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What are we playing this week?

Here at Capsule Computers, it’s been another busy week for gaming. Check out what games some of our staff are playing, and don’t forget to help out Japan at this link here.

Editor-in-chief: MasterAbbott


Ok so this week for me has been a little busy. I managed to get an hour or two of Homefront in.  I won’t say much about it myself as I haven’t played enough of it, but check out review (here). I did manage to play a few iPhones games as well.  Going back to Double Dragon (LOVE THAT GAME!!) Also been playing 64th Street: A Detective Story, developed by Jaleco and published by Dotemu.  Our review for it on the site is here. I also got stuck into Neverwinter Nights 2 on Steam for a little bit as well.  Ahh, the good old times; playing as a Monk once again. I personally enjoyed the original Neverwinter Nights but NWN2 is still quite fun.  Moving forward what I’m hoping to get my hands on this week is the new iPad2, which is released here in Sydney on Friday 25th.  I’m going for the 64GB Wi-fi version; I’ll use my iPhone to serve as a Wi-fi Hotspot and tether internet for it.  I’m very excited! Yes I know I have problems 😉

Senior Editor: Travis Bruno


For the better part of the week I spent my time playing Dragon Age II for the 360 and finally ended up finishing it off. It certainly isn’t as epic seeming as the first game was and with all of the bugs it certainly was a game to save every few minutes to avoid game breakers. Also I spent a little bit of time playing through Homefront and I found it to be disappointing on many levels and had to struggle to even keep playing through. Other than that I’ve spent some time playing Koihime Musou for the PC working on different character routes. It is certainly going to be odd playing the next Dynasty Warrior game after playing this one. My PS3 wasn’t too lonely because of the JRPG Ar tonelico Qoga that kept me very busy and had me put down Hyperdimension Neptunia to get my JRPG fill.

Senior Editor: Dustin Spencer


My main concentration this week is to get a bit caught up on my backlog of games I have yet to play for the DS. I have recently been trying to build a few levels on WarioWare D.I.Y. which is actually more like a modern day Mario Paint. If anybody has a DS and wants a game that will last them a lifetime with things create, this would be it. Many famous developers have even created short mini-games which are all up for download as well. Since the announcement of a sequel earlier in the week, I have also started playing Rocket Slime again too. Other than that, a few rounds of Halo 3 and a bit more Majin & Dragon Age II have all done a good job of keeping me busy while I await the 3DS launch.

Senior Editor: Dylan Radcliffe


Still playing Bulletstorm, been jumping between the campaign and the echoes. The echoes are like little snacks in between playing chapters of the campaign on the hardest difficulty. Without the need to hide and pretty much all the ammo you could want for a small location, the echoes are perfect for those times you simply just want to kill things. I am also watching Fullmetal Alchemist Brotherhood. I was at first a bit disappointed when I realized a long time ago that Brotherhood was pretty much the same thing except the “real” version. So disappointed in fact that it took me a very long time to even give it a chance, but I’m incredibly happy that I did give it a chance. It is like watching the whole show again, but it isn’t at the same time. The essential story plot is there, but there is more action and more backstory. It is simply amazing! Sadly, One Piece has been pretty much permanently delayed for a very long time, it is unknown if this is because of the incidents in Japan or just because they want to collect a bunch of episodes and don’t feel like making filler like many other animes do. Either way, get better soon Japan!

Senior Editor: Jed Bradshaw

I started this week out with a few rounds of Halo Reach.  I have yet to try out the Defiant maps, but they are waiting for me.

After buying a new HDTV – yay me, I finally caught up to the 21st century – I got back into Geometry Wars 1 & 2.  In addition, I played Homefront for review (Link here).  Homefront could have been a great, atmospheric game, but odd design choices and generic characters ripped the game apart.  Multiplayer redeemed the rest of the game though. Hopefully, a sequel can be made that will fix the problems set forth in this game.

In the waning days the week I started Need for Speed Hot Pursuit, and I am continuing be  really addicted to Fruit Ninja on the WP7.

