Posted on : 07-09-2009 | By : Cacophanus | In : News
Back in the 80’s when the early iterations of Battledroids (then later Battletech) surfaced, many of the designs had been not very surreptitiously lifted from various anime shows. Notably that of Dougram and Macross. FASA were suitably sued for their troubles. That said, over the years FASA did their best to throw several olive branches in the direction of the anime industry. Especially when they hired Shoji Kawamori to pen the designs for the Japanese edition of Battletech.
Fast forward to the recent trailer for the MechWarrior reboot featuring a Warhammer (or a destroid Tomahawk from Macross in case you’re wondering) and it seems that this has opened up the legal can of worms all over again. Considering the original case was with FASA it is interesting that the same designs can come under dispute when the rights are owned by another institution.
Personally, I don’t understand why they just didn’t get Hajime Katoki, Yutaka Izubuchi or Junji Okubo to pen new designs for the reboot and be done with it. At the very least they’d have had mecha that at least looked awesome.
Posted on : 07-09-2009 | By : Cacophanus | In : Reviews
Set in a not too distant future, the planet has gone to hell in a hand basket. Global environmental catastrophe is very much a reality and warring corporations now pretty much run the planet, under the false pretences of Pax Economica. To meet the ruthless needs of profiteering corporations, mercenaries by the name of Nexts pilot massive and customisable war machines by the name of armored cores, or ACs for short.
Nexts are also a new type of human – they directly interface with their mechanical avatars via their brain stem and consequently have unparalleled control over their AC.
The focus of the game is to undertake missions in a third person action setting, which pay money for you to buy more parts and undertake more challenging though better paying sorties. Now that the player is a next level pilot, the emphasis is much more on refined control than in previous iterations.
Posted on : 07-09-2009 | By : Cacophanus | In : Features
I first played Virtual On years ago now, originally on the Saturn port in fact. I look back at that with some disdain admittedly, as I later but quickly realised that the arcade original, with its wondrous twinstick control setup, was a far superior game. The arcade version took me a few months of practice to get into, mainly because the nearest arcade was an hour’s train ride away and I was still at the tender age that meant I didn’t have a driving license.
Once I’d learnt the basics I decided to create a club in a fairly central London arcade (London being in the UK, in case you’re wondering). It was imaginatively titled the London Virtual On Club, or LonVOC for short.
It then appeared that my practice had been pretty thorough, as my subsequent skills were rather potent against the new club members (all of whom were keen to best me, but in the non-Xbox Live smacktalk sense). We were also later graced with the only arcade cabinet of Virtual On Oratorio Tangram (M.S.B.S. 5.2) in the UK, which was a lot of fun.
Considering the recent announcement of Oratorio Tangram coming to digital download, it seems only fair to cover a series that made me travel halfway across my native country just to plumb credits into an arcade cabinet (a cabinet I later ended up owning, as you probably know already).
Posted on : 07-09-2009 | By : Cacophanus | In : Features
Here’s a low-down of a rather wonderful Japanese games developer by the name of Sandlot. Officially formed in March of 2001, they approached the genre of mecha gaming with quite literally a new perspective.
In 1953 a budding manga artist, by the name of Mitsuteru Yokoyama, penned a series that would be responsible for laying the foundations of a pop-cultural phenomenon that has now lasted over half a century. The series involved a young boy remote controlling a giant robot by the name of Tetsujin 28-go (translated as Iron Man 28 and released abroad as Gigantor). This focus of the boy controlling a huge mecha from ground level was clearly an inspirational one in the case of Sandlot’s genesis.
For almost all but one of Sandlot’s games they have a very similar gameplay implementation in regards to the player viewpoint, that of a boy on the ground looking up at an immense mechanical behemoth (or at the very least a discernable sense of scale to the gaming proceedings).
It’s also interesting to note that this mechanical inspiration has consequently spawned a more successful series of games.
More after the jump:
Posted on : 07-09-2009 | By : Cacophanus | In : Reviews
Posted on : 06-09-2009 | By : Cacophanus | In : Reviews
There are particular anime heirlooms that require a certain type of respect and admiration, especially when licensed merchandising invariably raises its head. Choujikyuu Yosai Macross is such an heirloom. Originally aired in 1982 as a 36 episode TV series, then as an adapted movie in 1984, Studio Nue’s epic-yet-human space opera is greatly revered.
It also marked the creative debut of one Shouji Kawamori: a then meek mecha designer, he penned the timeless design of the VF-1 “Valkyrie”. Timeless in the way it looked like a contemporary F-14 fighter jet but also seamlessly transformed into a giant mecha to combat equally giant aliens out to destroy the human race. Unsurprisingly, there have been many Macross videogames over the 20-year period since Macross was created. Many have been utterly dire. A select few haven’t.
Normally, the mere mention of SEGA-AM2 indicates a project of austere quality, after all AM2 truly have an enviable gaming portfolio. Bandai realised this state of affairs after releasing the (pretty poor) Macross Digital Mission VF-X games developed by UNiT, not to mention the shocking Macross Plus Game Edition and Macross M3 created by Shoeisha, and they thankfully commissioned AM2 to make matters right.
Posted on : 06-09-2009 | By : Cacophanus | In : Reviews
Posted on : 06-09-2009 | By : Cacophanus | In : Reviews
Virtual On is oft-misunderstood as a series. The majority of people focus on the presence of big robots, rather than the game mechanics, that the franchise offers. Moreover, the game’s control interface, through that of a pair of TwinSticks, has caused consternation amongst many a gamer due to their apparent lack of inclusivity: players new to the title struggle with the steep learning curve these devices create, not forgetting to mention that the majority of people remain utterly baffled as to the game’s actual content, and how to manoeuvre within the game world.
Arcade games require practice, patience and training on the part of the player. Virtual On has a brutal learning curve, but the thoroughness of thought and skill that is expected from the player only helps to enrich the overall experience. Thing is, this could be said for any arcade game, and is very much a tenet of design within this part of the games industry.
Posted on : 06-09-2009 | By : Cacophanus | In : Reviews
Set a few years after the first incarnation, the game starts with the player being re-introduced to the mechanical avatar of Egyptian death, Jehuty. Along with it’s new virile pilot, Dingo Egret. What follows is a truly impressive and epic narrative, after all the first game wasn’t the only part of the saga. Admittedly, the plucky little hero from the first game game, Leo Steinbuck, makes an appearance, but the overall narrative tone is far more mature and developed now. There has even been an animated movie and TV series too. Unfortunately, there is just too much focus on the narrative, to the point where it detracts from the overall game.
The actual game itself has been improved noticeably, Jehuty can do a lot more now. The old grab function, with its new implementation, adds a lot of spice to regular combat, but some of the boss fights fall foul of this new function to the point of gimmickry. As such, in many of the numerous boss fights the player has to grab an object and use it as a “guard” against an ensuing attack. So instead of gauging the combat mechanic in a gradual process, we have to endure lengthy boss encounters where we cannot directly attack our foe. Admittedly it is a useful and innovative function, but over used.
Posted on : 06-09-2009 | By : Cacophanus | In : Reviews