projects, you can follow them on Twitter, or like their Facebook page.