Editor: Jared Hilliers


I’ve still been grinding along in Rift, my goal was to hit the level cap before I move into my new place, but this hasn’t happened. It’s been a pretty busy month, and the time for gaming is suffering badly! The next two weeks aren’t looking so great either, so i’ll just be focusing my limited time on the portable world of Pokemon. Luckily the small doses of gaming have been vastly improved by some top of the line headphones from Nokia (including public transport), which I’ll be reviewing later in the week.

Editor: Jack Joly


This week I was mainly playing Gray Matter and working my way through that in order to compile the review (which is up on the site now). It’s a wonderful story as far as video games are concerned, and while the pace of it may take a while for the modern gamer to adjust to, it’s enjoyable enough to see the fantastic plot out to the end. Other than that, I’ve been playing a little bit of Lara Croft: Guardian of Light which I picked up when it was on sale last week. It’s a great co-op game which gets both players working together to progress.

Editor: Kyle Moore


Sadly I haven’t had all that much time to play much over the week except for games that I have been reviewing. A fortunate turn of events is that one of the games I was lucky enough to review was 64th Street – A Detective Story. I’ve had a pretty awesome time reliving the classic and killing a lot of my time that I should’ve spent doing other things of a more productive nature! Even after the review was finished I still kept playing, so I had no excuse to be spending so much time with the game. Overall, I didn’t feel guilty and had a fun time playing a SNES classic so much so that I want to go and download some virtual console games for my Wii right now!

Editor: Kelly Teng


This week I’ve alternated between stopping the collectors in Mass Effect 2, catching ‘em all in Pokemon Black & White (still…this game is so addictive!) and kicking everyone’s butts as Rafael Nadal in Top Spin 4. Mass Effect 2 is as good as it’s always been and I still find I can play it for hours on end…the coolest thing is my Commander Shepard has a pink outfit on. I’ll never get sick of that game, and now I can’t wait for Mass Effect 3 to come out later this year. Top Spin 4 is more of a time waster for me; when I’m on the phone to someone I can just switch it on and kick butt while having a deep philosophical conversation. I’m finding that it’s still as entertaining as it was when I first played – you can check out my review for it here. Pokemon is still my train game and I finally went back and caught Victini: that Pokemon takes a year to level once, I swear, but it’s worth it.

Editor: Chris Cerami


First and foremost, I’ve been playing SHMUSICUP (www.shmusicup.com) which I reviewed here. It’s an awesome indie game that’s in beta right now and is a shmup that creates bullet patterns MP3s off your hard drive. I finally ended up going back to Gitaroo Man this week because I had to show it to my girlfriend, it’s a game that’s too crazy to explain well. Despite not being able to beat Mojo King Bee (third level) a few years ago I got through most of the game without failing once, only having to retry the end levels once or twice to finish it. Definitely a proud moment for me. I also have been working on Xenosaga Episode II some more. It certainly isn’t as good as the first one but I’m just trying to get through it so I can play the third one. I’ve played a bit more of Okamiden, which I’m still loving and I also had a big multiplayer night with some 3-player Crystal Chronicles (the Gamecube one) and Gauntlet: Dark Legacy, two amazing coop games. Top it all of with a little bit of Katamari Forever and I’d say it was a pretty good week of gaming.

Contributor: Raphael Duffy


I have been playing Minecraft mostly, getting to know the new seed feature, building my not-so-humble abode and waiting for the recently announced pet wolves. Other than that it’s Mass Effect 1; I forgot how clunky the controls were and getting ready with all the DLC for number 3 is going to be expensive.

 

Dragon Age II Review


Dragon Age II
Developer: Bioware
Publisher: Electronic Arts
Platform: Xbox 360 (Reviewed), PlayStation 3, PC
Release: March 08, 2011
Price: $59.99 US, £49.99 UK, $89.50 AUS

Overview:
Barely more than a year ago BioWare released one of the most stunning fantasy RPGs to in recent memory that spanned across every console you can think of, minus the Wii of course. Dragon Age: Origins stood as a monolith to how far the industry had come with the RPG franchise and received countless add-ons throughout the next year. Now BioWare has released Dragon Age II with some simplifications to the overall formula. Coming out in under a year and a half after the first game, how does Dragon Age II stand on its own?

