Let me just start out by saying that this movie is cool. Cool in every aspect. From shot selection, fight choreography to a brilliant 80’s soundtrack sprinkled on top. Hell, even all the iced vodka in this Berlin Wall-era film look super cool and inviting. This film oozes with personality.

I have to admit something to you. I really love action films. So read on if you want to see how much I loved this particular action film.

Even though this movie doesn’t subscribe to one kind of fighting style, it’s very reminiscent of John Wick. You may already know this, but one half of the John Wick directing team was responsible for Atomic Blonde. David Leitch did a fantastic job at capturing some brilliant fights.

A great moment from one of the many great fights in this film.

That said, there were many talking head moments that looked so beautiful. So many of the non-action shots were well composed too. I found myself interested in all the exposition of the film, and have been reliving some of these scenes in my head for days on end. However, I must also mention that while there are some great moments of dialogue, the plot can come off thin.

Quick plot run down for the two of you that don’t already know it. Lorraine (Charlize Theron) is an MI6 agent who is sent on a mission to Berlin 10 days or so before the fall of the Berlin Wall. She is to retrieve a micro film with all of the active agents on it while also uncovering a spy in her ranks. Typical action movie set up, yet I can’t help but feel like the approach is so well done that it keeps the standard plot interesting. Sure there are some great twists, but ultimately many of you just wanna see Charlize kick everyone’s ass and drink vodka, am I right?

Lighting in this movie was awesome.

Charlize Theron shines in this one. Let’s be real, she is great in like every movie post Aeon Flux. I like to think that she stopped giving a shit after Monster. By that I mean she has sought out projects that interest her. She seems to not care about what the media/industry thinks of her and goes after passion projects. Atomic Blonde has been in the works for many years now. You should check out the graphic novel it is based on. “The Coldest City” was written by Antony Johnston and drawn by Sam Hart. The film diverges from the comic in various ways. It doesn’t matter since the film retains key elements while building on an already interesting concept.

Knowing that adds a whole extra level of greatness to her character in this film. The passion and want to make this movie. It translates into a really compelling character. In the role, Charlize brings little nuances to a character that balances between being a brawler, espionage expert and a top notch lover.

She does all of this way better than Bond, Bourne, Hunt. Or any of those other spy-bitches now that I’m thinking about it.

Charlize is surrounded by an amazing supporting cast. John Goodman, Toby Jones and James McAvoy all kill it in their respective parts. Young Professor X here is basically playing his crooked cop character from Filth. But it doesn’t matter, he seems to be having so much fun in this role.

Percival (McAvoy) wears this expression for most of his screen time. And it’s great.

Sofia Boutella rounds out the cast as the only other female character. Yes she does have a pretty hot sex scene with Charlize. She’s a great actress. However, her character doesn’t do too much at advancing the story besides one moment in a bar. I have to give props to the location management team. There were so many great locations in this film. Berlin felt like the city equivalent of McAvoy’s grimy character. I haven’t seen much art dedicated to the fall of the Wall. This film really drew me in to the event in a very respectful way.

Just walkin around Berlin, looking cool.

In a Summer of great female representation, it’s a shame that more actresses aren’t in this film. That said, this movie is set in the 80’s spy world. I don’t know much about that profession aside from what we see in movies and on TV, yet I have to imagine operatives back then were more male than female.

Easily the most bad ass scene in the film is a fight on and around a stair case in a dilapidated apartment building. It’s a really well stitched together one shot that has so many moments where you see Charlize actually punching and kicking. Try and find the scene stitches. It’s not easy, that is how well this scene is composed. It’s such an intimate and surprising brawl that I like to think people will be talking about it for years to come. Several of the trailers show portions of this scene. However you really need to see this on a big screen so you can appreciate this moment in all it’s glory.

If you like action movies and are ok with a relatively thin plot…you’re going to love this movie. I want to hear what you guys think in the comments below. Let me know what you think of the film or maybe chime in with other great bad ass females in cinema.

Full disclosure, Universal Pictures and Focus Features hosted a pre party at Horton Plaza before the movie. I was given the Atomic Blonde Soundtrack on Cassette, food, drinks and a blonde wig with glasses.

These girls were great. There were a bunch of them.
Some great SWAG. Also a Walton cameo!
I decided to cosplay as Lorraine. I pull it off right?

Despite all of the pomp and circumstance of that event, I still would have loved that movie. I have since seen it a second time and enjoyed it all the same. See it in the theaters though. You really need to hear the bad ass sound design and soundtrack.

With as many properties that have developed card games over the years, it was only a matter of time before Final Fantasy got in on the action. With decades worth of characters, creatures and lore to pull from, it seems natural that players would want to gather their favorite heroes and do battle with fancy, glossy decks. At the Square-Enix booth at San Diego Comic Con, the company offered demos to new players who wanted to see how well the game translated to the TCG format. Not being one to shy away from a new card game, I took the time to see what kind of spells I could conjure the heroes from Final Fantasy IX.

Each player starts with a deck of exactly 50 cards made up primarily of Forward and Backup characters. Forward characters are your main line of defense, taking the front of the field as they use their abilities and strength to fight off the opposing deck. Except for the first turn, players can summon as many characters as they want as long as they have the CP for it. This number, which is at the top-left of every card, shows you how much you need to pay, as well as which element it needs to belong to. The exception to this rule are Light and Dark cards, which can use any element.  CP is gained by either dulling, (the FF equivalent to tapping), or discarding cards from your hand to gain 1 or 2 CP respectively. From there, your line of defense is set.

