Former UFC fighter Nate “Rock” Quarry has been fighting his entire life. Raised within an abusive cult, movies, video games and comic books were Nate’s first means of escape. Later as an MMA fighter Nate talks about his fights in the octagon and as a single father that led to him creating “Zombie Cage Fighter”, his new zombies meets MMA fighting graphic novel that you can support right now on Kickstarter. Along the way we talk about dealing with depression, classic fights in comic books and the awesomeness of collecting everything from Star Wars figures to Bowen Designs statues! And also dealing with bullies at your daughter’s school!

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I LOVE mashups and crossovers! When TV or Film characters from different properties interact, or in the case of Dengeki Bunko: Fighting Climax, anime/manga I get hype! Check out the opening film from the game!

Any Weaboo worth his salt will immediately recognize the properties these character are from, but if you’re just a Junior Weaboo let me list them out for you!

A Certain Magical Index
Accel World
Black Bullet
DURARARA!!
Oreimo
Ro-Kyu-Bu!
Shakugan no Shana
STRIKE THE BLOOD
Sword Art Online
The Irregular at Magic High School
Toradora!

I haven’t had a chance to play the game, but the models look absolutely amazing!

You can get your hands on Dengeki Bunko: Fighting Climax October 6th on PS3 and PS Vita.

If you snag yourself the Launch Edition of the game you will also get a copy of the soundtrack!

05f05005-5a21-4397-91a5-d68f11a05275

For you, the day that M. Bison was revealed for the upcoming PS4 exclusive, Street Fighter V, was the most significant moment of your life. But for him?

It was Tuesday.

Erm, anyway, if anyone was worried that Street Fighter‘s longest running antagonist wasn’t going to return in the next game in the series, then worry no longer. Now sporting grey hair and a surely evil trenchcoat, Bison is back in all of his Psycho Crushing, head stomping glory, but with some new surprises thrown into the mix. Now with an ability to catch and throw back projectiles, pop opponents in the air to continue combos, stomp grounded opponents, and other attacks brought in from previous incarnations, and it looks like we might have a whole new dictator on our hands.

Bison folllows the reveals of Ryu, Chun-Li, and Guile’s formerly dead best friend, Charlie, bringing the roster up to four. Check out Bison’s reveal below and tell us what you think about his changes, as well as what other characters you hope get added!

Street Fighter V is a PS4 exclusive, coming to Sony’s console in 2016.

Nintendo’s latest direct is over, but the excitement hasn’t faded. The father of the Pink Puff Ball, Masahiro Sakurai led the event from his studio, and oh boy did he have a bunch of fantastic news for us!

The biggest, and obviously the most important are the release dates. They’ve narrowed down both the 3DS and Wii U windows. Expect 3DS out this Summer and the Wii U version ships this Winter. Both versions will have the same characters and we can expect the game to run in a solid 60 FPS. What I found very interesting is backgrounds and assist trophies will run in 30 FPS so as not to slow down the gameplay.

It’s obvious Nintendo wants to win back the competitive players with this iteration, as they’ve included two online battle modes. “For Fun” will feature all levels, items and only wins are recorded. “For Glory” will feature no Items and only Final Destination is available as a playable battlefield. Wins AND loses will be recorded on the player profile. The most exciting news for this mode is that most of the new levels will have a “Final Destination Mode”. This is basically a re-skin of the very popular Final Destination level from Melee.

Unique to the 3DS version is the “Smash Run” mode. Players are dumped into a dungeon and have five minutes to scour the level for upgrades. Speed, attack, defense, special and more can be collected. Each powerup stacks and gets added to your overall stats. Then its battle time! Sakurai said he took the idea from Kirby’s Air Ride City Trial mode.

smash3DS_run_2
Example of stat changes in Smash Run

An awesome addition for local play and online with friends is the custom move sets. Players will be able to take their favorite fighter and adjust how they are played. No specific details were released but from the footage shown it looks like speed and power can be tweaked.

Gone are the characters that change during battle due to a trigger. No more Zero Suit Samus after the Final Smash; those characters are all now selectable on their own. Samus, Sheik and Charizard have been confirmed.

Notably the most anticipated news was the inclusion of new characters. New to the franchise is Greninja, the final evolution of Froakie (Seriously, fire the guy who names Pokemon. He peaked with Jigglypuff) from Pokemon X and Y.

smash_greninja_1
A ninjas ass frog. I’m not sure how I feel about this.

Be sure to watch the full Nintendo Direct for all the motion picture goodness, and keep and eye out here for more news as it is released.

Check out the full detail list below:

 

“New Super Smash Bros. games are a major event for video game fans everywhere, and present an experience that only Nintendo can offer,” said Scott Moffitt, Nintendo of America’s executive vice president of Sales & Marketing. “Fans have two launches to look forward to this year, and they will want to get in plenty of practice with the Nintendo 3DS version so that they can be prepared for the launch of the Wii U game later in the year.”