Story:
Dragon Age II begins with a soon to be found ally Varric being dragged into an interrogation situation and told to tell his captors everything he knows about The Champion, because through all of the legends and lies spun into tales, his captors need to know the truth. As the story unfolds players take the role of Hawke who is a woman or man depending on the players choosing.

Hawke is a young refugee trying to avoid the Blight alongside her family members and to do so they must escape out of Ferelden and make it to Kirkwall which is a large fortress city in the Free Marches. This places the story’s beginning shortly after the original events that began in Dragon Age: Origins., however through a handful of time skips places the timeline past Origins ending.

The story takes place almost entirely inside of Kirkwall itself and involves heavily the various members of your party that you soon acquire within your first year inside of Kirkwall. These stories are developed to help flesh out the characters and truly make you feel for the members of your party, in more ways than one considering the romance factor returns in Dragon Age II as well.

Players can do a number of quests stemming directly from their companions to help build relationships with them and find out more about their troubled pasts. The inclusion of the character specific quests is a nice addition to help flesh out the human side of all of the characters that eventually join Hawke in her rise to power. Alongside her companions Hawke will not only have to face political turmoil as the Qunari become stranded in Kirkwall and the constant fighting between the Apostate mages and the Templars that think of mages as ticking time bombs.

The storyline of Dragon Age II becomes extremely fleshed out and can leave players spending plenty of hours exploring every optional side quest they may find and also finding out the pasts of their companions while they choose whom to romance, which is nearly every companion in your party regardless of your Hawke’s gender.

The choice system returns for DAII and it plays a more evident role than previously seen in any game featuring Bioware’s decision based story development. Through a number of time skips between Acts the player’s choices make plenty of changes to the world around them and shape exactly what kind of person their Hawke will be. This makes it so that despite the fact that you have played through twice already, selecting different choices can always lead to a new experience.

There are a few quests that are added in however that feel added in and out of place and these involve Hawke and party finding a various item in a dungeon or enemy and receiving a quest instantly involving that item. Though rather than receive any explanation for the item or why it was there, the player must simply take the item back to its owner and receive a bit of money and XP making them nothing more than lost and found quests.

Graphics & Performance:
Dragon Age II certainly takes a step up as far as the visual aspect goes because the amount of detail that goes into the game’s environments and characters certainly is an improvement over the first game. The facial expressions and body actions of the characters in the dialogue scenes is truly something to witness, especially when you put the steadfast Aveline together with the loose morale’d Isabella. Enemy blood splatters your character similar to the first DA game but it has been improved further, if you are right in the midst of the brutality your character will appear splotched in blood, or only have a few spatters if you were on the outside of the fight.

Every environment you explore is richly detailed and has plenty to see and experience, even after going to the same area many times over. Which is unfortunately something that you will experience almost time and time again. It is certainly disappointing originally to find out that despite a certain story based quest that the majority of the game will take place in Kirkwall’s various districts and only a couple of places outside of its walls.

This is already further disappointing when you add in the fact that the amount of recycled dungeon design is blatantly obvious and hidden extremely poorly. The number of different dungeon environments can almost be counted on one hand and are re-used time and time again. The only way that Bioware broke up the repetitiveness is by adding in unopenable doors and placing them in certain areas of the dungeon that they decided not to include in that specific “dungeon.” This would be something that could fool players if only it wasn’t for the fact that the mini-map shows that the player can go through that way originally and show the exact room shapes on the map itself.

That is of course when the actual visuals don’t fail on their own regard. A number of times my character froze into a specific action and would not move her upper body in the slightest, only twitching to attack an enemy. This carried over into cutscenes which actually became humorous due to the fact that a normally serious scene was ruined due to Hawke’s open arms and twitching face. This includes another game freezing failure in the graphics near the end of the game where all of the characters in a cutscene had no bodies and were simply floating heads with swords on a blue backdrop which persisted until the game froze itself.

