Posted on : 26-08-2010 | By : Cacophanus | In : Reviews
Posted on : 25-08-2010 | By : Cacophanus | In : News
One of the most terrifying opponents in From Software’s series of Armored Core games is the ultimate incarnation of Nineball, that of Nineball Seraph. First introduced as the final boss in Armored Core Master of Arena, it was one of the first transforming antagonists seen in the series. However when Seraph reappeared in Armored Core 2 Another Age, as a secret boss, this was when its reputation as a brutal opponent surfaced. Colloquially known as “jetboy” amongst the Western gaming throng, Seraph would obliterate almost everyone that tried to face it in combat.
It seems that Nineball Seraph has finally made it into the just released Another Century’s Episode R, though with a few minor modifications admittedly (with the shoulders being notable). This would be the first time, since the original Another Century’s Episode, that a From Software mecha made it into the series (as the last was a Cloudbreaker from the Xbox game Murakumo). Whether this is a playable unit remains to be seen though. In other news, the wonderful Hi-Nu Gundam has been confirmed as a secret unlock in the game as well, this would mark the unit’s current generation debut in an action game. In any case, we’ve linked the video of Seraph’s introduction below as well as its appearances in Armored Core.
Spoiler
[flash http://www.youtube.com/watch?v=nGKrZbBTliE]
[flash http://www.youtube.com/watch?v=3JNwp01VNhU]
[flash http://www.youtube.com/watch?v=Ar6JUdOHLQI]
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Another Century’s Episode R has finally been released in Japan today. There have been multiple game videos shown already (with one linked below), as it seems that some shops broke the street date. From the rather cool custom soundtracks option, that allows you to use music at specific points in gameplay, to the more worrying use of motion controls it seems that the game has managed to keep a few surprises in store. The most unfortunate of these though has to be the complete removal/changing of the boost system that was used in the last three games. Naturally, we’ll be reviewing the game soon but in the meantime you can import it here.
Spoiler
[flash http://www.youtube.com/watch?v=R2s8rGhgzb8]
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Posted on : 16-08-2010 | By : Cacophanus | In : Videos
The upcoming and curious Blu-Ray hybrid game addition Macross Trial Frontier has been given a decent amount of screen time in the lead up to its release at the beginning of October. Around the 2:18 mark, the gameplay footage kicks in and to anyone that’s played the recent PSP games it will all look pretty familiar (though far shinier admittedly). This isn’t exactly a surprise, as this development was telegraphed somewhat when the hybrid pack was announced. Still, it’s nice to see that Artdink have made their mark on contemporary gaming at least in terms of this game’s functional heritage. Whether they were part of the development for this port remains to be seen but considering the striking similarity I can only surmise that someone at Artdink was involved at some point.
Spoiler
[flash http://www.youtube.com/watch?v=toyPKhSJH8A]
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Posted on : 14-08-2010 | By : Tollmaster | In : News
Up at the PlatinumGames official blog, there’s a post from the lead background designer of Vanquish, talking about the influence of Gundam’s space colonies on their game’s visual design. We’ve talked about this obvious influence before but in particular his comment about the team being mainly of “Gundam age” is very interesting. Most of them grew up with this shared cultural experience of Mobile Suit Gundam and other mecha series spawned from the Real Robot explosion that followed in its wake, and this affects Japanese video game development to this day, just as Western video game developers share their own cultural experiences, such as Star Wars and Dungeons & Dragons.
Japanese video games can do very well in the West, but much of the time the peculiar differences that Japanese games can have from Western ones is ignored in the press or simply passed off as “Japan is weird”, without exploring the particular background these differences came from, rather treating game development as if it exists in a vacuum. It’s good to see these differences explained, and this in particular is a good example of the scale of influence the mecha animation genre has had in Japanese video game development.
Posted on : 12-08-2010 | By : Cacophanus | In : News
Posted on : 09-08-2010 | By : Cacophanus | In : News
Posted on : 05-08-2010 | By : Cacophanus | In : News
Posted on : 29-07-2010 | By : Cacophanus | In : News