Fortunately, unless the character has the Haste ability, each new summon suffers from summoning sickness, which is TCG speak for not being able to act on the turn they’re summoned. When they can act, you have the option to either defend, which subtracts from their HP for that turn only, or take the damage, which results in you taking one damage point. The first player to deal seven points of damage wins, but each time a player takes damage, they get to draw one of seven damage cards that they set aside at the beginning of the match. If that card has an EX Burst ability however, they can trigger that move immediately without cost, potentially turning the tide of a game. Even when you see an opening, you might want to be careful about attacking with your whole party. Each Forward that attacks becomes dulled, meaning they can’t act until their next turn. So if you attack with everyone you have, that means you won’t have any way to defend yourself if the opponent mounts a comeback.

Aside from the main characters, Summons are one time use characters that disappear after being brought on the field to use their powerful abilities. Most Backup characters feature the DS remake versions of the Onion Knights from Final Fantasy III filling the roles of generic jobs like Monks, Thieves and Mages, with their own abilities to trigger if not being tapped for CP. This helped make every card feel special, even the ones that might serve as fodder for your Forwards. Speaking of special, although the cards that I’ve seen break away from conventional TCG thinking by having no holographic versions, each one uses thick, glossy paper with some of the most iconic art from the series taken from the games.

In my brief time with the game, the only major concern I have is the flexibility allowed to customize your decks. In the game that I played, many of the Final Fantasy IX characters relied on each other to get stronger. For example, Stiener’s strength increased depending on how many IX characters fought alongside him, while Zidane had a similar skill. In other words, they would be far less effective if paired with a mixed deck. I hope that the booster packs allow for more flexibility than I’m seeing here, but either way, the game was a blast to play.

I’m looking forward to seeing the game’s growth in North America and seeing what the cards can do once we have all of the expansions. For now, I’ll just wait patiently for a Final Fantasy VI deck and dream of the day I can clean house with Celes. Do you have room in your binder for the Square Enix’s card game? Share your thoughts with us below!

In our first Adventurer Log, Cheres Highwind was reintroduced to the world of Eorzea after a long time away from the warring world. With a sudden burst of strength and a new land to discover as her fight against The Garlean Empire, we took the time to get the hang of our new abilities, finding some useful new skills in the transition from level 50 to 60. With the kinks out of the way, it was time to fully explore the continent of Othard, starting with the rebel encampment where most of our allies find themselves putting together a plan of attack.

Lyse, or as I knew her, Yda, led us to the hidden locale after catching me up to the trials and tribulations she faced up to this point. Having missed the fight against Ultima Weapon and the battle at the Singularity Reactor in Heavensward’s conclusion, I was surprised to learn that Papalymo, her Lalafell companion, had been killed in the previous conflict, losing a valuable ally in the process. Once we arrived at the village, we were greeted by Conrad, the leader of the rebel encampment. Here, I was given the tour of the facility while I was given new armor in the process. Finally wearing gear suitable for a powerful Dragoon, it was time to take the fight to the Garleans with the rebels at our back.

Stylin’ and Profilin’

Only, it wouldn’t be that simple. Conrad explains that despite being a group of rebels, each section is splintered with their own leadership. Fighting at full power meant we would have to go around and convince the other sects to join our cause, many of which might not be too keen on the idea considering how many losses they took in the previous conflict. That’s not to say that we were lacking when it came to allies, since we were asked to assist a few old friends with some tasks. M’naago and Meffrie both needed our help, but deciding to follow M’naago first, (mostly because of the promise of more armor), we left to track down Raubahn, The Bull of Ala Mhigo.

But not before we ran into a herd of Ixion that jumped uncontrollably at the request of their riders. Clearly some adventurers weren’t taking this threat as seriously as others.

Sometimes you need to just shrug and move on.

After assisting some travelers with an escort FATE by helping fight off some fearsome new monsters, we got into our first clash with the Garleans. Thanks to ambushing them before they realized we were at their throats, we made quick work of their solders and their newest Magitek gear. Once we arrived, Raubahn was happy to join the fight, yet his companion, Pipin, was the first to hesitate in the way Conrad warned us. Due to our heavy losses, the Lalafell argued that we need to focus on rebuilding hope before we could clash with the full might of The Empire. Many of the people didn’t feel like we had a chance, so we needed to prove that they could be beaten before they could realistically rally at our side. How will we accomplish that? That will be a story for another day.

Next time, we’ll tackle this problem, as well as learning the new Samurai job. A new region calls for some new combat skills, so what better way to do that than by learning the ancient Eastern art of combat? We might get some cool new clothes out of it in the process!

So until next time, feel free to share your names with us in the comments and join in on the adventure!

If you grew up on VIZ Media’s Shojo Beat magazine, odds are good that you read Matsuri Hino’s Vampire Knight. The manga continued long after the magazine ended its publication and fans will soon have the chance to read the sequel, Vampire Knight Memories.

Vampire Knight Memories © Matsuri Hino 2016/HAKUSENSHA, Inc.