Audio:
The musical score handled by Inon Zur is truly a pleasure to the ears and will match the events occurring on screen perfectly. The music itself is what one would come to expect from a fantasy RPG but contains some memorable pieces courtesy of the orchestra as they follow Inon Zur’s instruction.

Character’s themselves sound absolutely amazing and it is a necessity considering everything in the game is voiced, whether it be Hawke or her companions’ side comments to the main action happening right in front of you. The voicework done by the actors is truly something to find pleasure in with the way they not only accurately portray the emotion given from their dialogue but enhance it. When combined with the already well done body language in dialogue sequences it makes talking to everyone the highlight of the game.

Gameplay:
In an effort to make the game perhaps more accessible, or perhaps more streamlined Dragon Age II will appear as an entirely different beast from Origins as far as combat is concerned. Combat has been simplified and made much more simple to access at first, through allowing players to map attacks and “sustained modes” to the X, Y, B button while A performs the standard brutality that your selected class can choose.

The fact that the combat has been made so fluid makes it so that despite all of the battles you face each one can be handled with skill with everything at your fingertips. Though some may see this change away from an RPG and more to a button mashing hack’n slash it side steps this by allowing players to temporarily pause the action on screen by opening up a command wheel to either quickly use healing items or mana/stamina potions.  Also in this mode players are able to access all of their abilities and give commands to their companions in battle by switching to them directly in the command mode.

Players will be able to choose from a warrior, a rogue, or a mage and depending on what they choose obviously brings about how their character will be able to take the fight to the enemies. Players grow their skills and abilities through your standard leveling process and are able to distribute points into your standard RPG attributes: strength, dexterity, willpower, cunning, magic and constitution.

Exactly what these statistics due though depends on which class you picked originally. While a warrior gains attack power from strength, a rogue does so via dexterity.  Everything your statistics change is shown right on the leveling up screen which makes choosing your character’s growth much easier. After your points are distributed you are taken to a skill tree sets which will determine how exactly your fighter grows.

There are a number of different skill trees to pick from and of course, not enough levels to fill each of them up. This means that you may be able to focus your attention on being an element using mage, or use spirit magic at will. All of these character creation and growth options help to secure the fact that Dragon Age II can be replayed a number of times without having too much of the same experience.

Of course combat isn’t the only thing that has been changed. Interacting between characters was always a highlight in DA: O and it has also been further streamlined for DAII. Characters choose their choices through a dialogue wheel which will have specific images which signify just what category of response your choice will be in. Whether it be diplomatic, joking, brutal or something else entirely is all shown through the images in the wheel. Though it is more or less obvious which is good and bad, your Hawke will start to develop certain personality quirks depending on what options you choose. Being brutal enough with your allies will allow Hawke to choose rash actions and be cruel in the face of adversity, all the while building up Rivalry points with her companions.

There are a number of glitches however that were experienced in actual gameplay which can be seen as game breaking as well. Whether it be related to Aveline’s ability to grow her armor statistic to an unimaginable number, level up infinitely, or have a story critical enemy spawn on the outside of the level’s geometry forcing the player to reload a save it is obvious that Dragon Age II needs a patch desperately.

Overall:
Dragon Age II has surfaced again with yet another captivating storyline of a refugee’s rise from the ashes to being a Champion. With streamlined combat, interaction between characters and plenty of side quests to help pass the time Dragon Age II can be played through many times over considering the choice system’s effects on the story are more immediately felt than before. But with a number of bugs that break up gameplay and scenery that is way too familiar it is obvious that Dragon Age II needed just a little bit more time in the oven before being released to the public. Hopefully patches will be on the way that will help resolve some of the more staggering graphical and gameplay bugs that were mentioned.

8-0-capsules-out-of-10

This is real racing – NFS SHIFT 2 Unleashed

EA’s newest Need for Speed game, SHIFT 2 Unleashed, will be released on March 29,2011.  If you want a preview of how realistic the game is purported to be, all you need o do is watch a real Pro of the racing world take on the virtual wheel and literally show you how its done.  Take a look as Tommy Milner  races the Mazda Raceway Laguna Seca with a Corvette C6R.  Once the game releases, you will even be able to challenge his time in Autolog, as EA has conveniently included his Gamertag at the end of the video.  Of course, he has the racing wheel and all the fancy accessories, but come on!  Your not gonna let someone beat you like that right?!