To view the Nintendo Direct in its entirety, visit http://www.nintendo.com/nintendo-direct. Today’s announcements included:

-Launch windows: The Nintendo 3DS version of Super Smash Bros. is planned to launch this summer. The Wii U version of Super Smash Bros. is planned to launch in winter 2014.

 

Silky-smooth 3D: Most game-play elements of the Nintendo 3DS version of the game will run at 60 frames per second, all in stereoscopic 3D.

 

-“Smash Run”: Exclusive to the Nintendo 3DS version of the game is a new mode called “Smash Run.” In this mode, four players have five minutes to enter a dungeon and explore the surroundings, fight enemies and obtain power-ups to enhance their fighters. Once the five minutes are up, all four fighters enter a battle arena using their newly equipped items and power-ups. Enemies encountered in the Smash Run mode are from a wide range of game series. Multiple Nintendo 3DS systems and games are required for multiplayer modes.

 

-New challenger!: Greninja, the awesome final evolution of Froakie from Pokémon X and Pokémon Y, joins the roster as a playable character in Super Smash Bros. for both Wii U and Nintendo 3DS.

 

-Oldies but goodies: Many of the classic characters from past Super Smash Bros. games that are returning in Super Smash Bros. for Wii U and Nintendo 3DS have new powers and abilities. Four characters that have appeared in previous games, but had yet to be announced before this Nintendo Direct, include:

Zero Suit Samus: That’s right, Zero Suit Samus is back, but this time she is her own fully playable character, separate from suited Samus. In the new game, she is given jet boots to make her even more powerful.

Sheik: As with Zero Suit Samus, Sheik is another character that appeared in previous Super Smash Bros. games, but will be a unique playable character for the first time in the new Wii U and Nintendo 3DS games. Sheik has new moves like Burst Grenade and Bouncing Fish.

Yoshi: In previous games, Yoshi stood on two legs and hunched over, as if Mario were going to jump on top of him at any moment. This new version of Yoshi stands completely upright, making him an even stronger fighter.

Charizard: After appearing from a Poké Ball in Super Smash Bros. Melee and becoming playable by using Pokémon Trainer in Super Smash Bros. Brawl, this fire-breathing Pokémon is now a selectable character.

 

-Online play: Both the Wii U and Nintendo 3DS versions of Super Smash Bros. will offer online multiplayer game play with other players on the same platform. Players with broadband Internet access can battle it out with anyone else who is online and also has the game.

-When playing with random players online, two modes are available: “For Fun” and “For Glory.” In “For Glory,” only Final Destination stage variations are available. There are no platforms, elevated areas or items in this mode. It is a nice, clean battle between characters. In “For Fun,” all stages are picked randomly and all items and power-ups are available.

-When playing with friends, full customisation is available – players can set the rules, stages and items however they want.

 

-Variety of stages: While the cast of playable characters is the same in both versions of the new games, the stages where the battles take place are vastly different, depending on which system a player chooses. The Wii U stages are primarily based on past home console games, while the Nintendo 3DS stages draw from hand-held games for inspiration.

 

-Boss characters, such as the Yellow Devil in Dr. Wily’s Base, will make appearances in some stages. When bosses appear, fighters will have to battle the boss, as well as one another. The boss can even be used in strategic ways to damage other fighters.
-Almost all the stages in both versions of the game will have a “Final Destination form,” an alternate form of each stage that is inspired by the relatively simple layout of the much-loved Final Destination stage.

 

-Items, trophies and Pokémon: Items, assist trophies and Poké Balls all return in Super Smash Bros. for Wii U and Nintendo 3DS. New to the games are Master Balls, special Poké Balls that contain Legendary Pokémon like Arceus and Xerneas.

 

-Get connected: There will be elements in Super Smash Bros. that link both versions of the games. More details about this will be revealed at a later date.

 

-Custom moves: In a series first, players can now customise move sets when playing locally or online with friends. More information about this feature will be announced in the future.

Briefly: Back in June, the first trailer for a Pacific Rim mobile game debuted online. Today, Jukes Interactive released a teaser for an Xbox 360 version. I had no idea that Pacific Rim: The Video Game was anything but a mobile title, but apparently the game is set to hit both PS3 and Xbox 360 on July 12th!

Like most licensed games, Pacific Rim: The Video Game isn’t looking so hot at this point. I hope that the title has a lot of personality, because the graphics are terrible.

Take a look at the teaser below, and let us know if you’ll be picking it up!

This is a great movie tie-in.

Last night’s Conan had the hilarious host reviewing the new DC brawler, Injustice: Gods Among Us. The game released back in April, and has been garnering plenty of acclaim ever since. Fighting games, by nature, beg for DLC, and Injustice has had its fair share of it. Characters (Batgirl and Mortal Kombat‘s Scorpion so far), costume packs, and more have already been released, and last night’s Conan revealed the next character you’ll be adding to your roster: Zod.

No word yet on when Zod will be available, but seeing as Man of Steel is releasing today, I’d expect it to happen soon. The character looks like a formidable opponent, and sports a very cool finishing move, so it should please fans of both the character and game alike. Watch Conan’s review/reveal below, and let us know what you think!

