12/11/2008

“OMG, Chinese ROM Hack X 2 FTW”: Blip Fest 2008

by Matthew Edward Hawkins

For three years now, a select assortment of the world’s premier practitioners of making people dance and sweat to the sounds produced by Game Boys, Nintendo Entertainment Systems, and other like “instruments” have gathered in New York City for the four night chiptunes party that is known as the Blip Festival.

Unfortunately, unlike last year, in which I was on-hand to soak in every single beep and boop (looking back, I’d have to say the definite highlight was the after-party, how afterwards I volunteered to escort three European performers back to the Nullsleep’s apartment where they were crashing since I live right around the corner, and culminating in a very crowed cab ride in which each one of the guys tried to impress our driver with their Arnold Schwarzenegger impressions), this time around I was only able to catch just one night. But thankfully, my good friend and occasional fort90.com contributor Dave Mauro, along with the equally awesome man behind the greatest shump site that no longer exists (click-stick.com, RIP), Brian Liloia, were both able to soak up what I missed. So the following is a combination of their reports, along with my two cents from the one night I was there. Enjoy!
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dmauro:
It?s hard to imagine the New York chiptune scene without Blip Festival. There are plenty of amazing artists here in New York, but when Josh Davis, Jeremiah Johnson and Mike Rosenthal teamed up in 2006 to create the first Blip Festival, it turned the city into a destination for chiptune performers around the world. Around the same time, Peter Swimm teamed up with the Tank to create the Pulsewave series of monthly shows which now regularly draws performers from across the nation and even internationally.

So after two years of being treated to visits from some of the most famous and adored chiptune performers, the 2008 Blip Festival aimed to introduce more ?new? acts, such as Sulimi (China), Cow?p (Japan), Ikuma (Singapore), and IAYD (USA). But of course the festival wouldn?t be complete without several headlining ?bona fide rock stars.? Probably the biggest treat on the list was Role Model. Although less famous for his music than for the fact that he created the software indirectly responsible for most of the music in the festival, LSDJ, when the phrase ?Role Model owns your face? was projected onto the screen during his performance, we all understood.

The festival kicked off (last) Thursday evening with a performance from noteNdo that I missed (I?ll have to catch his show at the Annex on the 21st for sure now), but luckily I caught the Graffiti Monsters? set, which was fantastic. Mark DeNardo is only getting better, and with two drummers and Louis on Game Boy, things sounded really great. This was the set everyone was talking about the next evening. And unfortunately for me, it was one of the only sets I saw because I had to leave shortly after IAYD?s set.

IAYD?s performance was a lot of fun because the Thursday night crowd was about as small as it got all weekend, and the kids that were there all seemed to be there for IAYD. Even before he got on stage, the crowd was cheering frantically as is normally reserved for the Saturday night crowd when one of the more established artists performs. IAYD did not let his fans down; he cranked out some some very fast and fun songs with LSDJ and Famitracker and kept everyone bouncing for forty minutes.

Friday night I was forced into punctuality because for the last several months I?ve been enjoying Animal Style?s 8bitpeoples.com release ?Open Air? and I was not about to miss his set. It was the perfect start to Friday night: some relatively gentle tunes with enough rocking on the guitar to get the crowd moving. Though most of the Blip Festival acts share a similar aesthetic of heavy, rapid beats, Animal Style?s name is misleading as he was one of the more melodic acts in this year?s lineup. Anyone who enjoyed Alex Mauer?s opening set last year probably would have liked Animal Style.

click:
Friday was a packed house, filled with ranks of chiptune fans across the spectrum. (I always love to scan the crowd and take witness to the pretty fair diversity of folks that show up to these things. Well, ok, white male 20-somethings are probably the majority, but there’s a pretty good mix otherwise.) Anyway.

I must confess to know nothing about music. I know I like chiptunes, but my musical vocabulary is quite limited. I can’t say that X Artist sounds a lot like a bit of Y genre crossed with Z and know exactly what I’m talking about. But what’s the difference? I appreciate good sounds and I’ll try to convey what I experienced in my own sort of lingo.

Anyhow, after Animal Style was Low-Gain, one of many names I’ll confess to never knowing previous. He was a welcome surprise with energetic beats that helped to warm up the crowd for the next several hours. At this point (Monday morning) as I write this, all of the music kinda blends together in my head and I lose the essence of individual artists, but I do remember that Low-Gain was a crowd-pleaser. Also notable was his homemade “GTFO Crystal Castles” t-shirt.

Cheap Dinosaurs took the stage next. The feeling I got was him was positive-pop-melodic and almost-soundtracky. Strong music, but not much of a stage performance, even with that huge head of fluffy hair, which I wondered how he kept out of his eyes to see anything. Entter backed him up with some pretty wild eye candy, which he controlled via some kind of remote controller.

Up afterwards was the legendary Role Model, creator of the infamous LSDJ. Swedish. Mustached. Flamboyant. Until this night, Role Model had always been in the chiptune-distance for me, for some reason. I remember downloading one of his songs many years ago in college, it being one of the few chiptunes sitting on my hard drive for years before I finally delved deeper into this “Game Boy music” business. But even when I did start listening avidly, I never actually bothered to research him further, so I was curious this night to see him take the stage and hear what he could do.

He began with a deceptive slow and simple bit, but his set progressed into deeper and more complex beats, some that I can’t describe as anything other than, well, sexy. The man was fun to watch, too, what with his brightly colored button down and suit jacket and hat. He personified his grooves. His set ended with a swift kick to his laptop, leaving it face down on the ground, and a prompt exit from the stage.

Role Model set the stage for future riot, which Glomag brilliantly followed up. I gotta say. Glomag just gets finer with age. I like him more each time I see him. He set my hopes really high with a killer set at last year’s Blip Fest, and this one was no slouch. At some point, Glomag has transformed into a thrill delivering, beat crushing, Game Boy wielding, disco dance machine. His songs were fast and hard and kept the crowd busy bobbing away. His disco song was a personal highlight. At some point he had a special guest vocalist (this was the year of the special guest, apparently) that was quite refreshing, too.

dmauro:
After the somewhat calm Role Model set, the festival struck hard with a double whammy of Glomag and Bit Shifter: two New York stalwarts that help keep the chiptune music scene thriving by continually generating gigantic crowds. There?s not much I can say because if you?ve seen these two before, you know what they?re capable of. Although I do have to mention that C-Men?s visuals for Bit Shifter?s set were fantastic. He had a portrait of him with a big grin and kept bouncing it around on the screen to great comedic effect. It?s a shame Bit Shifter didn?t turn around to catch it because I?m sure he would have gotten a kick out of it.

An early Saturday engagement meant missing out on Minusbaby, who also did all of the fantastic promotional artwork for Blip Festival, as well as an amazing Starscream shirt that was on sale at the festival. He?s a very talented visual artist, and his music is just as good, so I was pretty sad to miss this set.

fort90:
Saturday night was my one and sad to say only taste of Blip Fest ver. 2008. Since no one has mentioned it thus far, how about I address the venue; whereas the first two festivals took place in Manhattan, this time we were in Brooklyn, the “up and coming” Gowanus part of the borough to be exact. When I first heard the move to Brooklyn, Willamsburg was mentioned, and all I could do was cringe; virtually every show I’ve caught there has been ruined on one level or another thanks to the army of “trustifarians” that reside in the neighborhood. So needless to say, when the party was moved yet again, I was happy. And the venue this time around, The Bell House, was simply outstanding. The sound has never been better, nor the visuals; sadly the pixel walls that helped to accentuate the action from the past two years were absent, though they were hardly missed thanks the triple A grade video projector that was on-hand (sorry, but my many years spent as an A/V geek in college has led to a fondness for really excellent projectors, and The Bell House’s was simply superb). There were also plenty of other little things, like the extra meaty merch table, the food truck outdoors, the full-fledged bar, all of which were sorely missing in previous years that were definitely welcome, though perhaps none more so than the security employed by the venue, though I’ll get to that later.