Nintendo 3DS – Find a demo station near you!

We are all excited to try out the Nintendo 3DS.  Launching in just one week, Sunday March 27, 2011, it is sure to be a hot seller.  If your still on the fence about this radical new system though, you will be glad to know that you can try out one of these portables at a demo kiosk near you.  Just go to this website here: http://www.nintendo.com/3ds/events/locator/ and try to find a store that will carry this promotion. Nintendo says that the 3DS will be demoed nationwide, so chances are that you can find one. Plus, they are adding more all the time, so if you can’t find just yet, be patient.  It will certainly help make up a few peoples mind, especially those worried about how their own vision will react to the images COMING AT YOUR FACE!

 

Bad Boxarts: The Nintendo DS

Since video games first started popping out on shelves, the boxart designs for many great (and horrible) titles have been hit or miss. We have seen fantastic titles such as ICO get generic covers as well as horrible art for bad games that simply act as a warning label for the unfortunate few that actually bite on purchasing them. I think it is now time that the poor choices in design paid their dues.

Each week, we will be going through systems and picking 5 of the worst covers to grace a shelf. Get ready and brace yourselves, as this week we will be looking at the Nintendo DS.

 

 

My Horse and Me: Riding For Gold

Yeah, I know it seems a bit cruel to go after a series like My Horse and Me, as the series is honestly targeted towards young girls, but in this case, I think most of you will see my point on this one. As you see, what you see with the title is what you get. A girl who certainly loves her horses, but with a blank, soul-less look upon her face as if she is about to send her steed to the nearest glue factory. For some reason, this girl and her horse have been in my Amazon recommendations for about six months now, staring me down every time I open the page and I have been sleeping with my doors locked ever since.

 

8Ball Allstars


Imagination with any design, even if it is on a subject such as pool can go a long way. Unfortunately using “edgy” and “cutting edge” light effects on an 8 Ball is all the love this art received. The sad thing is that with a name like 8-Ball Allstars, you would think we might see some of those…you know..”all stars” at least playing the sport to make it seem like a jolly ol’ time but instead we just have a ball. Quite literally in this case.

Bubble Bobble Revolution


Since the mid-80’s, the Bubble Bobble franchise has been known for providing some top-tier platforming with it’s simple controls and challenging levels. 2006 was a dark year for the series though as not only was the game broken in it’s North American release (leaving players to only access the first 30 levels), but the years just were not good to the beloved Bub & Bob as each appeared bloated and awkward on the cover of Bubble Bobble Revolution, not to mention it being just flat out boring to look at. To put this in perspective of what Bub & Bob usually look like, check out the standards we have always seen for the character designs:

Luckily just two years later both returned to glory with Bubble Bobble Double Shot.

Russel Grant’s Astrology

If you live in Europe and visited a game store within the past few years, there is a good chance you might have seen this “interesting” cover for Russel Grant’s Astrology. You know that uncle that comes to family reunions that sits by the refreshment tables, drinks the punch and shouts “WOO ITS A HOT ONE!” while holding a paper fan? This is him, but now on the cover of his very own video game. Being American, I haven’t a clue who Russel Grant really is aside from the obvious occupation in Astrology. I can easily say a worldwide release was not in the “stars” for Mr. Grant though as the North American version scrapped his name and his giddy face from the cover.

Much better…I guess.

 

Touch DIC


Sometimes language barriers just don’t translate well at all. In the Korean exclusive dictionary software for the Nintendo DS, no one could have been prepared for Touch DIC. With the busy finger on the cover doing all the touching combined with the name itself, this title became a meme in itself for DS owners everywhere back when it was released in 2005. The most humorous part about this whole release is the alternate cover which gave the title it’s proper name, Touch Dictionary.

Ah yes, that totally fixed any innuendo.