Months after leaked images hit the internet, the first trailer for the upcoming Pacific Rim mobile game has made its way online. It’s a very quick look at the game, but coming from the same folks who did the Real Steel brawler, the final release should fare pretty well.

Take a look at the trailer below, and let us know what you think! Pacific Rim hits theatres on July 12th, and I’d assume that the game will release near there too.

When legions of monstrous creatures, known as Kaiju, started rising from the sea, a war began that would take millions of lives and consume humanity’s resources for years on end. To combat the giant Kaiju, a special type of weapon was devised: massive robots, called Jaegers, which are controlled simultaneously by two pilots whose minds are locked in a neural bridge. But even the Jaegers are proving nearly defenseless in the face of the relentless Kaiju. On the verge of defeat, the forces defending mankind have no choice but to turn to two unlikely heroes – a washed up former pilot (Charlie Hunnam) and an untested trainee (Rinko Kikuchi) – who are teamed to drive a legendary but seemingly obsolete Jaeger from the past. Together, they stand as mankind’s last hope against the mounting apocalypse.

Warner Bros. Interactive has just revealed the next piece of DLC for the wildly popular Injustice: Gods Among Us… and it isn’t a DC character at all.

NetherRealm studios, of course, was the developer of the renowned Mortal Kombat remake in 2011. The next character is pulled directly from that title, but with a cool new design by DC superstar Jim Lee: Scorpion.

Scorpion’s release date is currently unknown, but the character will retail for $4.99. Watch Jim Lee and Ed Boon introduce the character below, and let us know if you’ll be picking him up!

Last week, the second DLC character for the acclaimed Injustice: Gods Among Us was revealed to be Batgirl. Today, we got our first good look at just what she’s capable of, thanks to a cool new trailer from NetherRealm Studios.

I haven’t yet had a chance to pick up Injustice myself, but I’m really looking forward to the day I do. I’ve been thoroughly impressed by what I’ve played of the title, and if review scores are any indication, so is everyone else. I can’t wait to see what NetherRealm has in store for us with the game’s continued DLC.

Watch the Batgirl trailer below, and let us know how you’re liking the game!

Injustice is awesome. I was weary about the title for a long time (remember Mortal Kombat Vs. DC Universe?), but after finally getting a chance to play the demo and a few rounds of the full game, it’s safe to say that it’s a wonderful experience. It’s also an experience that is only going to get better with time, as NetherRealm has confirmed that there is plenty of DLC coming.

Last week, Lobo was announced as the first DLC character. NetherRealm revealed today via twitter that Batgirl is next. They released a single image (and she looks pretty damn cool), and her first gameplay trailer is set to drop next week.

Take a look at the image below, and let us know if you’re enjoying the game!

Today Sony announced that they are releasing a mash up fighting game called Playstation All-Stars Battle Royale.

The game will feature a bunch of your favorite characters from various Playstation titles and it will have them fight in various stages from the Playstation Universe.

Check out the introduction video below

Well this is definitely a SUPER collaboration of characters that lets you SMASH them around like old  BROTHERS. Do you think that Sony entering this MELEE of side scrolling fighting games is a good decisions? Will they survive the BRAWL of the critics?

Also. NINTENDO. 

There, I believe I got my subliminal messaging accross.

Of all of the movies I saw at SXSW, The Raid: Redemption got by far the best response (including Cabin in the Woods, a movie I loved). The movie, about an elite police squad’s real-time raid on a drug lord’s stronghold, is everything you would want in an action film: shoot outs, hand to hand combat, last minute rescues and some serious Metal Gear Solid-style stealth moments. I didn’t see one person in the SXSW screening that wasn’t losing their minds for this movie. It is a visceral, incredible experience that has really stayed with me. But you don’t have to just take my word for it. Brent Moore wrote up his review of the film last week.

Before the film’s U.S. release this weekend, The Raid: Redemption director Gareth Evans spoke with me over the phone about making the film, choreographing its amazing fight scenes and the difference between The Raid and his first film Merantau, a movie I discovered after having it recommended to me by Moriarty comic book writer Daniel Corey during an episode of Geekscape last year! This is what he had to say:

So tell me a little bit about how you got involved in the film. Where did you guys shoot it?

We shot it all in Indonesia. I’ve been living out there for about 4 years now. My wife is Indonesian Japanese. And basically what happened was, she got me a gig out there filming a documentary and that was sort of the starting point. That was the thing that got me introduced to Silat (the Indonesian traditional martial art featured in The Raid), and the traditions and the culture out there. It also got me introduced to Iko (Uwais), the star of the two films we’ve made so far.

And you made Merantau?

Yeah. I made Merantau as well. Yeah.

I discovered Merantau off of the recommendation of a friend of mine about 9 months ago and was totally blown away. Merantau’s phenomenal.

Thank you so much. I really appreciate that.

But there’s a huge design difference between the films. What were the differences between making Merantau and The Raid?