Moving onto the music, and as noted by Dave, this year had plenty of names that I didn’t recognize, making the event all the more inviting. Jellica from the UK got the party started, and was pretty decent when all was said and done; I must confess, after being immersed in the world of chiptunes for years now, the qualities that interest me the most have somewhat changed over time. Nowadays, when going to see an artist, I’m not so much concerned with the music itself as I am with his or her actual performance. Given that much of the music is prepared beforehand, I’m frankly bored by those that simply stand there on stage, hitting the right buttons at the right time. Whereas others will mix things up by playing around with the original compositions, sometimes giving it the right amount of extra flavor that whatever crowd at the time necessitates. The more improvisational, or at least the sensation of it, the better is my point.

And I guess Jellica sorta falls into what I just described as not liking too much, but at least his music was fun to dance to, plus his own moves, in which it appeared as if he were conducting some invisible orchestra, was also enjoyable to watch. I also appreciated the facts that he really digs cats: in addition to having no real bio pic other than a picture of his cat on the official Blip Fest site, I could have sworn that I saw him wear two different cat shirts that evening, plus his comment about American beers sucking was hilarious, despite the fact that it got zero reaction from the crowd (actually, I think that’s what made it so funny).

Afterwards was Mr. Spastic, who turned out to be the quite the pleasant surprise. This dude was simply awesome, with infectious, funky grooves that felt very Capcom-y in structure and sound. Which I suppose is why his stuff reminded me of Virt, whom I’m a super huge fan of. My favorite tune was the one that was very reminiscent of my favorite piece from the TMNT arcade game… perhaps its was a tribute of some kind. I guess I need to investigate that one.

Next was Bubblyfish, whom I’ve seen many, many times before, but due to the highly improvisational nature of her work, each performance feels totally different, yet always satisfying. Her sets generally follow the same pattern: the first rounds of sounds are often playful and melodic, somewhat on the safe side, as if she’s exploring the space and the people around her at the moment, and by the end, you’re in the midst of an intensely driven and determined dance party. The highlight this time around was her legion of love-struck fans; in addition to one fellow coming up on-stage to present flowers, I noticed another guy frantically trying to grab her attention, with him constantly scribbling and throwing crumpled up notes to her while she played.

Fourth up was Sulumi, who was the one performer I was most interested in that night due to his nation of origin alone; the festival has had its fair share of Japanese chiptuners, but never one from China, and his Game Boy driven sounds did not disappoint. Though what really made his performance extra special was the visuals, as provided by Entter, who appropriately chose various Chinese bootleg NES games to help add spice to the music, including Street Fighter 2, again for the NES, and some Punch Out clone featuring “Mie Tyson.” Good stuff. Though I have to wonder: are there any chiptuners in Korea?

Unfortunately, this is also when trouble began to brew. Last year I had a few not so nice things to say about the crowd, specifically an isolated few that acted a bit unruly and somewhat ruining it for those around them, such as myself. And some actually took offense at those comments, for focusing on the negatives, because as they saw it, those people were only there to have a good time and meant no ill will. And since I felt the need to bitch and moan, the end result was me looking like an old stick in the mud. Well, all I can say is any bad taste from last year’s crowd was quickly dissolved by this year’s. And it’s not just me, Dave and our pal Jon, along with a bunch of people, became flat-out incensed by some of the antics in the crowd. I suppose all one needs to say is “lol, NYU kids” and leave it at that, but it went a bit deeper; whereas last year’s crowd indeed meant no ill will, some folks this time around were seriously looking to start problems.

It was during Sulum’s set that myself and others began to get needlessly knocked around by various aggressive types, which we all tried to ignore, but once Cow’p hit the stage, the situation grew worse ten fold. Can’t say too much about Cow’p unfortunately, who also hailed from Asia, Japan to be exact, since I couldn’t concentrate on his music all that much. Though I do recall that, instead of sounding like other acts from Nippon, who are generally all about hard hitting beats, his approach was quite the opposite… it was peaceful and serene, to the point that his sounds practically approached being meditative, dare I say transcendental? Which made the mosh pit that formed during his set all the more perplexing. It was quite the contrast; the calm and soothing atmosphere Cow’p was trying to build versus the negative vibes, the mean-spirited yet also quite gleeful pushing and shoving and elbowing that was taking place right in front of my eyes. The tipping point was when I saw about ten people all fall down right in front of me; this big dude (wearing a really stupid hat) whose antics was slowly getting worse had finally exploded, and one guy simply had enough, so a flat-out brawl immediately ensued (apparently the big guy put the little guy in a headlock, but I totally missed that part). I normally don’t do this, but I simply had to go and alert security… again, thank God for the security… who quickly ejected the trouble maker, followed by his douchebag buddies, since they had no one to play with.

dmauro:
Nullsleep followed Cow?p and at this point the venue was packed. Saturday night always draws a large group, and this year the event sold out again, so Nullsleep was playing to a huge crowd of fans and being anywhere near front and center stage meant being pushed from behind by fans trying to get closer to the source of the noise. Nullsleep recently released a new album on 8bitpeoples.com that seems to be a bit of a farewell to what might be considered his former style of Game Boy tunes. The music he played at the festival this year was much less melodic and more focused on driving the crowed insane with ultra-fast and surprising rhythms. At one point he started to play one of his old songs, which then became corrupted and turned into Dirty ROM Dance Mix as he screamed ?nah, fuck this.?

It would have been a flawless set if not for a drunken audience member who managed to slip past the normally vigilant security and got onto stage. At first he was harmlessly dancing behind Nullsleep, but then he decided to toy with the mixer and tried to turn his sound off. Security dragged him away along with another fan that was trying to rush the stage at the same time. One drunken asshole wasn?t enough to spoil his set though and Nullsleep continued strong until ending his set by dangling his Game Boy by the audio cable and letting it fall to the floor.

click:
Historically, Sunday is usually the more mellow of the four nights, with a smaller crowd and an earlier start time. Well, it started off fairly small, but the crowd expanded through the hours, and by the end of the night, mellow was nowhere to be found, instead replaced by utter chaotic, crowd-shaking musical savagery.

Starscream opened with a pretty long, sweeping set. I wished the drums were up a level or two, because I thought that they got a bit lost in the frantic Game Boy blasting. The highlight was the duo’s Magic Antennae thing, which made varying squeals and hums based on the proximitiy of the musician’s hand, which was really quite neat to see (and hear). Yet another one of those really neat how’d-they-do-that Blip moments.

Funky and proud Floridian Lissajou took up the stage with just a single Game Boy next, decked out in a sharp blazer and shiny shoes. Lissajou gave a fairly long and strange intro, and got into his “Lip Service”, which turned out to be a single rave bit continuing straight for a good 15 or 20 minutes, all off of a single Game Boy, a real technical acheivement. He was an interesting sight, with his funny little dance moves and spastic arm pumps, and constant glasses adjustments. Charming fellow.

Syphus was next with some epic, sweeping, vaguely jazzy tunes that sounded very appropriate for something like a game soundtrack. Very listenable, but not the most danceable to my own ears. This didn’t stop others, though.