 

 

Join us here next week when we tackle the Nintendo Wii and the many stunning masterpieces that have graced covers for the platform. Until then, leave a comment below and let us know if we missed any, or simply which one of these is your choice for the Worst Box Art on the console..

New Video Details Character Creation in WWE All Stars…

One of the most prominent features in any wrestling title in the past ten years has been character creation. THQ recently released a new video to give players a brief run-down on what they can expect from the creation tool on the new WWE All Stars. The clip features one Superstar who didn’t make the cut for the final roster of the game, Santino, making a version of himself to compete.

After a comedic process, Santino made a pretty decent version of himself which shows that this tool should be useful when it comes to making just about anybody. It is also obvious that the creation isn’t quite what we have seen in the Smackdown vs Raw series, but for such an over-the-top title I think a little imagination will be able to go a long way. Check out the new creation video below and in just a little over a week, WWE All Stars will be available to throw down with some of the most larger than life performers when it hits stores March 29th.

SHMUSICUP: Shoot Music Up – PC Review

SHMUSICUP: Shoot Music Up
Developer: Tzai Entertainment (website)
Publisher: Tzai Entertainment
Genre: Shoot ‘Em Up, Rhythm/Music
Price: $14.99 ($9.99 for pre-orders)
Platform: PC

Release Date: TBA

Hybrids are usually risky when it comes to video games, but sometimes when pulled off right they can be revolutionary. SHMUSICUP: Shoot Music Up claims to be a hybrid of the shoot em up and rhythm/music genres developed by Tzai Entertainment, a recent start up developer based in Singapore. This combination offers the potential for true greatness, so let’s see how SHMUSICUP holds up. Keep in mind, the game is currently in its beta form, so things may change between now and its release.

GAMEPLAY

SHMUSICUP belongs to the subset of shooters referred to as bullet hell due to the staggering amount of shit on screen for you to dodge. The game is definitely not lacking in this department. While it may not have as many projectiles as the legendary Mushihime-sama Futari (which has been called subjectively by some the “hardest game ever”), SHMUSICUP is still pretty manic as far as shmups go.

The way that Tzai integrated music into their game is by having the player choose a song in the form of an MP3 file as the background music for each level and then generating a bullet pattern based on the rhythm and intensity of that song. There are a few free songs available to choose from, but most players will probably enjoy being able to play along with some of their favorite songs from their hard drives. Because of this feature, players can affect how fast and intense they want their shooting experience to be. It should also be noted that players can use *any* MP3 file, which can make for some interesting experiences (more on that at the end).

In my time with the game (I played all of the pre-loaded songs plus a few dozen of my own in varying genres) I didn’t really notice any problems with the game recognizing my songs nor did I find any songs that weren’t fun to play with. Occasionally the beginning of a song would have almost no bullets to avoid, but the difficulty quickly increased after 30 seconds or so. The last few seconds of most songs are equally devoid of bullets regardless of how the song ends musically, only to be followed by a final splurge of bullets right before the boss dies.

Another interesting mechanic of SHMUSICUP is that there are no small enemies. Each of the six stages is a boss fight, and similar to Shadow of the Colossus, defeating these giant creatures is your only specific objective (well, that and survive). However, in Shadow of the Colossus this worked well because each boss fight was significantly different and required different strategies to defeat, whereas in SHMUSICUP it sort of just feels like an aesthetic difference. Later bosses are harder than earlier ones to be sure, but they don’t feel significantly different and I think that the inclusion of enemies leading up to the boss would have added some variety.

There are several different modes and difficulties in order to add said variety however. The default setting is called Prox mode, and offers higher score multipliers to players who are brave enough to stay near the top of the screen, a strategy many wouldn’t be encouraged to use in most shmups. In the unlockable Graze and Aim modes, players are given multipliers for allowing bullets to pass near them and for continuously getting hits on the boss, respectively. As you can imagine, each of these modes adds a different type of strategy to getting a high score.