The first volume switches between different periods in time frequently and changes up which main characters are in focus several times. The beginning of the book does not address the first series’ vampiric heroine, Yuki, as one might expect but her human friend, Sayori. We see snippets of her past relationship with Yuki but the main focus is on her blossoming love for the vampire Hanabusa. After that storyline, the spotlight is then granted to Yuki. I felt like hers was the shortest of the plots in this volume, which seemed a little odd given that she was on the cover. Yuki’s story then transitions to that of her children and Kaname, the vampire-now-turned-human.

Vampire Knight Memories © Matsuri Hino 2016/HAKUSENSHA, Inc.

Vampire Knight Memories does a good job of being true to its roots. It contains the haunting, melancholy tones that one might anticipate with a vampire-based series, interspersed with more energetic or emotionally-charged scenes (see the panel directly above for an example).

Vampire Knight Memories © Matsuri Hino 2016/HAKUSENSHA, Inc.

You need to finish the original series to have the full experience from Vampire Knight Memories. The beginning of the manga has a very quick summary of the important points but if that is all you have to go on, it will leave you feeling like you are missing something. However, I think it is fine that it is written this way. I doubt that people buying this book haven’t read through the Vampire Knight series cover-to-cover.

Vampire Knight Memories, Volume 1, is a little hard to grade because of its sequel status. In the situation in which you have read the previous series and know the backstory, I would give it a 4.5 out of 5. Fans will love to learn more about their favorite characters and see what has been going on since that final page of Vampire Knight.

If you are diving into this volume with no background knowledge whatsoever (which I don’t recommend), I would have to grade it a 1 out of 5. There simply is too much backstory that is incorporated into the plot (as it should be) for a new reader to understand what is going on entirely. Just start with the original series first and you will be much happier when you get to this volume. Trust me.

[This review is based on a sample provided by VIZ Media. All opinions are my own.]

Back in 2013, you couldn’t pull me away from Final Fantasy XIV. When a group of my friends and I decided to give the recently revamped MMORPG a shot, our band of adventurers were quickly absorbed in the seemingly endless amount of quests to complete, jobs to learn and enemies to slay. Late into the year however, life got in the way, leading us each to drop off until our group essentially disbanded, leading us to adventure on our own sporadically whenever a chance to play would pop up.

Cheres Highwind: Last seen cosplaying a legendary summoner.

My story was led by Cheres Highwind, a Lancer and eventual Dragoon who would call the region of Gridania her home. Shortly after her battle with Ifrit, she all but disappeared outside of some occasional sightings during The Great Yo-kai Hunt of 2016.  With the latest expansion, Stormblood, arriving for the denizens of Eorzea to explore, now seemed as good of a time as any for Cheres to make her big return. But with a new land to explore, a sudden surge of power, and no allies to call her own, this second great adventure is already proving to be quite the learning experienced for our once seasoned warrior.

Taking the trip Ala Mhigo presented such a contrast compared to the lands I had been used to traveling, presenting a much more lush, vibrant territory. The beauty of the scenery quickly became the backdrop to a few warm up battles as I explored the new area. After checking in with Lyse before gathering with the rest of the heroes, I was free to do what I wanted. Little did I know that even the enemies at my level were giving me trouble. If I wanted to survive, I knew I’d need to get acquainted with my new abilities.

The warriors gather as I earn the easiest game completion trophy I’ve ever unlocked.

Using a special potion to get me caught up in strength had one disadvantage. Jumping straight from level 50 to 60 meant I had a wealth of new abilities that I was completely unfamiliar with. Yet, I still needed to master them if I wanted to stand up against the Aliance’s latest threat. Using the same old combos from that Ifrit fight weren’t going to cut it this deep into Eorzea, so it was time to play with the strongest abilities a Dragoon can master up to that point. Primarily, the Blood of the Dragon ability not only increased the strength of the trademark Jump attack, but it gave me the ability to expand on existing combos with two new abilities. Both Fang and Claw and Wheeling Thrust managed to deal extra damage while extending t he duration of Blood of the Dragon, allowing me to deal more damage for longer. Finally, Geirskogul, which can only be used with Blood of the Dragon in effect, causes huge damage to enemies in a straight line at the expense of 10 seconds from the BotD meter. If nothing else, I got a cool blue dragon aura and some new armor to show off my growth!

With the rust worn off, it was time to dive into Stormblood. Make sure to check in next time to find what a full fledged Dragoon can do. If anyone is on the Cactuar server, feel free to share your names in the comments and be part of Cheres’ continued adventures!

It’s finally here!

It’s no secret that I’ve been beyond excited for Perception since its original announcement all the way back in May of 2015.

I’ve hung onto every word from The Deep End Games — boring listeners of Geekscape Games with my limitless excitement for the mysterious project, and flooding Geekscape’s front page with each image, trailer, and tidbit of information that the developers trickled down the pipeline. Perception has had one of the most detailed, involved Kickstarter campaigns that I’ve ever seen, and it’s been an absolute joy to follow in its development.

The game is the very first release from The Deep End Games, a team compromised largely of ex Irrational Games developers, who just happened to create what may be my favourite video game series ever, BioShock

Rather than attempting to craft something similar to that famed series after Irrational’s untimely closure, Perception tries to do something that I’ve never seen before. It’s not underwater (or in the sky), and you don’t have a variety of guns, cool powers, or weird creepy bodily enhancements. In fact, the character you play as can’t even see


Yep, you’ll play as Cassie, who’s been blind since birth, and has decided to finally solve the mystery of the hauntingly real, recurring nightmares that she’s been experiencing. 