Then came nordloef, and without so much as a word, he cranked out a nonstop set on hyperspeed that had me aurally exhausted by the end. It was like running a marathon in audio form. It was good stuff, but it really set my fatigue in…

dmauro:
Ikuma from Singapore was up next. I was slightly familiar with him as a fellow poster on the 2A03 forums, but his music was mostly new to me. He made great use of Famitracker and LSDJ, but the hit that really got the crowd excited was his cover of Madonna?s ?Like a Prayer.? Take a dance party staple, remix it in chiptune form, add some karaoke style vocals and you?ve got yourself a Blip Festival hit.

Anamanaguchi?s set got started a little late due to technical difficulties, but it only helped to build tension for the big pay-off when they did their rock ensemble stage entrance to video clips from Space Jam. Their appearance on stage mimicked some sort of unholy combination of rock concert and high school pep rally. They played a couple old hits before playing the entirety of their upcoming album ?Dawn Metropolis? with custom videos for each song playing on the screen behind them. Sometimes it?s difficult to get three guitars, drums, and a NES to come out sounding harmonious in a live set, but they sounded superb this year.

USK was to be the last performance of the festival that I caught. I needed to be at work Monday morning, but I didn?t want to miss this destroyer-of-Game-Boys wreak havoc upon the audience. VBlank provided the visual backdrop as USK let loose his creations on the surprisingly dense crowd. It was almost 12am, many were drunk, many more probably had work in the morning, but everyone had heard the word: stay for USK.

His frenetic beats spurred chants of ?YOU ESS KAY? from the crowd, and for his final song he announced he had some very special guests: Anamanaguchi came back on stage to play a really great song together. It had the rhythm of a USK song, but the richness only a few guitars can add to the music. They did a great job keeping up with a rogue Game Boy when USK was hoisted onto the shoulders of some fellow performers that charged the stage and apparently caused him to drop his Game Boy leaving the song stuck repeating the same few lines a little longer than it should have.

click:
The bar was set pretty high by the time Trash80 took the stage, but he delivered… and then some. I gotta say, his 8bp “Icarus” release is one of my favorites in recent memory, and to hear it live was a real rush. His set was undeniably grooving and firestarting, and the crowd was massively into it. By the end of the set, some 20 or 30 Blip folks got on stage to dance alongside Trash80.

The security guard kept others off the stage with a truly menacing staredown.

dmauro:
I imagine we can expect another Blip Festival next year. They can?t stop now; Friday and Saturday nights sell out regardless of how large the venue is, they?re bringing more and more new artists to New York and doing a great cultural service to the city, and besides, I?m curious to see what kind of a logo they come up with for next year?s festival.

fort90:
Yesterday I was on the train back home when I spotted Nullsleep in the same car, sitting down, and half dead. He explained to me that he hadn’t slept since last Thursday; as already noted, he’s one of the primary forces behind Blip every year, but Jeremiah also recent went back to school full-time, to pursue a graduate degree. So once the show was finally done and over with, there was still not time for rest since finals are in effect.

While asking him about this thoughts on the fest, I enquired how the after-party went, which no one I knew personally attended, and so it turned out, neither did Jeremiah, due to a paper that was due the very next day. But he mentioned how Saskrotch (whom I was lucky enough to run into on Saturday night) and a few others tore the place up, or so he had heard. But Jeremiah also mentioned how it supposed gotten kinda ?weird?… at one point, a bunch of folks began tearing their clothes off. Apparently, many pictures were taken, but one should not expect to see them on Flickr anytime soon, though there is some very funny pic of a Japanese chiptuner looking and pointing at some random penis that I believe the world needs to see.

But yeah, hooray for chiptunes yet again!

2 comments

Man, last night was crrrazzzeee! And not because of Blip Fest. In fact, I didn’t even end up going…

As much as I wanted to show my support for the scene, and especially Josh, aka Bit Shifter, these past couple of days have been absolutely draining, and I really needed a night to just chill and relax. As an example, haven’t played Persona 4 the past three days, I’ve been that busy! So instead, last night I just stayed in with Katie, and we simply watched pro wrestling and order in Thai. And then we called some cable access shows.

For those of you in Manhattan, I was the guy who called Creology Live (the topic for the night was holiday memories, btw) and shared the time when I was back home in Washington, and on one Christmas night with absolutely nothing to do, my high school buddy Steve Weigand and I went to a riverboat casino and watched a bunch of wives of retired generals blow their husband’s pensions at the craps table, with the highlight being one very exuberant Filipino, who was on a role, going “Happy birthday Jesus! Happy birthday Jesus!” While Katie was the girl whose holiday memory was not when her uncle “brutally molested” her.

But the real fun came when both hosts were back on the air immediately afterwards, though on a different channel (here in Manhattan we have four, count them, four different cable access channels), due to some screw-up with “Master Control”. So again I called in, hoping to share yet another memory (those two dudes love me, btw) and immediately got into an argument with the host of the show whose time slot was being spilled into. Guy was yet another piece of sh*t hipster douchebag, one of those pathetic middle age white guys who are way too proud about living in a dilapidated (translation: up and coming) black and/or Spanish neighborhood, because it proves how “brave” or “open-minded” he is, and also believes he’s doing the locals a favor or something, by being the one cool white guy they can trust. Though secretly, *sshole can’t wait for the day the gentrification bulldozers rolls into town and knocks down that scary looking ethnic restaurant, the one he brags about to all his white friends about being so awesome and claims to eat at all the time, but the only thing he ever orders is f*cking red beans and white rice, and can’t wait for it to be replaced by some bullsh*t fusion Asian hellhole. Anyhow, after insulting me, I simply had to call into his piece of crap program, and of course, the big pussy wouldn’t give out his phone number. Maybe he doesn’t take calls, but he honestly should since, dear God, that guy was BORING. He was just another whiney liberal Democrat who, like so many of his ilk, have turned on Obama just one month after electing his ass, and still a month before he takes the office and can officially do anything. This guy was complaining about Hilary Clinton, of course. And then he began bitching about Bush, of course, complete with the requisite shitty Bush impression (it’s amazing how 99.999% of people who think they can do an impression of the guy simply CANNOT). It’s like, Jesus, the guy’s leaving office in a month, who gives a rat’s ass. I guess some folks are finally realizing the one guy whom they blame all their (completely irrelevant and absolutely self-absorbed) problems is finally leaving. What will they do now? Who now can they lampoon via crappy silkscreen shirts? This guy, btw, was wearing his a stupid Bob Marley shirt of his creation, CUZ HE’S A COOL WHITE GUY THAT LOVES BLACK MUSIC, YEAH!!!!

Afterwards was the surly black psychic’s show, who also totally loves me. I wanted to ask him to put a hex on the previous host (his show was called zERO GRAVITy, and I bet he’s the kind of guy who Google Alerts his show, so if you’re reading this, hi there), but because it was a repeat, I decided to finally play some Persona 4, to replay the part for Katie in which my character finally bags the one girl I was wooing in the game, when all of a sudden, we heard all these fire trucks pull up front. Once we saw everyone on the street lining up to look at us, and then heard the smell of burning, we immediately went “Uh oh!” and began to make our escape. Thankfully a fireman was walking up the stairs at that exact moment and told us that the situation was totally under control. But still, exciting stuff!

Moving onto the day prior… early Christmas continues! Received yet another gift from Katie for the holidays: the Twin Peaks Gold Box Edition, which has everything, every episode from both seasons, INCLUDING the pilot! Along with deleted material, promos, featurettes, even Kyle MacLachlan’s monologue from the time he hosted SNL, along with the Twin Peak parody sketch (featuring a cameo by Conan O’Brien and a great performance by Mike Myers, at a time when I actually considered myself a fan of the guy). It’s an absolute must watch for any longtime diehard fan of the show, especially because it has seriously never looked better; sometimes you don’t know what you’re getting when it comes to old TV shows on DVD.