Along with the modes are the different speeds at which you can play the game. Normal is the speed at which you will need to play at first, but you can also unlock Slow-Mo and Turbo speeds. Slow-mo obviously slows bullets down for you; however it also significantly increases the number of projectiles on screen at a time. Turbo mode works in just the opposite way, with shots rocketing towards you, requiring you to have your reflexes at max capacity. Each of these speeds can be combined with a mode to offer interesting and unique play and scoring styles.

One of the aspects of SHMUSICUP which I found a bit strange, albeit logical, was the amount of HP each boss has. Each stage will end when the boss dies, and this will always be at the same time that the music ends. This means that from the beginning of the level the boss is fated to die, assuming you are able to survive his onslaught of bullets. Even if you don’t fire a shot, the boss’s health will slowly drain with each note of the song until his inevitable demise. The only responsibility on your shoulders is to stay alive and to score as many points as possible, which you do by shooting the boss. While this doesn’t make the game worse, it just seems strange that you can finish a level with a score of zero, and it may affect the motivation of some players to continue with the game.

There are also two unlockable difficulty levels, one which allows you to continue infinitely and one which gives you only one life. The former obviously offers players a chance to relax and enjoy the show while listening to their MP3s, and the latter offers a tougher challenge to veteran players. To add even more to the replayability of SHMUSICUP, the devs at Tzai have also included dozens of achievements (just shy of 40 at my count) for players to earn. Some of these are as simple as completing a stage or choosing a certain preloaded song, while others challenge players with high scores or songs of a certain length.

While I enjoyed checking off the list one by one, I found that most of these could be completed pretty quickly, especially if you’re willing to bend the rules a bit. I also ran into a glitch with two of the achievements which tasked you with completing a certain number of songs. Each time I would close the game and come back later, my song count was reset, meaning I would need to play 20 or 50 songs in one sitting in order to complete it. Hopefully this bug will be fixed by the full release of the game.

GRAPHICS

Although the videos I’ve uploaded to YouTube (see below) don’t do it any justice due to my low-tech recording techniques, SHMUSICUP is a very nice looking game. It doesn’t have exactly what I would call high end graphics but it’s definitely pleasing to the eye. All 6 of the bosses look awesome and have some really cool design behind them. The playable character (in all 3 modes) looks equally cool, and reminds me more than a little bit of KOS-MOS from the Xenosaga series. There is also a huge variety of projectiles for you to doge in the game. Not only bullets of different colors, but also different shapes, sizes, and movement patterns that you’ll need to learn.

While SHMUSICUP won’t require a decked out computer to run, you can tell that there was a lot of care put into its creation. The only complaint I have about the visual presentation of SHMUSICUP would be that the backgrounds to each stage are a bit boring. I think that this comes from a functional requirement, as it could be confusing to follow hundreds of tiny bullets with your eyes if there is something too distracting behind them, but I felt myself missing a more dynamic background.

SOUND

Since MUSIC is right in the middle of the title, I would consider sound a pretty important element to SHMUSICUP. Obviously, the quality of the sound is largely dependent on the player, and this is a huge benefit for the game. There have been plenty of games I have played (and I’m sure I’m not alone) that have had soundtracks or perhaps individual songs that just get on your nerves eventually. This could be either because they’re not your taste of music, they’re short, repetitive loops (I’m looking at you, Persona 4!), or they’re just not that good. The ability to use whatever songs you want in SHMUSICUP basically eliminates this problem altogether. If you don’t like the music you have only yourself to blame.

There are a few songs that are included with the game (six in the beta version) and while I didn’t choose any of them that many times, I did make sure to try out each of them. One thing I can say is that the style and genre of the songs definitely fits well with the mood of the game. Each song had a distinct electronica-techno sound to it (I’m not great at distinguishing between electronica, techno, trance, house, etc so forgive me if I use the wrong terms) and the tempo and rhythms do a good job of getting you pumped for the action. I particularly liked Magdalenian by Wahnsinn which had a very metal flavor to it. While this sort of electronic music definitely isn’t anywhere in the realm of my very ska tastes, I didn’t find any of the songs offensive to my senses and I thought they were well-composed.