I think that when we made Merantau, a large part of it was the idea that we were trying to introduce a lot of new elements to it. I wanted introduce Silat. I wanted to introduce elements of Indonesian tradition and culture. And Iko was a new action star. So in Merantau we required a lot more for the audience to be patient before we got to the action sequences. Because of the design of the story, we couldn’t have Iko fight anyone within the first five minutes because it just wouldn’t make sense.

Right. He’d be beating up his own village.

Yeah. Exactly! So as a result of that, some people saw Merantau as having a much slower pace, which is true. After Merantau, we wanted to make a different film first, and this film was going to be a much bigger production. The finance situation in Indonesia for film was looking pretty shitty at the time so we couldn’t get the money at all. Every investor we talked to said they’d be willing to invest X amount but only if it was worth 50% of the budget. But that X amount was only ever worth 20% of what we needed for Merantau, for this other big film. And so after a year and a half of trying and failing to get that budget in place, I decided “well, let’s do something smaller. Let’s do something more controlled that we can bring in on a tighter budget.” And so that’s how The Raid came about. It was a Plan B. It was a backup project!

Wow.

And it was one of those things where I said from the beginning “okay, we’ve introduced Silat. We’ve introduced the culture. We’ve introduced the practices and the traditions. We’ve introduced Iko already. We don’t need to do all that again. So let’s do something that just comes out of the blocks really fast and aggressive and a movie that would be fun for me to make then and enjoyable to watch as well. It came out of that frustration of that year and a half of not doing anything and just wanting to come out and go crazy with something.

Well, the movie goes off like a rocket. I’m recommending it to the entire audience, and they’ve got to see it in theaters. I’ve never seen an audience respond in a theater like this. They went crazy that Sunday night at SXSW.

That was right up there with Toronto as far as reactions. It was just insane. I was so happy that the audience took to it as they did.

And the movie just forces you to get involved, even on a physical level. I found myself surprisingly shouting out at the screen. What I love about the style of this movie is that it is a guttural fight style and that you guys shot it and choreographed it in a way that really maximizes what the fighting is about.

What we decided to do was kind of use Merantau as a reference point of comparison. In Merantau, a lot of the fights in the early stages are kind of more playful, a bit more gentle, because Iko’s character is kind of this nice kid trying to evade the violence. He’s trying to avoid the fight. So he’ll knock someone to the floor and then run. He doesn’t want to injure them, but just escape from it. Whereas in The Raid the psychology is so different. Every situation in that building is kill or be killed. That sort of informed us as we were designing the fight scenes as to how we would design the violence aspect of the film.

Another thing we wanted to do is ground our fights in a sense of reality as well. We don’t want people to think that there’s too much style to it, even though the kills are kind of creative. But they feel like they come from a logical point. It was important not to go too overboard with stuff, you know? The only exaggeration is that the fights go on as long as they do, the idea that Mad Dog can take so many hits and slams to the head and not be dead yet. That’s the only thing that we stretched in terms of reality, was in the duration of the fights. But we wanted the audience to think that if they studied Silat for a long period of time that they’d be able to do those moves too. It’s not about acrobatics. It’s about skill in a real fight.

How much did you guys shoot in an apartment and how much of it was on a set?

We were in a set for about 85% of the film, so the corridors and all of the rooms and the atrium were all in a studio and then the drug lab and the stairwells are in a real building.

Did you guys just destroy everything that you built in the film?

We couldn’t afford to destroy everything! Because with the walls- when we built the corridor room, our budget was so low that after we shot the corridor room, that wood was used to build the atrium.

<laughs>

We were very eco-friendly filmmakers on this shoot!

What are some of the challenges of shooting in Indonesia?

For me it’s kind of hard to answer because the only stuff I’ve done outside of Indonesia has been very low budget, independent based. I guess the only thing I can really say is positives really. I don’t really have challenges there. I have a great crew that support me throughout. They work their ass off and are really committed to it because we do really long days and it was a long production as well on this film. And I guess if anything as a sort of comparison note, if I can say anything, is how different the film experience has been for me, because I’ve had to adjust and learn along the way because each production has been a bit of a learning curve for me.

So before I moved out to Indonesia I had this unreasonable idea of how long it would take to shoot something. Like I had an idea of “I can get through an X amount of scenes in one day”. I was used to working on low budget and just sort of powering through stuff. And then all of a sudden you’re on a film set and I’d gone from being on a low budget independent feature in the UK with 5 crew to suddenly being in Merantau and having 100 to 150 people a day. And so it’s a big step up and a big challenge as well. On Merantau I almost felt I had to brag my way through it each day and learn to be a filmmaker that way.

And what was the process of putting that first film together?

Basically we’d decided that we wanted to do something with Silat, we wanted to do something with Iko. That was our initial hitting off point. The guys were masters of Silat and the guys who worked on the choreography team, they were sick of the way that Silat was represented in television. In television it’s represented as if it’s kind of a joke. It’s guys who morph into panthers and shoot fireballs out of their ass.

Why is that?