Also, I’ve said this many times before, but after watching both the pilot and final episode back to back (as I’ve done many times in the past, but this time in stunning, crystal clear clarity), it bears repeating: f*ck Lost and every other lame Twin Peaks wannabe that’s come before and since the absolutely brilliant and still untouchable original. This includes Northern Exposure, since I know everyone loves that show to death. I know that Twin Peak doesn’t own the concept of “quirky” characters all residing in some “whimsical” spot on Earth, but it did basically invent the form, and again, no one has even come close to building upon its foundation. Mostly because all the copy-cats, such as Northern Exposure, have been somewhat “safe” (or pussy-fied to be more precise) attempts, whereas most characters in Twin Peaks were simply too weird or creepy for most folks to hand (who basically demand that their television characters have to be “likeable”). In that sense, Lost is completely guilty of such traits (or so I believe), but it too has the ultra convoluted mystery with all these wild and wacky tangents that’s designed to entice the audience to conduct investigations of their own, only to be “pleasantly outsmarted” in the end. Though yet again, no one has been able to do it nearly as well as Twin Peaks. You know, I was actually really interested in the show when it premiered, but never got the chance to watch the first couple of episodes due to my hectic schedule, but once I began hearing bits and pieces, I came to the conclusion that it was gonna go overboard with the Twin Peaks-y elements, like many copycats also ending up doing, which no one would mind at first, since it gave people something to do I suppose. I assumed that after a while, it would become abundantly clear that the creators really had no clue as to what they were doing, leading to most folks getting bored and walking away, which apparently is just what’s happening! I can see the argument of creators just throwing all kinds of junk out there in the beginning with hopes to connect everything as they go along can be potentially entertaining and requires a certain degree of genius, but I also believe its extremely naive and ultimately lazy… Admittedly, I say that as a person who hasn’t watched more than five minutes of the show, but I?d like to think that I have a pretty good eye for such things. Bottom-line: Twin Peaks rools, Lost and everything else drools. Also, another excellent show that managed to sustain an extended narrative, one laced with mystery, was X-Files (the first five seasons ONLY) and Millennium (the first two seasons primarily, though the third season is still worthwhile on its own terms).

Back to early Christmas: also got a wonderful care package from the wonderful folks at Meat Bun! Apparently, some new designs are finally arriving, and they (well, I’m guessing Mike McWhertor to be exact) were gracious enough to give me a small taste…

Note to self: pass along copy of zine to Mike. Also note to self: make more copies of the zine! At least I have some new threads to sport later tonight at Blip Fest! Speaking of, me not going last night tonight totally screws up my original plans for coverage, since it was the one night Dave Mauro (whose writing about it on this end) couldn’t attend. Though the man formerly known as click-stick, aka Brian Liloia, has promised to provide a report, along with some pics! But those images were originally supposed to accompany my GameSetWatch article, which was also going to focus on last night as well. And while Simon won’t mind the change of day, if I don’t have my designated photographer handy (Brian’s not going to be there later tonight)…

I also had to miss Joe Salina’s curry challenge earlier this morning, though I’m sure I’ll hear all about it later this evening at the show. But before all that…
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Time to wrap up my random assortment of game reviews, but first, a brief look at all the other reviews from throughout the year:

Castlevania Judgment/Sonic Unleashed
To sum it up: Judgment is an interesting experiment that’s worth checking out, but diehard fans of the series need only apply, while Unleashed might be the worst Sonic game to date, which is saying a lot.

Mirror’s Edge
To sum it up: awesome idea, the sensation of running and hopping around rooftops is amazing, but the immensely trite characters and story more or less ruins the entire affair.

Mortal Kombat vs. DC Universe
To sum it up: what happens when someone officially runs out of ideas and a totally insane that comes as a result, which had definite potential for something special, but the wasn’t all that fun back then, and certainly isn’t any good today “classic” MK gameplay tarnishing the whole thing.

AC/DC Live Rock Band Track Pack/Celebrity Sports Showdown/Castlevania: Order of Ecclesia
To sum it up: the AC/DC expansion back is a worthy, if a tab bit too pricey, update, EA’s game in which you can pit Avirl Lavinge vs Sugar Ray Leonard is about as bad as it sounds, and the latest Castlevania for the DS is only for the truly dedicated fans.

Thunder Force 6
To sum it up: it’s certainly competent, but definitely no Thunder Force 4 or even 5, that’s for damn sure.

Rock Band 2
To sum it up: easily the greatest music game to date, period.

Grand Theft Auto 4
To sum it up: the most overrated game of this generation, period.

1942: Joint Strike/Wolf of the Battlefield: Commando 3/Everyday Shooter/Sengoku Basara X
To sum it up: you’ve got three shumps, two of them high profile and big budget (relatively speaking) sequels that don’t quite have that touch of the originals, whereas the third, a very low-fi, indie tribute to the genre does, and is also an example of “games as art” that’s actually playable, plus another supremely hardcore experience, this one a fighter, that’s hard to grasp but is at least very pretty.

Persona 3 FES/R-Type Command/Rock Band for the Wii
To sum it up: P3 the best damn JRPG for the PS2, and perhaps in the past ten years (or at least until Persona 4 comes out), the R-Type strategy game is a novel idea, but the execution is a total mess, and Rock Band for the Wii was awesome until I realized what I was missing out on the Xbox 360 and PS3 (but at least its sequel is on par with the other versions, features-wise).

Super Smash Bros, Brawl
To sum it up: like you need to be told, but its mind-blowingly amazing on every single level.

We Ski
To sum it up: believe it or not, its a lot of fun and totally worth your attention!

IMAGINE Animal Doctor
To sum it up: as far as crappy kids games go, this one takes the cake and drags down the good name of the profession of animal care with it.

Please note that this is by no means a comprehensive list of all the stuff that’s played in 08, nor a comprehensive list of recommendations either (I’ll save my best games of the year list for the end of 08). Just everything that managed to get a “proper” write-up; most everything else slipped through the cracks for whatever reason, such as how I couldn’t procure proper screenshots? sounds silly, I know. Point being, I really need to get my ass better organized. But first, time to finish up on my catching up:

Review: Super Street Fighter 2 Turbo HD Remix (Xbox 360)

Last game we touched upon was a fighter, and here’s another… as well as one that’s also pretty animu. Not so much originally but definitely is now, thanks to a massive makecover, which is it’s key feature. Hence why again, I’m skipping the general explanation (seriously, at this point, who doesn’t know was Street Fighter 2 is?) and getting right to what everyone wants to know about: the souped up graphics. So in the end, how is it? I’ve already touched upon how sometimes awkward the characters can appear, due to each originally low-fi sprite being redone, but with no additional frames of animation being added in-between, leading to some very choppy motion, which was always there to begin with, though with the added fidelity, it’s all the more noticeable. I’ve already touched upon the technical reasons for this, as provided by Capcom themselves, which is how the game’s built upon the original arcade title’s code, which was pretty tricky to work with, and not at all conducive to serious tinkering around with. In the end, it’s only noticeable when the fighters are standing still, mostly with the smaller, faster characters, but I’m also just used to it, whereas when Katie first laid eyes on the game, she was positively appalled. But while the foreground action looks rather “eh”, the backgrounds are just superb, with a degree of clarity I’ve yet to see in any 2D fighter, ever, with the only possibly exception being the upcoming King of Fighters XII. Unfortunately, the overall package is pretty weak; all the menus and sub-screens, though especially the game’s logo, are just a lifeless, unimaginative collection of random fonts all they thrown together. Audio-wise, the game doesn’t fare much better, with every tune a remix by the folks at OC Remix, and it definitely shows. I guess this is just my personal bias speaking here, so perhaps most folks will neither mind nor notice that same sound that I found so enthralling eight years ago which I now find pretty boring.