This blindness makes for some of the most interesting visuals in a video game that I’ve seen in quite some time. As you explore the mammoth residence at Echo Bluff, the world you see will be predominantly pitch black. Cassie uses a form of echolocation to temporarily see her surroundings — walking will moderately light up the area right around her, while tapping her cane to make a louder noise will briefly show you more of your immediate surroundings. Things like doors will be marked in a different color (to give you an idea of where you could go next) and there’s even a button to force your perspective to the next objective, making it a little tougher to get too, too lost in the darkness. 

The visuals reminded me of the incredible documentary Notes on Blindness (which should be experienced in VR, if at all possible) in which a sighted author and theologian, John Hull, recorded his experiences and changing perception of the world as he slowly lost his sight. In the documentary, as in Perception, the world around you all but disappears unless audio is being produced. In the game this could be a squeaky pipe, a dripping tap, or an open window down the hall, or more menacingly, a door swinging open or slamming shut, or footsteps that aren’t yours when you’re supposed to be the only one in the house. There are also creepy whispers all the time and I just want them to stop.

Naturally, in a game that can often feature pretty minimal visuals, audio is incredibly important. Every piece of audio in Perception, from Angela Morris’ performance as Cassie, to composer Jim Bonney’s haunting score, to the makes-me-jump-every-single-time sounds that the old mansion makes adds to the game’s impressive presentation. In a game that can’t overly rely on jump scares (it certainly contains some, but they’re pretty minimal as you often wouldn’t be able to see what’s jumping out at you), more often than not it was what I was hearing that was making me uncomfortable, rather than what I was seeing.


Did I mention how scary this game can be? I feel like I’m usually moderately good at being able to handle horror titles, but Perception is a game that really invokes the feeling that what you can’t see is often scarier than what you can, and this led me to taking a tension break much more frequently than I’d care to admit.

Perception takes place over four chapters, each during a separate era in the Echo Bluff mansion’s existence. The house itself feels markedly different between chapters, and through each section of the game you’ll learn about the sordid lives of the home’s previous inhabitants. Sure, at some points the game can feel like a very dark walking simulator (think Gone Home), but it’s in the exploration of the house and in learning about its past inhabitants that Perception truly shines. The tales told in each of the chapters are incredibly interesting, and at the game’s closure I simply wanted to know what other tales the Echo Bluff mansion had to tell.

The name of the game is exploration and discovery (and an interesting as hell plot that I would definitely watch a movie based on), but you wouldn’t truly be able to label Perception as a horror title if there wasn’t some sort of threat. The threat here is simply known as The Presence; a dark, hooded, clawed figure that is not happy that you’re exploring the house, and that will simply kill you if it’s able to locate you. You’ll alert The Presence by making too much noise, like sprinting too much, or tapping your cane too frequently. This makes for an interesting mechanic – do you tap your cane in order to better ‘see’ your surroundings? Or do you wander around in the ‘dark’ in order to keep The Presence away?

You’ll get through Perception in about four or five hours. Over this time, you’ll get to know the house, its previous inhabitants (and their often terrible fates), and most importantly, Cassie. The Deep End Games has created a truly memorable character in its sightless heroine, and as striking as the rest of the game can be, learning about her thoughts and feelings, friends and family (Cassie has a surprisingly full phone full of messages for you to explore) is by and large the very best part of this memorable journey.
Perception scores a creepy 4/5, and is available for PS4, Xbox One, and PC.

tl;dr

+ Amazing presentation

+ Extremly interesting plot

+ Cassie

– Sometimes I got lost

– Not challenging enough

Fire Emblem Gaiden was seen as the black sheep of the Fire Emblem series. Released on the NES exclusively in Japan, Gaiden followed the examples of other early Nintendo sequels like Zelda IISuper Mario Bros. 2 and Metroid II: Return of Samus by being so drastically different from its predecessor that it became generally shunned by those who played it. By adding towns, extra battles within dungeons, two protagonists with two different armies, and the ability to level grind rather than needing to strategically fight story battles evenly amongst your troops, many felt like Gaiden lost its edge with these new inclusions. But in a post Awakening world where making the series more accessible has led the once fledgling franchise to become one of Nintendo’s most profitable series’ someone at Intelligent Systems thought it was a good idea to bring Gaiden back in the form of Fire Emblem Echoes: Shadows of Valentia, a full remake for the 3DS. While it does lose some of the charm that made Awakening and Fates international hits, the once controversial changes add so much to the game that I’m comfortable in saying that Alm and Celica’s adventure overtakes its predecessors to become the best Fire Emblem game on Nintendo’s handheld.

Celica, my heart.

Rather than focus on one protagonist, Echoes splits the story amongst its two leads, Alm and Celica. These childhood friends become separated by mysterious circumstances, growing up in separate parts of the land as Alm continues his training as a swordsman and Celica grows to become a powerful priestess. However, fate calls for them to be reunited when an evil empire attempts to take over Valentia, forcing Alm to take up arms and defend the kingdom as Celica investigates the apparent disappearance of the goddess Mila. But as their paths intersect, the pair may not stay on the same side of the conflict.