It’s just been like that. It’s been like that for years. People just never saw potential in it for it to be a legit martial art for cinema. And so when we were pitching the idea for Merantau the first time around, and we were telling people we were doing a Silat film, everyone kind of laughed at it. No one really took it seriously. And so I said to the choreographers “look, we’re going to do this properly and we’re going to keep it grounded in reality and we’re going to reclaim Silat in the media.” And that’s kind of been the mission for the company. Beyond being commercially successful with our films, our goal, our mission statement, is to popularize Silat on an international level.

Do you practice it yourself?

Before the first film I did about 10 months of practice with Silat, just so that I could be involved with the choreography. I wanted to come to it with a certain degree of knowledge with it. I didn’t want to suggest certain movements or ideas that didn’t have anything to do with the martial arts that they were doing. I needed to come from a certain knowledge point. Since then I haven’t really had a chance to go back to it. But I’ve been picking up tricks and ideas from the guys from watching them design choreography for 2 to 3 films now.

And how do you go about piecing together the choreography for these fight scenes? Low angles. High angles. Moving camera. Because you do use the full extent of the space and the fight choreography. The economy of it is awesome.

The way that we approach it is that there’s 3 months- at the beginning, before we even start pre-production- there’s 3 months were it’s just me, Iko and Yayan- Yayan played Mad Dog. And it’s just the three of us in a room with a handi-cam and some crash mats and we design all of the fight scenes then. We go through it one scene at a time. And once we’re done designing it, we’ll shoot the whole thing as if we’re shooting the real film. So we’ll do like a video storyboard where we can get every angle and every edit in our head locked down. So then we know what’s required from the film. We know what it’s going to look like in the finished product. And the reason we do that is as a sort of safety net. So when we’re in production everybody knows what’s required of every single shot. And as we’re getting those shots in production we can drop them down into the edit timeline. We can gradually see the scene come together. If anything’s wrong with the edit- if any of the shots didn’t cut nicely- we’re still on location. We don’t have to pay for an extra day. We can just go in and get the shot and fix it. So it was more born out of necessity because we felt we were shooting nice long scenes of action cinema.

So all those things, like the movements of the shots, they are very specific to the action choreography. I don’t tend to shoot fight scenes where we shoot for coverage. We never do the wide masters and then the closeups and over shoulders. We never do it like that. We design every shot to be like a jigsaw piece so it’s that one specific shot that we use for the finished version of the film. It’s designed specifically for that one movement in the choreography. And so it gets to that point where we do take after take after take because we got to get that shot right from beginning, middle and end. It has to be exact. It’s a tough process but we feel as though it has a benefit in terms of presenting the action in a different way from what’s become the norm now.

The results show that the work is worth it. People were losing their minds watching this film. It really is something you should watch in a communal setting like a movie theater because everyone gets really invested. And I think that’s a credit to you guys building dynamic fights that have unique builds instead of the standard master shots of old Kung Fu movies where the audience watches the performers from an objective angle. You’re actually injecting us into the fights with the way you guys shoot them. You feel it when someone gets tossed out a window or thrown off a balcony.

Exactly! Yeah. I think people can relate to pain more than they can to other things so… yeah! <laughs>

Has Hollywood been calling you guys about doing something over here?

I’m looking to do the sequel in Indonesia first. That’s kind of my goal. The sequel is that movie that we couldn’t get the money for in the first place. That film has kind of become the sequel to The Raid now. Now whether I’m in a position to do that- I’m going to try and do that and that’s the priority. But after that? I’d be open to doing something in the U.S. But it’s gotta be the right project, the right timing and everything else. I’m not going to rush in to be plugged into some kind of franchise or anything. I want to take the decision on my own terms and make sure that they’d want me for the films that I’d make not just to fill some column space.

We look forward to it! When does The Raid come out in the States?

It comes out March 23rd in New York, LA, San Francisco, Chicago and Washington and then expands the following weeks.

I’m excited. I think everyone in our audience should see this movie. It’s just a real time, kick ass action film from the beginning. It’s just awesome.

Thank you so much!

The Raid: Redemption opens this weekend in select cities courtesy of Sony Pictures Classics and expands over the next few weeks. Check the official website for screenings. You’ve got to see this movie in a theater.

Sakura Samurai: Art of the Sword was a game I discovered on the eShop a couple of months back, and seeing the trailer for the game, it looked like a fantastic concept. A game inspired by Japanese legends in terms of story and design, a great battle system where evasive dodging and quick strikes are preferred over just a frontal assault, and an epic journey to rescue a goddess from captivity, Sakura Samurai looked to be another eShop classic, similar to my beloved Mighty Switch Force. When I finally got my teeth sunk in the game, I found it to be entertaining during intense moments and was content with its environments and overall aesthetics, but I was just generally underwhelmed by what Sakura Samurai had to offer.

Sakura Samurai starts off with a well-presented prologue. Back in the days of feudal Japan, there was a god who lives in the mountains, and his daughter was Princess Cherry Blossom, a beloved guardian of the land. One day, an unknown evil kidnapped her, and her lack of influence put the land in disorder, causing people to forget about her, save for one vigilant Kappa, who waits for a pure-hearted samurai to arrive and save the Princess.  When you arrive, your sword is enhanced with sakura essence in order to rescue the Princess and the kappa declares you the Sakura Samurai, sending you off on your quest.