But screw the visuals and the sound, how well does this new game play? Just like before, with some tweaks, and while exploring all the new nuances, it finally hit me why I never bothered to really get deep into the original, as well as who this revamp is for… certainly not for someone like me. Every diehard SF fan needs this game, because it’s clearly just for them. Everyone else is not going to have the best of times; the AI is brutally tough, even on normal. Not cheap, just VERY good, which I can appreciate, though when I play a game set to easy, I expect the game to be easy, I’m sorry. But the real realization game when I found myself confused as to why certain inputs of moves had changed, until someone in the forums alerted me that it was made due to reasons related to buffering. Something I would have never noticed on my own (hey, at least I’m being honest). So basically, there’s quite a few changes here that perhaps you might not ever notice either, unless you’re one of the diehards. As for fighting online, as it was during the beta, completely pointless for a person such as myself, since I suck so bad at it. Though I found no issues common to online play, though once again via the forums, I’ve heard different from other folks. Bottom-line: God, Street Fighter 4 can’t come soon enough. I’ll probably suck at it too, but at least it?s new and the graphics are MUCH prettier.

Review: Burnout Paradise (Xbox 360)

Some longtime readers might recall me really hating Burnout 5, to the point where I went on record by stating that its a travesty that it even has the name Burnout in the title (and a few might recall the scene that I helped to ensue at an EA press event over the game). Well, long story short, I’ve had a change of heart, and now I really dig the game. Mind you, its still no Burnout 3… far from it. But on its own terms, its easily one of the finest next-gen (well, I guess current gen at this point) pure arcade racers you’ll find on the market today. Though I wasn’t convinced overnight.

First off, the visuals are insanely gorgeous, a quality that I found undeniable, even when I was in full-on hate mode. Top to bottom, from the cars to the environments, everything is extremely pretty. And man, things go hella fast too. Controls hold up surprisingly well, considering how fast everything goes. But it wasn’t the breakneck speed of the vehicles that I found overwhelming, just the massive scope of the world and the game as a whole. There’s just so much to do that you’re instantly confused from the get-go, with practically zero explanation of anything. The idea of doing whatever and whenever is great in theory, but when you just want a simple race, with no means to know how to do it, you’ll eventually want to scream. Once you’ve figured out how everything works, all the different racing events that are available, and where plus how to trigger them, you’re next problem is actually reaching the finish line; the city you race in is a massive one, with many possible routes, with plenty of dead-ends along the way. There’s a very tiny, and not at all useful map that kinda tells you where to go, but in the end, you basically have to memorize every street, every intersection, every obstacle. It’s practically the Mega Man of racing games to a certain extent. But once you not only figure things out but also remember all the tiny details, everything just begins to click. And next thing you know, you’re having the time of your life. Best part is easily the Showtime modes, in which you crash your car and then keep it crashing, by bouncing off one vehicle after another and another. Again, it’s kind alike Mega Man, when you try to stay alive by jumping from one disappearing then reappearing block to the next. Though what really kept me coming back was the absurd amount of downloadable content that the game’s developers keep providing players; Burnout Paradise first came out early this year, and over the months have been many additions, not just chintzy stuff, but motor bikes, which completely changes the game. Best of all, everything has been free, though word is, they’re finally going to charge for the next big, surely to be the biggest actually, DLC, though after a sold year of free stuff, I particularly don’t mind. Especially since I hear the Back To The Future car will be one of the additional vehicles.

Review: Need For Speed Undercover (Xbox 360)

Moving on… to another arcade-y EA racer, the latest installment of the Need For Speed franchise, which has been around the block and then some. It takes plenty of cues from Burnout Paradise’s book, mostly its open world format, though the end result isn’t nearly as enthralling (though on the flip-side, it’s not nearly as confusing at first), mostly because the individual events themselves aren’t as fun or interesting. Worst of all is how the act of just driving around, when not in the midst of an event, which can be fun for just goofing around in Paradise, is totally missing here, due to the lifelessness of the world that Undercover presents. Also on the flip-side, whereas Paradise is challenging from the get-go, Christ is this game way too easy.

Presentation-wise, there’s this really dumb story that strings the action together, and brings actress Maggie Q along for the ride. Hey, at least it’s not Brooke Burke. Unfortunately it’s not nearly as fun as Carbon’s, though the only reason why I liked it was because I love Tokyo Drift and I found Carbon’s bizarre virtual actors somewhat charming, believe it or not. The graphics themselves is typical Need For Speed visuals, meaning everything feels kinda shaky and unstable. Can’t really explain it any other way. The game’s creators this time took every care to set the action during “the golden hour” when the sun is about to set and everything has a very pleasant golden hue. But there’s also frame-rate issues, along with sometimes nasty pop-ups, so point here is that the entire thing is just one very uneven package (though I hear it flat out sucks on the PS3). Point being, I think this game’s not exactly finished. Hey, at least running away from cops never gets old! Actually, it does…

Review: Wario Land: Shake It! (Wii)

Time for a series revival done absolutely right. Kinda. Fans of the Game Boy Color titles, and the lone entry on the GBA are gonna love this one. You’re Wario and you’re a greedy little bastard that wants major coinage. You rush to the end of the level to grab some gold along the way, seize the big prize at the end, and then you have to rush back to where you started if you want to keep the plunder. It’s like a traditional platformer from the by-gone era, but on steroids. Thins honestly is what video game would look like today if the Sega Saturn, and its emphasis on 2D, had ruled supreme, and not the PlayStation and its introduction of 3D gaming to the masses. You will flat-out not find a more fluid moving, beautiful looking 2D game, period, end of story. Apparently all the animation was done by the folks who did Ghost In The Shell, and that’s hardly a surprise.

But how does it play? Much like Wario Land 4, with its aforementioned zany level structure, though it’s unfortunately not quite as zany I’m afraid. Levels are a lot more linear this time around, and whereas before you were setting Wario ablaze or freezing him cold as to manipulate the environment and solving puzzles, this time… not so much. What you get instead though is some finely-tuned I traditionally laid out levels that never bother you with any b.s. I normally hate collect-a-thons, but given Wario’s personality, the notion works well here, and if you want to just rush right on through without treasure on the mind, that’s totally acceptable. Otherwise, there’s plenty to re-see and re-do, and getting absolutely everything is quite the challenge. The one thing I was totally afraid of was the controls, which thankfully are rock solid and makes tasteful use of the Wiimote. You shake it when appropriate, which I’m glad isn’t every three seconds. You also tilt it at times, to help Wario aim for targets, which also works very well. My concerns stem from his last platforming adventure, Master of Disguise for the DS, which tried too hard to utilize its hardware’s distinguishing characteristics. Ultimately, Shake It isn’t the greatest game of its kind of all time, nor is it the greatest Wario Land title either (again, see: Wario Land 4), but at this point, with the biggest Wii game out there being Wii Music (oh Jesus), folks starving for some classic Nintendo action need no further for a temporary fix.

Review: Bangai-O Spirits (DS)

With the latest Wario Land you have a handheld game coming home, and with the latest Bangai-O (which also hasn’t been seen in a while, since the Dreamcast) you have a console game on the run. Again, a potentially worthless review since anyone who knows or cares about this game has already played it to death, or at the very least knows what the deal is: it’s a Treasure game, doing what they do best, and that’s delivering the game intense level of old school action that made them legendary back in the 16-bit days, and still filling that niche that definitely exists today. Basically, you control a robot and you have to blow things up, everything around you and everywhere around you.