From the opening moments teasing a shocking death as soon as you hit the start button, Echoes sucked me in immediately with its connection between its two main characters to the point of making me tear up within the first ten seconds. Staying true to its original format, the game removed the dating simulation aspects found in the other 3DS entries and replaced them with defined relationships between the cast. This might be disappointing for those who enjoyed putting their own relationships together, but the result is a much more focused set of interactions between most of the characters. Fighting alongside certain teammates will give you brief interactions between them, giving you a bit more insight into what their motivations are. Most character exposition however, is found when exploring towns, which acts as a type of investigation mode found in games like Phoenix Wright. Aside from discovering side missions from the townsfolk or usable items to help you on your journey, speaking to party members gives them deeper backstories than the somewhat trope ridden characters in Fates or Awakening. Unfortunately, this also means that the interactions are much fewer, since only characters relevant to each other’s stories can speak with each other, rather than everyone having the potential to explore their relationship. Even then, the dialogue on the battlefield can often be short to the point of being useless. It’s not perfect, but in the end, the result is tighter, more meaningful storytelling.

Alm charges into battle as the game shows off its new art style.

Despite these changes, the core game play is generally the same, but with some bold tweeks that change how battles need to be approached. The game still uses a grid based turn based strategy format, where certain types of units have strengths and weaknesses to others in a type of  feudal rock-paper-scissors. Except the weapons triangle has been done away with, performing like a more traditional RPG where stats are king. Weapons and spell books don’t break anymore, and instead have an unlimited amount of uses. Sticking with the same weapon type over time will unlock more skills, allowing you to use Arts on command at the cost of some HP. Most games in the series make these special abilities random as you battle, but allowing us to use them at will was balanced out by making them much weaker than what we’ve come to expect from our armies’ strongest attacks. I found them to be less beneficial than just using regular attacks in most cases, essentially rendering them useless.

The biggest change in combat however, has to be how mages are handled. Rather than losing their spells over time, casting spells now costs HP, making an already fragile character type even more susceptible to being killed on the battlefield after a bad move. Thankfully, they come off as much more powerful than normal in most cases, which makes using them a high risk, high reward type of unit. But if this isn’t your style, Alm’s side of the army allows you to customize your first few units any way you want. You’ll just want to be careful and avoid creating weaknesses in your composition, since these choices will follow you through the rest of the game.

Once you have your armies in order, you’ll have numerous opportunities to put them to the test. Lengthy story battles, optional battles on the map, and full 3D dungeons for you to explore each give you opportunities to raise the strength of your soldiers. Dungeons in particular add a few unique mechanics, allowing you to attack enemies on the field in real time, destroy objects for hidden silver, (which never gets old), and a fatigue system where fighting multiple battles without leaving leads to your characters to slowly dip in strength. These areas were the highlight of Echoes’, giving us something new to do in between the constant battles. Hidden items, well springs that let you raise particular stats, and side quests that lead to some powerful gear make you want to explore every inch of these dungeons, giving you the opportunity to get stronger while you’re at it.

Celica summoning her flame to explore is one of my favorite animations.

Which is why story battles can have severe spikes in difficulty, which is one of the game’s most glaring faults. I’ve said it before in other games, but there’s little more frustrating than being able to steamroll one army, then get completely destroyed by the next one. Echoes can be especially bad at this, where at times, a single boss unit can wipe out your whole team right after they mopped the floor with his cronies. Using the ability to level grind as a type of crutch makes moments like these a chore to get through, especially when you’re anxious to see the next page in the story turn as opposed to fighting pointless battles for a few hours before you can advance. Not to mention that the dreaded random stat boosts return with a vengeance, meaning your characters can be rewarded for that hard work with next to no benefit. In a series that already has issues with having little to do outside of constant battles, forcing the need to grind only makes the problem all the more apparent.

Luckily, Mila’s Turnwheel, a new item that allows you to rewind time when you screw up a turn, can be a literal godsend during these overwhelming moments. What will surely be the new big controversy among the portion of the fanbase who thought that adding a casual mode that eliminated the game’s trademark permanent death mechanic hurt the franchise, the Turnwheel allows you to rewind time so you can redo multiple turns. Giving you step by step reminders of what happened during each move, the game makes it really easy to find where your error was and make a different move, whether or not it was one turn ago, or ten turns ago. You can only use it a limited number of times per battle, keeping it from being completely overpowered, but if you ask me, this can only be an improvement for the series going forward. Making it all the way to the end of a battle only to miss an attack or have the opponent hit a critical at the last second, eliminating an hour plus of progress, was one of the most frustrating parts of playing Fire Emblem, so allowing us to rewind single turns instead of having to start all over is a huge plus. Besides, if you don’t like it, you don’t have to use it. It’s a win-win!

Mila’s Turnwheel has saved me more than I care to admit.

Controversies aside, Echoes biggest flaw is its map design, which often consists of big, open fields during the first half of the game. As a problem that Awakening had while Fates was much more consistent when it came to decent maps, it’s disappointing to see such flat areas that end up coming down to which army makes the first stupid mistake. This becomes less of a problem late game, with some incredibly taxing layouts that can take an hour plus to complete. Yet, once you’re able to start taking down fortified castles full of snipers, armored knights and summoners, then work your way up to the castle’s boss without any losses on your side, it’s an amazingly rewarding experience. It just takes about 10-15 of the game’s 40 hours to get to that point.

You’ll have to sift through some plain maps before getting to more interesting ones like these.