It’s a basic story of a hero rescuing a princess, but it’s one that has a great presentation. The art style is cartoony and whimsical, creating an extremely vibrant land to traverse through along with well-designed characters to interact with. It is reminiscent of Okami with its overall aesthetic design, which is definitely refreshing.

While the aesthetics are great, the graphics themselves are not. I am aware that this is a downloadable title from the Nintendo eShop, but it looks like the graphics were rushed, as a few characters and many of the backgrounds have low-resolution textures, making them somewhat blurry. This is especially noticeable in the towns. On a final note, you’ll see similar environments in the regular stages since they reuse the few maps they made for fighting outside the boss dungeon, so be prepared for some familiar sights.

The music itself definitely sets the mood that you’re in Japan. It’s not particularly memorable in my opinion, and is essentially ambient, but it doesn’t break immersion and it does the job. Sound effects and voices definitely play a bigger role and it ties into the gameplay.

The combat is about reading your opponent’s movements, evading their attack at the last second and then striking when they’re open. When you evade properly, you earn precision points that you can sell for gold as well as build your sword meter. The more points you collect without getting hit or having your attack blocked, the more money you make, and when your sword meter is full, you can use a special attack that hits all enemies on screen for massive damage. Once you master reading the enemies’ tells, and go up against a larger group, that’s when the game gets really fun. There are regular swordsmen, spearmen, archers, ninjas, and samurai all out to get you, each with their own attack movements to read off of. As you advance on, you find more powerful versions of the same enemies. They do more damage and move faster, which forces you to speed up your reaction timing as well. You can also use items to heal yourself, distract an enemy, attack from a distance, or repair your sword if it gets dull from improperly planned attacks. Finally, when you beat a level for the first time, you get one half of a cherry blossom petal, which is essentially half a heart piece from Legend of Zelda.

While the battles are fun initially, the gameplay does get repetitive, mainly due to an ultimately limited amount of enemies as well as each enemy attacking one at a time. It is fun to defeat large groups of enemies, especially groups with different enemy types in the later levels, but even perfecting your evasion will wear out at some point. Also, you can enable free movement by holding X during battle, which means you can run. However, this means every single enemy will attack you simultaneously with no way to see how they’re attacking you. The combat system was clearly designed for one-on-one fights, which makes free movement entirely pointless.

There are 3 main parts to Sakura Samurai. There is the Map, which let you move between stages in that colorful overworld, the Field/Dungeon in which you fight enemies and advance to the next stage or boss and the Town. In the town, you can repair and upgrade your sword, buy items, go to the inn to heal and save your game, plus play mini-games. The mini-games involve you slicing a set number of fruit, whether perfectly in half or just slicing in general. You win gold if you wagered it or stamps that you can collect. The stamps, while not essential, can earn you extra items and unlock a more powerful special attack.

New towns gives you different mini games that offer more stamps than previous towns, though if you are patient and grind the 1st town’s mini-games, you can unlock the most powerful special attack within an hour of grinding. To highlight how easy it is to easily upgrade your character, I actually found a design flaw that gives you lots of gold. When you die, the kappa appears on a previously cleared level. By replaying that level, defeated enemies drop 5-7 pieces of gold, and there are usually 2 to 5 enemies in a single level at once. There is no penalty for dying either. (No lost items, gold, decreased sword level, or a different ending) Using this method, I got the most powerful special attack, maxed out my inventory, and upgraded my sword in under an hour. Thankfully, you can’t upgrade your sword to the maximum level in the 1st town, but it still made the early game MUCH easier which should have provided a decent challenge.

When you beat one of the bosses, you unlock a challenge mode in which you have to defeat a set number of enemies in a single run. There are 30, 50, and 100-enemy challenges to tackle, and the only benefit is to see how fast you can beat it. There is also the Rock Garden mode where, once per day, you can register the amount of steps you take with your 3DS to revive dead cherry blossom trees in your garden. There also aren’t any apparent benefits other than for its own sake, though it is nice to have an excuse to go walking. After you beat the main game, you unlock Expert Mode, which has you restart the game with no power-ups or inventory. Enemies deal twice the damage, you can’t increase your max health, and items are twice as expensive. Expert mode also has no benefit for playing other than bragging rights. This game might be worth replaying at least once, though when you finally beat it, you’ve seen everything Sakura Samurai has to offer, and for 7 dollars, that’s not a lot of value.

Sakura Samurai is not a bad game. It’ll run you between 2-5 hours if you stick to the main game without trying to upgrade your character, 10 hours if you want to beat the challenges, maximize your character and finish Expert Mode. It has a visual aesthetic that reminds me of Okami and I think that a combat system requiring precision and finesse to attack rather than brute force is definitely engaging. It was what led me to download the title to begin with. However, with the gameplay becoming much easier and repetitious as I played, the appeal quickly wore off. It never got frustrating or annoyingly bad, but it just became boring. For 7 dollars, I expected just a little more content or slightly more varied combat that would’ve made the game a solid buy, especially since it was shorter than I anticipated.  If you must get it, I would wait until it either drops down to at least 5 dollars, appears on the Club Nintendo website as a downloadable title, or if the eShop has a sale on their games.