This baby is HARD, as hardcore action games from the glory days were generally speaking, as are most of Treasure’s offerings, but this one might take the cake. Some things are the same, such as the basic gameplay, but some things are different, or simply sorely missing, such as the first game’s awesome story mode. You get a bit of it here during the tutorial, but that’s about it. Afterwards you are presented with 150 levels, the first of which feels almost impossible. Thankfully you can pick and choose your whatever stage you want… if something’s giving you trouble, just go to the next. But the play anything you want, when you want presentation, while still much appreciated, lessens the gamers? focus, which is what Treasure games have been all about, forcing a tough as nails objective and making them get through it, whether they like it or not. Back to the tutorial, it alone is almost 20 stages deep, which should tell you that the controls are fairly complicated, to the point of being overwhelming. The visuals, as before, is frantic and awesome, though because of the smaller viewing angle that the DS provides, things feel all the more chaotic because when everything blows up, you practically can’t see anything. There’s also quite a bit of slowdown, but you won’t mind. Though the difference also impacts the gameplay, or so the designers knew ahead of time, hence why it?s more of a puzzler than a straightforward shump this time. Though the real star of the show is the ability to not just create custom levels but swap them; the game exports them as audio files, which alone is pretty f’n neat, and the whole process of finding a level file online, then putting your headphones up to the computer’s speaker for the game to “hear”, while sometimes messy is pure Treasure. Grab it if you can, especially if you remember the original.

… Great, just remembered a bunch of other titles that I was supposed to review, but never got around to fully completing. Yet I still feel the need to say at least something, since I’m probably never going to get the chance, especially with other, more current tiles waiting in the wings. So real quick-like:

Bionic Commando
Yet another revamp of a classic title that completely retains its high level of difficulty. The problem here is the core game mechanic: it’s a platformer where you don’t jump because you can’t. Instead you use your bionic arm to swing you around, which is definitely fun, but a concept I couldn’t completely wrap my mind around when I was 11, nor twenty years later. Hence my inability to get very far. But it?s definitely a solid title, and a true labor of love, given how the original was literally plucked out of nowhere to be remade. The graphics are nicely stylized (it looked like stop motion to me at first glance) and the chiptunes driven soundtrack is well worth the price of admission alone. Though the best part is, surprisingly, the multiplayer mode, which traditionally isn’t worth the bother for the genre.

Braid
The darling of the indie game dev world, and for good reason: the game is absolutely brilliant, with puzzles and conventions that legitimately pushes the video game form as a whole legitimately forward in a way that very few titles attempts to do. For those who don’t know what I’m talking about, Braid appears to be yet another platformer, but one that takes every trick you’ve ever learned from everything from video games as a whole, tosses it into a blender, and hits puree. This game and its puzzles will quite simply stretch your mind and challenge it in a way no game has done so previously. Unfortunately, it’s too good for me, hence why I’ve yet to beat it. If one wishes to, they can rush to the end, but I feel the game deserves every challenge to be overcome before moving forward, and there’s some puzzles that I refuse to leave behind. Braid is a one-player experience that definitely benefits from a friend watching on and offering advice, though I’ve mostly played the game when no one has been around. But I’ll beat it, some day…

Castle Crashers
I really wanted to like Alien Hominid, the same team’s previous effort, due to the awesome art style and goofy sense of humor, but the wonky controls didn’t allow that to happen, and the same goes with their latest release. The biggest problem is trying to wail on some foe but also making sure that you’re perfectly line up with them, which can be a real pain in the ass when you’ve got three others trying to do the same to you at all sides. Also, like all other Final Fight/Streets of Rage brawlers out there, its only fun if you’re playing with another person. By yourself, it’s somewhat of a borefest. Yet even with two people, the levels are simply way too long; ultimately, its the pacing of the game that kills the experience, something Alien Hominid rather excelled in. At least the art is again very much awesome, plus the music is fantastic. Otherwise, eh…

Galaga Legions
Since I’ve talked about it so much, to the point that I was the game’s biggest evangelist in certain circles at point, so I guess it deserves a “review” of some kind. Bandai Namco stuck gold with their Pac Man revamp (which is honestly better than the perfection that is Ms. Pac Man, which is still almost impossible to believe) and Galaga Legions is their second attempt. And it comes close, very close! Though asking for a second Pac Man Championship Edition is perhaps asking too much. Quite a few changes to the formula have been made, perhaps too much, which is why arcade purists automatically threw their noises up in the air upon hearing abut them. Instead of moving just left and right, you can go all over the place, which is necessary since enemies rush in at all angles as well. At least you’re given a heads up as to where their formations will appear, plus you can deposit satellite guns anywhere you want, to help annihilate them as soon as they appear. I know it all sounds confusing, and perhaps the absolutely breakneck pace doesn’t help, but the end result is almost an outer space version of defend the fortress. And its loads of fun at first, but as time goes on, it grows kind tiresome, especially since there isn’t the same beat the clock aspect of Pac Man CE.

King Of Fighters: The Orochi Collection
KOF is a series that I wish I was a bigger fan of, but for whatever reason, I simply do not get the mystique that’s been cast upon its loyal legion of fans. Much like SSF2THDR, I guess it’s, but I at least respect the series for its longevity and sincere attempts to mix things up and make fans happy. KOF 98, one of the most celebrated entries in the series is present, though I was a bit surprised to see just the original and not the recent Ultimate Match upgrade. I will admit that its pretty neat to see how each entry built upon the previous one, and I love history lessons in the form of video games, but truth be told, every-time I sit down to down to give Orochi Collection a shot, I end up getting somewhat bored and replacing the disc with The NESTS Saga instead.

… All right, that’s it! From here on out, don’t expect ten reviews in one shot, hopefully. Anyhow, time to get ready for Blip tonight! Apparently there’s some chiptuner from China performing tonight! Should be awesome.

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Can’t believe it’s December already. Just a few days in and I’m already swamped with stuff and running behind. But before going any further: how was everyone’s Thanksgiving holiday? Mine was extremely low-key, but cool nonetheless, though on Saturday…

I was walking up 6th Ave, around 8th Street, a little ways above Gray’s Papaya (hey, did you know the recession special is now a whopping five bucks? f’n nuts, man), when I noticed some woman in the corner of my eye giving out samples. So I grabbed a piece of what I thought was gourmet candy… either fancy-schmancy chocolate or caramelized jelly… and immediately popped it into my mouth. Less than three seconds later, I realized that something was seriously wrong and started gagging. Despite spitting out whatever the hell it was I just tried to eat, enough had gone down my throat, which began to slowly close. Along with that, my tongue began to go dumb, and it was clear that block of something I blindly shoved into my mouth was definitely not food. It kinda felt like soap, but isn’t that stuff non-toxic? Because here I was, having some kind of allergic reaction, somewhat similar to what happens when I eat shellfish, though thankfully not as bad.

So I continued walking up 6th Ave, spitting on the curb literally every five feet. I also had a bottle of water on me, left over from lunch, which I used to repeatedly gargle and rinse on the street, but nothing was working. I struggled to figure out what to do next; I was on my way home anyways, but wondered if I should stop by a drug store to get a bottle of moth wash for some immediate relief. The idea of self induced vomited did cross my mind. As did turning around to the source of my woes, though despite the possibility of being seriously poisoned, I was simply too embarrassed to confirm that I already knew: that I was a complete idiot.