Fire Emblem Echoes: Shadows of Valentia still comes off as an experimental mixed bag of ideas, many of which remain bold choices in the face of popular entries like Awakening. Not everyone will like the removal of marriages, children, the weapons triangle or the more detailed interactions among the entire cast. But what we gain in the process is a more focused story, better developed characters in most cases, a variety of side quests and extra areas that aren’t usually found in the series, and full 3D dungeons that break up the monotony of constant fighting. It isn’t without its flaws, namely its insistence on level grinding and some poor map design in the early game, but overall, Echoes brings enough common sense ideas to the table that make it the best entry on the 3DS. If the upcoming Switch entry can keep a Mila’s Turnwheel-esque mechanic to let us redo turns, bring back more detailed dungeons to fight our way thorough, and figure out a way to have the openness of the relationship system without constraining the story, and Fire Emblem fans will have plenty to look forward to in 2018. Until then though, Shadows of Valentia is an engaging substitute. It’s safe to say that Alm and Celica’s adventure has risen out of its black sheep status to stand tall as one of the series’ finest.

tl;dr

+ A much more focused, engaging story.

+ The inclusion of dungeons provides a much needed break from combat, with secret items and areas to discover.

+ Mila’s Turnwheel keeps unlucky moves from being a demoralizing mess.

+ Victory is as rewarding as always.

– The early game is full of flat, boring maps.

– Side character interaction has been severely dumbed down.

– Difficulty spikes seemingly come out of nowhere.

– The changed combat systems are more trouble than they’re worth.

Final Score: 4/5

Reviewed On: Nintendo Switch
Also Available For: Nintendo 3DS

Review Copy Provided by Publisher

MSRP: $9.99 

It’s hard to believe that it’s been about a year since the disaster that was Mighty Number 9.

From constant mismanagement of the project, to not being direct or open enough with their backers, this once anticipated revival of a dead series quickly faded back into obscurity. Developer Inti Creates however was a shining light. Released as a small $5 budget title, Mighty Gunvolt was  short and easy, but also fun that most fans were expecting out of Mighty Number 9. Now flash forward to a year later and Inti Creates has made a longer and much more polished follow up to the game, that in my opinion is what the original MN9 should have been to begin with.

Mighty Gunvolt Burst features 2 playable characters, Beck and Gunvolt. While you go through the same stages in with both characters, both characters play extremely differently. Beck is as you remember him from MN9. His controls are tight and precise. His movements have a nice pace and he can stop on a dime. Just like Megaman, whenever you don’t make a jump or overshoot something, it’s always on you and not the game. Beck also has a wide variety of weapons at his disposal, and this is where the game gets interesting.

 

The gimmick for Beck’s story is the ability to freely customize your own weapons. You can change everything from number of bullets fired, rate of fire, bullet size, and much more. It can become super addicting trying out dozens of different combinations. One of the best parts is that you can actually change and customize your weapons during a stage! This opens the door for a lot of experimenting and trial and error. There have been times when I’ve been stuck in a boss battle and I’ll spend 10-15 minutes trying to create a new weapon to defeat them.

Gunvolt is the second character, and as previously stated, his gameplay is completely different and focused on other things. Gunvolt primarily takes use of another new feature in the game called the Burst mechanic. You earn a burst when you defeat an enemy up close. The more you keep a burst combo going, the stronger Gunvolt’s secondary weapon will be! It’s really fun getting a 15 burst combo going and then debating whether or not you want to risk one more encounter to get it higher. Both characters are different enough that even going through the same levels feel different and refreshing.

If I had any gripes on this game it’d probably be that the boss battles are pretty imbalanced. Some of them feel a bit too long. It just sometimes feels like your barely scratching a dent in them and it can be a bit annoying. On the other hand some stages and bosses can feel a bit too short and easy as you just blaze through a level or 2 in a row. Other than that, the game is structurally sound.

Overall, Mighty Gunvolt Burst is what Mighty Number 9 should have been. The game features a much stronger emphasis on trial and error gameplay than story. Couple that with some fun and addicting gameplay mechanics like burst and custom weapons, and this game is easily worth the $10 asking price. If you’ve been itching for a fun successor to Mega Man after feeling high and dry by Beck’s previous outing, this game is much mightier than the last.

Final Verdict: ★★★★

When I first popped that Pokémon Blue cartridge into my Gameboy Color all those years ago, I chose the water-type Squirtle as my starter. So when I heard that Build-A-Bear Workshop was including this tiny turtle Pokémon in their line of customizable plushes, my hopes were set pretty high and for the most part, they were met.

One of the differences between Squirtle and the previous Pokémon plushes released by Build-A-Bear are the variety of textures found on the plush itself. Squirtle has three different textures on its body. The softest are the blue parts on its face, tail, and limbs. They are so fun to pet! The yellow part of the underside of the its shell (found on the plush’s front) feels almost like velvet. Finally the brown, backside of its shell is a cheap-feeling, rough material.

Like Build-A-Bear’s Charmander set, Squirtle’s online exclusive bundle includes a sound box set inside one of its paws, under the Build-A-Bear patch. And like I said in my review of Charmander, they should have opted for the monster’s in-game sounds rather than those from the dubbed anime. They come out weird-sounding and not at all cute.

Fun fact: Squirtle’s tail props the plush upright quite well. Also, the rain slicker that is included with the online exclusive set is adorable and definitely my favorite item of Pokémon-themed clothing the store has released so far. It is brilliant that they chose to release it with a water-type, too!