I first met professional fighter Nate Quarry at ZomBCon 2010, when Nate was invited there to promote his new brand Zombie Cage Fighter. I was scheduled to host a panel with Nate about Zombie Cage Fighter and was told that he was a geek. After putting him in Google, I was convinved there was no way he was a geek.

A pro fighter since 2001, Nate has been many things over the years: a host, a public speaker, an athlete. He even had a zombie modeled after him in Left4Dead 2. But a geek? As we walked across the Seattle Center grounds to our conference room, I tried gauging just how big of a geek he was and whether or not ZCF was something he cared about or if he was just one in a long line of non-geeks looking to cash in on the zombie craze.

By the time we reached our conference room, I was not only convinced that Nate doesn’t do anything if he doesn’t care about it 100%, but also that, in many ways, he was a bigger geek than myself (and not just in physical size). Nate, Walton and I spent the rest of that weekend in Seattle hanging around the convention, talking zombies and becoming friends.

Tonight, Nate embarks on his latest endeavor, as one of the hosts of Spike TV’s MMA Uncensored Live, a live mixed martial arts news show featuring expert analysis, interviews, in-depth features, highlights, and an immersive social media experience. As busy as he is with the show’s premiere, Nate still took the time to talk to me a bit about the show, his path to where he is now, being a geek and Steven Seagal.

 

Nate, tell me about MMA Uncensored Live. Really, what kind of geek will watch this show?

My show is 3 guys sitting around talking about fighting. Take away the cameras and it’s basically the hardcore fans sitting around bs-ing about the upcoming fights and the state of MMA in general.

The geeks that watch this show are going to be the MMA geeks. Yes, I said it. The personality of an MMA geek is exactly the same as a comic geek. “When did Couture fight Belfort for the first time?” I have no idea but the MMA geek does. I just know Randy won. “Who wrote Hulk 181?” I have no idea but it was the first full appearance of Wolverine.

It’s the exact same personality, just the passion is different. Me, I love them both. I fell in love with comics because I needed heroes in my life. Then MMA showed me that you don’t have to be a victim. You can stand up for yourself and maybe one day someone will look at you in the same way that people look at the comic heroes. They see a man doing amazing things and it raises their own understanding of what’s possible for a human being.

What’s the most exciting aspect of being a part of it?

The most exciting part is that it’s live! One screw up and it’s online forever. I have to learn who fought who in what show. Stuff I’m not good at… How long ’til I screw up? Probably within 2 minutes of the first show.

Nate Quarry, Craig Carton and Mike Straka – The Cast of Spike’s MMA Uncensored Live

You’re a hardcore geek. I’m one of those geeks that’s pretty skeptical of people who call themselves geeks but you proved it almost right off the bat when you stumped me on some quote you said as we were crossing the street in Seattle. Do you remember what it was?

I don’t remember but I’m sure it was something awesome. From The Big Lebowski to Star Wars, I know them all. (Pretty sure it was Big Lebowski).

Also, is the replica Thor hammer still in your attic or have you brought it down where it belongs, in the living room, for everyone to see?

Haven’t brought The Hammer down yet.

Is that the geekiest thing you own?

I have much geek paraphernalia. From the life size Thor hammer to the Factory X Captain America shield. A crappy copy of X-Men #1 GDC graded. A nearly complete collection of The Incredible Hulk. No, I don’t have the first six issues. If you really want to know the geekiest thing I have I’d have to say a magazine. Not my nearly complete collection of original Star Wars action figures with their accessories. A magazine that lists every possible original Star Wars action figures that I have gone through, in my adult years, and X-ed out every figure and the accessory that I have and circled the ones I don’t have. Some day I will complete the collection and have it on display. But not ’til I’m in a serious relationship… I don’t need to scare her off before she’s committed.

Valve made you a zombie in Left 4 Dead 2. How did that even come about?

I’m friends with one of the owners, Ken Birdwell, and when I wasn’t put in the first UFC game he said he’d put me in his game as a zombie. Pretty damn cool, I must say.

What were you a fan of growing up? Specific comics? Movies? Shows? Games? What were the top things?

Comics were my passion. I read the Donald Duck ones as a kid but when I was 13 that’s when I discovered the X-Men. Every day I’d stop by 7-11 on my way home from school and look at the comics. One day they had a new book, X-Factor. But it was a whopping $1.25! I couldn’t afford that, so I hid it in a Pee Chee folder and every day I stop by to make sure it was still there.

Finally, after several weeks, I had saved up the money and was able to buy it. I ran home and I still remember laying on the carpet in my room reading it. The story just blew me away. I was hooked from then on.

Star Wars was my favorite of all time. My action figures were my friends and I’d pretend I was there interacting with them going on adventures. I didn’t have many friends being raised a Jehovah’s Witness. I wasn’t allowed to have kids from school over so I spent most of my childhood alone in my own dreamland. I could escape into the science fiction world.