In terms of sound effects, the game is actually a little on the disappointing side. While none of the sound effects are bad, they also just aren’t very satisfying. The sounds of your shots hitting the boss will be mostly drowned out by the music and sound like your typical shmup sounds. Getting hit by a projectile makes a very distinct but oddly inappropriate soft thud. Even the sound of the boss exploding, which should be a cathartic experience after a difficult level, is lackluster and subdued. While this isn’t the most important aspect of the game, it is disappointing to see a shmup (and a musical shmup no less) with mediocre sound effects.

FINAL THOUGHTS

SHMUSICUP is a good game. I really don’t have much to complain about even in its beta form, which is extremely promising for a game by an unknown indie developer. SHMUSICUP is not as much of a hybrid as its name would lead you to believe, but that doesn’t mean it isn’t fun. Fans of shmups should enjoy it for its ridiculous bullet patterns and huge enemies, while most players will probably appreciate the use of a custom soundtrack. I found that it was the most enjoyable when I was experimenting with different variations of modes, speeds, and songs to see all the different experiences Tzai had to offer me. Add the online leaderboards and intensely score-based gameplay and you have a combination that will keep competitive players coming back again and again. If you’d like to try out SHMUSICUP now, head on over to their website and take it for a spin.

To get a look at one of the later levels not available in the demo, check out the video below. It shows me failing miserably at the Resonance stage on Turbo speed. For more videos of SHMUSICUP, head to my channel here.

As a fun little addendum, here are some of the more quirky things you can try while playing SHMUSICUP:

  • I enjoyed using some of my favorite video game soundtracks along with SHMUSICUP, with songs like Katamari on the Rocks (Katamari Damacy), Donuts, Go Nuts! (Splosion Man), and any of the tracks from the Ys 7 soundtrack.
  • Playing with slower, mellower songs can make for an ironic experience. Some very chill songs can still produce crazy bullet patterns, and manic action accompanied by ukulele is something that needs to be experienced at least once.
  • If you want a challenge of endurance, try using an hour long podcast and see how long you can survive (yes, I did do this). If you really want to push yourself, try using an audio book (no, I’m not that crazy).
  • Processed white noise that some people use to fall asleep can look pretty crazy when it’s translated into a spread of bullets. It’s not too enjoyable on the ears though.

I give SHMUSICUP:

8-5-capsules-out-of-10

Bed Intruder Song coming to Rock Band Network

Youtube sensation Antoine Dodson is coming to Rock Band 3.  Yep, thats right.  If you have ever wanted to sing the “Bed Intruder Song”, you will be able to in a few short weeks.  One Mr. Kario Charts has signed the Gregory Brothers for the rights to produce the song for the game, and the only current delay in making it publicly available is the difficulty in making the song have Pro Key charting.  But, if you would like to test the song out, you can check out the forums here.  Or, you can take a look at the preview video below.  Either way, its epic.  You can also check out the original video here (you have not seen it yet? FOR REAL?)

Details on Stacking’s DLC!

Get ready for April!  It has been announced that Charlie Blackmore’s adventures will continue in the early part of that month.

When you download the expansion, you will be able to help Levi, the hobo who helped you in the game, reclaim his royal heritage in the kingdom of Camelfoot!  “The Last Hobo King” will feature an all new world in the form of said kingdom, and you will be able to again cause awesome mayhem with your special stacking doll powers.  Specifically, you will be able to discover 15 new dolls, complete original hi-jinks and earn achievements/trophies specific to the unique adventure.

If you want more info on the game, read our review here!  It is an amazing game that will benefit greatly from the DLC.

MMO Shooter “Global Agenda” is on sale for Japan

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Hi-Rez Studios is now giving 100% of this weekends game sales to the Japan quake relief effort.  Their MMO shooter, Global Agenda, has been marked down to $9.99 until Sunday, March 25, 2011.  Get the game from their web store here.  So, you can get a cheap game and still help others.  Awesome!  It is great to see how much of the gaming population is stepping up to help our fellow humans across the world.  If your still in the giving mood after buying this game though, you can still help others by clicking the link on the left side of this page.  We at Capsule Computers can’t wait until Japan is back is on its feet and feeling better.