The slicker is made of a pliable vinyl material, with Pokéballs printed all over it. It also features the Pokémon logo on one of the pockets.

The other clothing item included in the set was the Ultra Ball hoodie. This one is also available to purchase separately in stores. It didn’t have as much character as the rain slicker but I liked the soft feel of the jersey-like fabric.

Besides the creepy voice box, the only real issue I had with this plush was in the quality control department. I spotted two noticeable manufacturing errors that knocked my opinion of the plush down a notch.

This first mess-up was in the swirly part of the tail. It looks like the sewing machine got jammed, leading to a cluster of loose loops of thread. I don’t think it will effect the integrity of the seam but it is unsightly and I am concerned about it getting on the velcro from the toy’s outfits.

I spotted the second mistake as soon as I took my Squirtle out of its box. The embroidery around the left eye is sloppily done and has some stray stitching just below it. Of the two errors, it is the less irksome but it bothers me that they exist at all.

Every Squirtle purchased, whether online or in-store, comes with an exclusive Pokémon TCG promo card. While I don’t play the card game, I do appreciate the artwork and think it is a cool bonus for fans.

The online exclusive Squirtle set earns a 4 out of 5 rating. The design was well-done and I liked that the tail doubled as a stand. The only problems with were the disturbing voice box and manufacturing errors. Beyond that, this is a fun plush that I can see fans enjoying.

[This review is based on a sample provided by Build-A-Bear Workshop. All opinions are my own.]

The anime One-Punch Man was released on DVD and Blu-Ray recently, and I was given the chance to experience the show by way of the Blu-Ray/DVD combo set. I know that the series has many, many fans, but unfortunately, I am not one of them. I can see that the show has its merits, but it just didn’t grab me. I must not be the target audience or something.

The premise of One-Punch Man is promising enough. It follows the trials of Saitama, a man who became a hero for fun. After taking on a special training regimen, he became so strong that he could defeat any foe with a single hit.

©ONE, Yusuke Murata/SHUEISHA, Hero Association HQ

The show has a wealth of fight scenes and thankfully, they are well-animated. Unfortunately, outside of those scenes, the show was moderately plain. One-Punch Man is billed as an action/comedy, but the humor just falls flat despite the majority of the show attempting to prove it can get laughs. While it might just be a case of the humor being lost in translation, plenty of the jokes are visual, so I don’t think that is it.

©ONE, Yusuke Murata/SHUEISHA, Hero Association HQ

In my opinion, the show had a case of confused identity. I think if it focused solely on the action aspect, I would have liked it a whole lot more. The constant switching between serious and comedic tones was not only jarring but also after a while, a bit annoying.

I am sorry to say that in my book, One-Punch Man gets a 1 out of 5. I understand that despite my dislike for this series, it is much beloved by fans all around the world. I don’t know what I am not seeing that others found enjoyable.

Speaking of fans, the California-based punk rock band, Guns of Eden, liked the show so much that they created a musical tribute to it. You can view it below.

[This review is based on a sample provided by VIZ Media. All opinions are my own.]

I may have mainly grown up on Disney but that doesn’t mean I didn’t also occasionally enjoy other entertainment venues, like Nickelodeon, in my youth. And I know I am not alone. Those of us who watched the network’s cartoon Rugrats, in the 90’s are sure to be thrilled that the good people at ThinkGeek recently listed a store-exclusive Reptar Back Buddy Backpack ($39.99) on their site. Reptar the dinosaur was one of the the show’s made-up media icons, featured on cereal boxes and chocolate bars as well as in toy aisles and even his own ice skating show.

Here is the fantastic beast in all his backpack-y glory! Reptar measures 20 inches tall and 16 and a half inches long (including the tail). And there is no need for you to be concerned about the bag’s arm straps being too short. They are extendable enough to fit most adults, even larger ones.

Just in case you forgot which network was home to Reptar and his Rugrats friends, there was a colorful glossy tag attached to his left claw to remind you.

Here is a view of Reptar’s left side (the right side can be seen in the header image). This plush backpack is so downy soft that even the felt of his teeth are a tactile delight. Reptar’s “body” is ever-so-slightly under-stuffed, most likely to help accommodate the storage of more items. A bonus side effect of this is that he is super-squishy and a treat to hug. On the off chance you prefer your dinosaurs to be more tightly-stuffed, add some items into the zippered compartment in his back and you are good to go.

The blue spines on Reptar’s back are soft as well. I suspect that is why some of them have a tendency to flop over if left unattended. If you plan to wear this backpack in a busy place, like a con or a mall, be aware that the tail does extend outward and that is something that you should keep in mind when maneuvering down aisles or through crowds.

This is the position of the backpack’s straps. I didn’t have any problem with the straps getting twists while in use but after I have noticed it happening after a cuddling session or two. Thankfully, it can be easily remedied. The straps themselves are soft and non-abrasive – something I was concerned about when I saw the picture of them online.

A typical problem with plush backpacks are their lack of storage capacity. This issue is surprisingly nonexistent when it comes to the Reptar Backpack, however. The zippered compartment, found on the dinosaur’s back, opens wide and can hold a ton.

How much is “a ton?” Well, I successfully toted around an iPad Mini 2, wallet and keys, earbuds, infinity scarf, fingerless gloves, and sundries bag (which, as you can see, is about the same size as the iPad Mini 2 –  a smidgen bigger than 8 inches by five inches). Oh, and my iPhone S. That isn’t in the picture because I used it to take the photos for this review.