I bought the first NES with my strawberry picking money. It was $120 and I went halfsies on it with my brother. I think I was 12 and he was 21. I had to loan him the $60 which took him about 9 months to pay me back. Even as a kid I was the driving force in my family with my work ethic. When I bought The Legend of Zelda with its gold case, you knew it was something special. I bought it on a Friday and I figured over the next three days I played about 22 hours. I was obsessed. I wasn’t allowed to play sports so this is where I could try to accomplish something. Super Mario Bros still has to be one of the greatest games of all time. I just downloaded it on my Wii. To warp or not to warp? That is the question…

You told me a story about a guy you ran into years later who used to pick on you in school. He was now claiming he was always your friend. Am I remembering this story right? How did it go?

He came up to me in a bar and we were bs-ing about things. This was a couple years after I had started fighting. And he knew it. He started to annoy me, nothing in particular, just being a dick. I had a buddy sitting there listening to our conversation. I look at this guy and say, “You know what? I seem to recall you gave me a pretty hard time when we were kids.” He says, “Uh… no I didn’t. That wasn’t me…” Me as I look him straight in the eye, “No. That was you and I don’t think I cared for it.” To this he just about whimpers/screams “That wasn’t me!” and is gone like a shot to the other end of the bar. I wasn’t going to hurt him. But that’s not what bullies necessarily do. They try to belittle you and take away your self respect. It was nice to turn the tables on him.

Were you picked on in school? Was it for being a geek or geek things?

It was for me being a nerd.

Did that lead you to what you’re doing now or play a part?

I was raised in a cult who wasn’t allowed to do sports. I couldn’t participate in any holiday celebrations nor could I go to kids parties or anything like that. It didn’t help that I was bone skinny with clothes bought at garage sales with big thick glasses and hair parted down the middle. When I started fighting it was me taking control of my life and building my self esteem by standing up for myself and not playing the role of a victim.

What advice would you give someone who’s possibly getting picked on in school? What do you wish you had known back then?

That school is in reality a tiny part of your life. Whatever you enjoy doing there are millions of others that like the same thing. Find those groups whether they be local or online.

Someone can’t belittle you unless you give them that power. The opposite of love isn’t hate. It’s indifference. I remember a girl coming up to me out of no where and saying, “I don’t like you.” At the time it bothered me because I didn’t have self confidence. If she came up to me now I just wouldn’t care. Who I am isn’t dictated on other people’s opinions of me. I am who I am and if you don’t like it you can go <bleep> yourself. If you do like who I am, cool.

Whether you’re gay, a nerd, a geek, whatever your flavor is, believe in yourself. Because if you don’t, no one will. There’s enough people in the world that will try to tear you down you don’t need to help them.


Let’s talk about Zombie Cage Fighter. I thought you were nuts the first time I saw you in makeup, but like when you saw Super Action Man this past summer at San Diego, it was proof that we’re going all in as creators.

That’s funny because when I saw you as Super Action Man I thought YOU were nuts but for me being dressed as a zombie, well, that made perfect sense to me. It’s all about how far you’re willing to go to follow your dreams. For me it meant quitting my job of over ten years to become a full time fighter when the most I’d ever made was about $500 for a fight. I’d rather go all in then wonder what if on my death bed.

Where’d the idea for it come from?

I don’t know where the idea came from. It just made sense to me. How would you beat a zombie? It’s just a mechanical being that likes to bite. Break down the mechanism and beware the teeth.

How’s the brand building and what’s the goal of it? What kinds of things would you like ZCF to have a hand in? Comics? Movies? More merch?

ZCF right now is mostly shirts. I have my screenplay finished and have had an offer from Hollywood to make the movie. It’s a solid story. But the offer was crap so I passed. Now I’m hoping to have an animated series on Spike. I may even launch the next phase at the SDCC this year. Have a full comic book to launch with Spike Tv’s first presence there. It’s all a rich tapestry.

What’s your beef with Steven Seagal, you know, besides the fact that he’s no Jean Claude Van Damme?

Everyone that I know that’s worked with him just says he’s a blowhard. And he proves it after fights where he runs to the camera to take credit for other people’s wins. And when someone doesn’t care who he is, like Jon Jones, after he fights, and WINS, Seagal is right there saying how bad Jones looked and how much he could help him.

Cool. You’re literally that great, come into my world. We’ll line you up a fight. Since you’re so good you should be able to walk through the competition. It’s just a fight after all. That’s what I love about this sport. Think you’re great? Then shut up and prove it. I’ve been in the game a long time and do certain things very well. But you’re not going to see me taking credit for helping a fighter or mocking a fighter for not doing what I do well and believe me, there have been opportunities for both.

I wish you’d let me post those before and after pictures from your nose being broken and it looked like you’d turned into Margaret Cho. This isn’t a question. I just want to see if you’d let me post those before and after photos.

We’ll see…

 

MMA Uncensored Live premieres tonight (Thursday the 23rd) at 11PM/10 Central on Spike TV. Check it out and maybe we’ll get a look at those horrifying photos one day!