This was actually worse than a few weeks ago, when I also threw a sample of food substance into my mouth without really thinking. In this case, what I thought was a piece of brownie was actually a cold chunk of hamburger meat. So yeah, the lesson learned here is, I will NEVER sample any foods on the street ever again. The best part about this past weekend’s ordeal is how I ran into a friend on the street, or course. It was Brandon, from the local game dev scene, who recently launched a brand new site, one aimed at those wanting to know more about the video game industry here in NYC, and wanted to talk with me about possibly being involved. But of course, I had to say that I was definitely interested but couldn’t talk right then cuz I was too busy coughing up accidentally ingested gourmet soap. I believe his girlfriend was particularly impressed with my public display of psychotic spitting. She at least was my one source of comfort, by pointing out that soap is indeed non-toxic, as evidenced from A Christmas Story.

Anyhow, earlier in the afternoon, I nabbed this…

… To match my Wii, of course. Plus I needed a fourth controller, in case there were four folks for an impromptu match of Smash Brothers Brawl (usually, someone has to bring their own GC controller with them). Picked it up at Video Games New York, the former St Mark’s Games, and I gotta say, the douchebags that used to be synonymous with the 8th Street joint are a thing of the past, or it would seem. Prices in general are still way too high for their imports, though the controller was available for a fair price.

Because I had my camera handy, check out what else I just got…

… The entire set of Shooting Game Historica Volume 2 trading figures! Along with the few I have from Vol. 1…

… I only sought out the Gradius 2, Gradius 5, and R Type 1 ships because I’m not such a big fan of either Darius or Image Fight. Then we have…

… From left to right are the ships from R Type 3, Star Blade (whose nose was not all bent up as I had seen in various pics from National Console Support, thank goodness), Star Luster (which I’ve actually never played, but the ship design is just too cool), Ray Storm (unfortunately, its nose did get bent all out of shape, oh well), Fantasy Star, and in the back, you have the mech from Musha Aleste. Can’t wait for the just announced round 3! As well as round 4; hopefully ships from Radiant Silvergun, Ikaruga, and Thunder Force, either 4 or 5, will finally make an appearance.

Again, since I had a camera handy…

… It’s a tasty Japanese threat, one that Hilary and I always partake in for desert whenever we have lunch or dinner, usually Rai Rai Ken, a nice hole in the wall ramen shop on 10th Street, since they sell it at the JAS Mart on St. Mark’s just around the corner. This one was procured by Katie during our last trip to Mitsuwa… some weeks ago. I’ve been bugging her to finally try it, but at this point, I don’t think it might taste so good. Then again, it did come from Japan, so perhaps its shelf life is questionable to begin with. Plus, she only bought it for the packaging, hence the picture. So when we discover that it’s gone bad, we won’t feel so bad for throwing it away!

But yeah… nothing terribly exciting to report these past couple of days. Just the same old, same old; simply working on lots of different “stuff.” Though this weekend is gonna be pretty crazy; tomorrow is the first night of Blip Festival 2008! Which means nights straight of beeps and boops and all sorts of other noises, as produced by Game Boys and various other forms of video game hardware, plus hanging with friends who are into such nonsense. Unfortunately, Canada’s own Phil Fish, who was supposed to stop on by and crash on my couch for the event, alas, could not make it down, due to matters relating to Fez that requires his undivided attention. Plus, I would have to imagine that the recently just wrapped up GAMMA 3D also drained him of any spare time, energy, and money to boot. Speaking of, if you were like me and couldn’t make it up to Montreal for the big shindig, at the very least all the games are available online for download and play. All you need is stock 3D glasses (you know, those cardboard things with red and blue lenses) to fully enjoy them.

Back to Blip: also due to a possible scheduling conflict (there’s a project that I might get green-lit later this week… hopefully) I’m probably not going to be able to make every night. The move to Brooklyn doesn’t help either, but at least it’s in Gowanus (relatively close to where I used to live, actually) and not Willamsburg as originally planned (which would have been easier to get to, but again, it’s Willamsburg). Though I’m still going to cover it for GameSetWatch, just not on the same scale as last time; not only was it an exhaustive piece to write, but perhaps just as much to read, so I’m sure everyone will be happy that I’ll be keeping it short and sweet, or at least will try to. As for here, Dave Mauro will be there for most of it, so I’ll be asking to provide the official fort90.com report!

Anyhow, for those who want more info, like the schedule, and perhaps pay for their tickets in advance and avoid the long wait in line, which is surely to be freezing, simply hit the website right here. And immediately afterwards, I should finally have a review for Persona 4 ready, just in time for it’s release (which is the 9th, and I HIGHLY recommend everyone go out and pre-order it…. you’ll find out soon precisely why). But the thing is…
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As mentioned before, I’m pretty backlogged, especially when it comes to stuff I want to talk around here. There’s literally a pile of games that I’ve been passed along and which I keep saying I’ll be reviewing for months and months now. At this point, I’m officially tired of making empty promises, and because it’s also the busy holiday season, I suppose now might be the best possible time to pass along my two cents regarding said titles, real quick like, some of which are surely on some people’s wish list, while others most certainly should be. Or not.

Review: Space Invaders Extreme (DS)

May as well kick things off with the number one “late to the party” entry as far as this list is concerned. Perhaps everyone knows already that it’s been an amazing time for retro gamers as of late; quite a few retakes on classic titles have been simply outstanding, even one-upping the source material in certain cases, such as last year’s absolutely brilliant Pac Man: Championship Edition. Bandai Namco’s follow-up Galaga Legion is also damn fine, though despite a hefty “wow” factor up front, one begins to realize that it doesn’t have the legs that last year’s release has; Lord knows I was ranting and raving like an idiot, about how this new Galaga was just as good, and perhaps even better, than Pac Man CE when I first got my hands on it… which I quietly retract btw. But when it comes to teach an old shump some new tricks, the prize easily goes to Space Invaders Extreme.

I suppose it’s worth mentioning that I’ve never given a rat’s ass about the original, which I still find excessively boring and a chore to play. Space Invaders’s historical significance is undeniable, yet otherwise, especially by today’s standards, the game is beyond unplayable. Sorry. The remake on the other-hand (one of many, all of which have failed miserably to spice things up, like the fairly recent Space Invaders Revolution, also for the DS, spearheaded by the original creator no less I believe… ouch) completely turns things upside down, yet keeps it real, by infusing a mad rush of color and sound, as well as contemporary elements. It’s practically a history lesson in the art of shumps, with numerous and (most importantly) carefully implemented new tricks that came about as the genre evolved, such as super weapons, end level bosses, and a combo system, one that depends on an enemy ship’s color (once again, thank God for the color). You’re still moving left and right, trying your best to wipe the bastards out, before they can get close enough and annihilate you, but that tense feeling from before… which I guess was the very point of the game… is now a thing of the past; Space Invaders has officially moved on, with the end result being a game that is concerned only with providing an experience that could simply be described as “fun” (only the most loyal, diehard fans of the original could ever claim that it’s “fun” as far as I’m concerned). I know most purists will scream blasphemy at all the other changes, like the elimination of those shield/barrier things from the original, those three things that is supposed to provide cover but only get in the way, but then again, and I guess it’s not at all surprisingly, I don’t know any of those kinds of folks.

There’s also a PSP version, which is basically the same game, but I’d still have to recommend the DS one. Believe it or not, the music is better, plus the wide screen actually drags things down and brings it back to it being a bit too close to the original. Meanwhile, the narrower DS screens helps to quicken up the pace, another thing that made the original such a drag to play.

Review: Arkanoid DS (DS)

Alongside Space Invaders Extreme, Taito/Square Enix released yet another retro remake, and this one… is it’s polar opposite. Loved the original, hated the revamp. In the face of the awesomeness of SIE, Arkanoid’s qualities (or lack thereof) is positively perplexing, but on it’s own the game is an absolute travesty to the good name of the original.

First off, the controls totally bite. In Japan they released a special paddle controller for the game, which plugged into the GBA cartridge slot, to mimic the arcade’s set-up. Without it, you’re forced to either use the d-pad, which works more or less, or the stylus to move the bar back and forth, which sounds great on paper but completely blows in execution. The biggest problem here is how both screens are utilized; instead of it behaving like there’s a single display broken into two parts, meaning when the ball leaves exits the bottom display it immediately shows up on top, the game views both screens as windows with the middle part simply being in the way. The end result is, when it comes to executing maneuvers, that visual dead zone WILL mess up your strategy and the experience as a whole. Also, whereas Space Invaders Extreme was a sight to behold, Arkanoid DS is just plain ugly, with piss poor art direction and a limp as can be interface, though at least the music isn’t all that bad. At the end of the day, it’s the same Breakout clone from Japan with a few neat additional techniques and the needless sci-fi backstory that fans of the series have all grown to either appreciate or simply accept, but with a supremely retarded design choice to ruin it all, accentuated by one fugly coat of paint. Skip it.

Review: Chrono Trigger (DS)

Yet another remake for the DS! This time, for a game that made it’s debut quite a few years after Space Invaders and Arakanoid first blazed trails, but unlike the two previous revamps, very little of the formula has changed, and for good reason: sometimes you just don’t mess with perfection. I won’t bother to explain what Chrono Trigger is all about, we all know it and love it, and alongside Final Fantasy 6, it’s easily the apex of JRPGs on the SNES, as well as 16-bit consoles in general; as much as I loved Phantasy Star 4 back in the day, the edge still goes to Square sans Enix’s “dream team” project, which was brought together the mind minds from the Final Fantasy and Dragon Quest camps, along with the creator of Dragonball.

The first thing that one will immediately realize upon playing (or replaying) the game is how far we’ve gone, along with what a complicated and burdensome mess the genre has become, mostly thanks to “technological advances” and this well intentioned but almost always poorly executed need for “maturity”. The theory of KISS, or Keep It Simple Stupid, is something that designers of Japanese role playing titles of today sorely need to heed, and come to think of it, with the exception of Persona 3/4 and Panzer Dragoon Saga, I honestly can’t think of any other titles since Chrono Trigger that has seriously approached it’s level of playability and pure fun. Also the graphics holds up, and the soundtrack still remains one of the finest ever for any game, period (the DS does an admirable good job of replicating the SNES original; it’s not quite exact, but about 96% close). Sure the characters and scenarios are ultra cliched, and the story somewhat predictable, but there’s a degree of sincerity and lack of pretense that we just don’t get these days. As for the port is concerned, again, not much has changed, just the interface plus some extra stuff near the end. Otherwise, it’s the same exact experience, and that bad ending you might get is just as creepy as it was when you were in high school (or at least when I was). If you haven’t played a JRPG since the days of the original, give the DS version a spin to remind yourself why you left in the first place.

Review: The World Ends With You (DS)

A fourth Square Enix DS game! Also, another RPG! Notice the pattern? Here we have yet again another complete opposite. I guess one major reason why I love Persona so damn much is how I’m totally sick to death of the now generic sci fi/fantasy hybrid backdrop. Stupid amnesiac princes that are expelled from their land of origin or princesses posing as either a lowly peasant ranch hand or some hot-headed tomboy that’s building a revenge-bot, because the main character’s dad, the evil king, has screwed everyone over (these games are nothing more than just an awkward collection of daddy issues in an interactive format), are just so “whatever” these days. I’d much rather run wild in a world very much like my own, and high schoolers simply make excellent character types for perhaps obvious reasons; if you’re going to feature a main character that’s a stranger in a strange place, I think it’s safe to say that we all felt that way in our youth. And that’s what The World Ends With You is all about: you’re just some Japanese school kid that’s trapped in an alternate version of the ultra trendy Shibuya shopping district, while you try to figure out what the hell is going on in a vaguely Running Man-eque do or die scenario.

The setting is pretty compelling stuff, but is immediately dragged down by an extremely annoying lead character that can best described as the ultimate personification of the emo-piece of sh*t that so many leads in JRPGs must be these days, the standard that Square Enix themselves established with Final Fantasy 7, and which they continue to support without fail. The dude here is so bad that it borders on parody, and at first I thought it was Square Enix poking fun at itself… which unfortunately is not the case. To the point that I almost quit early on because of him alone, though the story was compelling enough for me to keep coming back. Though the real star of the show here is the rather novel battle system, which takes the theory of multitask-oriented game-playing that Meteos strives to go for but on a whole different level; as you control the mean character on the bottom screen, you also have to tend to your partner on the top screen. Up top is controlled via button presses, with touchscreen motions dictate the battle below. It’s a neat idea, but the execution is rather awkward, mostly as far as the touchscreen is concerned (nothing connects all of the time, as it should, so everything is basically the luck of the draw). Even by the end, I was never really comfortable with the combat, but again, the genuinely intriguing tale enough to keep me wanting to see more. I also loved the use of street culture, fashion primarily, as game elements (it’s not particularly deep or anything, yet novel nonetheless), plus the soundtrack once again is totally hawt. In the end, there’s quite a bit of the trappings that makes it quite the contrast of Chrono Trigger, yet there’s also enough interesting qualities to still constitute it as a breathe of fresh air. So if you missed The World Ends With You the first time around, and also have a whole lot of patience, give this one a shot.

Review: Arcana Heart (PS2)

Hey, time to finally move away from handhelds! But sticking to high school kids… As far as animu figthers go, this one is pretty damn animu, while still somewhat resembling a cohesive brawler, perhaps even more so than, say, Melty Blood. That one had students, maids, and if I’m not mistaken nuns (sorry, but it’s been a while… though I still remember “Wolf Cock” like it was just yesterday), whereas this one also features students, a priestess, a witch in training, a demon, and a cyborg (along with nuns, though the ones here are not playable I’m afraid). Each one is also a teenage girl, so naturally Arcana Heart wins in the roster department, right off the back (especially for the girl that’s a swimmer that fights suspended in a blob of water that can form arms for combat… if anything, Arcana Heart is original).

Back to the comparison, whereas Melty Blood can be played by simply doing Street Fighters moves alone, Arcana Heart is a whole different animal, a deceptively complex one, given the cast (not be sexits and all, but they are just a bunch of little girls). It’s as hardcore as they come, and Street Fighter motions mean nothing, requiring one to learn a whole new set of tricks. Though going back and recalling your techniques from Marvel vs Capcom 2 will help manage AH’s heavy emphasis on air combos. The deal here is, each character has their own set of moves, but you have to choose an elemental card before the fight, which opens up a whole new set of abilities and techniques. If you’re a fighting fanatic, I’m certain you’ll have a ball…. but for the rest of us, its ultimately two parts frustration, one part boredom. You’ll wonder such things like, or a game with such a varied, and arial driven the move set is, how things can be also be so excruciating slow and plodding. Not saying this is a bad game per say, just one that’s clearly not designed for 99% of gamers out there. But I still have to give a thumb’s up to Atlus for sticking their necks out and passing it along to gamers on this side of the ocean. Though the sad truth it, anyone that was already has the import version I would imagine.
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I think that’s good enough for the time being. I actually have a few more, but I just realized something I should have done by now, something that actually pays the bills! Will be back with the rest tomorrow. Hopefully.

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