This backpack has only one flaw, albeit a minor one. After one day’s use, some of the paint on the zipper was already starting to wear off. This is purely cosmetic and hardly noticeable unless under intense scrutiny but still something that should be noted.

I had so much fun with this Reptar Back Buddy Backpack. I even received several compliments walking around with him (five in the span of one afternoon!). Plus, he is just a great travel buddy, even doubling as a cushion during waiting room visits. I award this wearable piece of nostalgia a 5 out of 5.

[This review is based on a sample provided by ThinkGeek. All opinions are my own.]

*WARNING: SPOILERS FOR THE ENTIRE FILM AHEAD*

Now that La La Land is available for DVD, Blu Ray and 4K platforms, it seemed like an opportune time to wrap up my review on the film. But between the praise its received since release, the almost unattainable amount of hype it built up before Oscar season, and the many other sites that will surely do a fantastic job explaining how great the film and all of the special features are, (the making of the show stopping Another Day of Sun freeway number being a personal favorite), I doubt there’s anything I can say regarding the quality of the film that you haven’t heard a thousand times by now. I still can’t decide which movie I liked better among the Best Picture nominees between this and Hidden Figures, but Damien Chazelle’s ode to the musicals of decades past has stuck with me since I walked out of the theater months ago. When I’m asked about why I enjoyed this love letter to the dreamers of the world as much as I did, it always comes down to that ending.

Seb’s passion for Jazz becomes shared.

Detractors of the film have stated that everything ends up a little bit too perfect for Sebastian (Ryan Gossling) and Mia (Emma Stone), aspiring entertainers who are lost among the stars of Los Angeles. Trying to find a path to success, their love sets them on their respective paths to achieve their dreams. While they don’t end up together, Seb opens the Jazz club that he always dreamed of while Mia becomes a famous actress, giving each other one last nod of approval after what might be the last of their many chance encounters throughout the film. And to be honest, I can’t argue with that assessment! From a pure conflict resolution standpoint, the majority of the film focused primarily on their need to achieve their respective goals, and while they had to sacrifice their romance to do so, they both got where they wanted to be with relatively minor resistance.

But what makes the ending great is that it’s not the only right answer.

The viewer’s perspective shapes how they interpret the final ten minutes of what was a relatively straightforward story up until that point. After a brief time skip, we’re re-introduced to the characters in quick fashion, with Mia being a successful actress with a husband and daughter. It’s not until they wander into a club that turns out to be Sebastian’s dream bar that the film sets us up for that big turning point. During that vibrant “what if” scenario that the pair envision, we see what things could have been like if a few of their choices were different. An argument can be made that even this scenario still isn’t perfect, since it’s implied that Seb never gets his club. And yet, he seems perfectly happy being at Mia’s side, helping her achieve her big dreams.

What could have been

Which brings me to City of Stars, the popular duet that I’m sure you’ve heard a thousand times by now. More specifically, one particular set of lyrics speak volumes. At this point in the film, Mia is hard at work writing a one woman show that Seb convinced her to put together as a way to avoid the humiliating auditioning process, since he fully believed that her enthusiasm would draw people to her rather than her having to essentially beg for work. On the other side, Seb has just joined a more pop oriented Jazz band that pays enough to help him support himself and Mia, but plays a style that he’s personally unhappy with. Far from ideal, especially on his side. Yet in the song, the pair sing,

I felt it from the first embrace I shared with you.

That now our dreams, they’ve finally come true.

Despite them being very far from where they want to be career wise, in this moment in time, they feel like their dreams have already been achieved by being with each other. Unfortunately for them, the pressure of being unhappy in the band and Mia’s show tanking leads to the pair splitting, but not before Seb gives Mia one last boost of encouragement by taking her to an audition that came about in response to her show. Once we see that Seb decided to name his club “Seb’s”, using the same name and design Mia suggested, instead of “Chicken on a Stick”, a name that he was 100% adamant about earlier in the film, it’s clear to see how Mia’s memory had become a driving force that ultimately pushed him to open his club.

A final goodbye

Now onto the ending itself. I personally feel that the movie is tragically cold with the abrupt way that it ends after showing us what could have been. Yes, they achieved their dreams, but there’s a cruel irony about being completely estranged from the person who enabled those dreams in the first place. Not only that, but over the course of the film, their dreams changed to simply wanting to be together. Having to sacrifice one dream that we watched grow and blossom as viewers for the sake of dreams that are achieved off screen really drives home how unfair it is. But the most lasting part of the ending is that it’s one that we can all relate to. Would our lives be better or worse if we handled those past circumstances differently? I have my dream career, but was it worth losing touch with the people who grew alongside me to achieve it? How can a person who was my biggest supporter become a stranger within the blink of an eye? And why can’t the people who enabled, encouraged and empowered us to be the best version of ourselves be by our side when the fruits of their labor finally comes to fruition? It’s not fair. Life rarely is. But like Seb and Mia, sometimes we have to nod, smile, and resume our lives with the circumstances we’re presently in.

So yes, I can’t argue that from one perspective, the film is pretty straightforward, with the characters getting everything they fought for from the beginning and more. I can’t even argue with someone who says the ending was happy since sometimes, we have to make sacrifices to win at this crazy game. Which is what makes the ending so beautiful. Depending on your own perspective, you can draw so many different conclusions from it. Yet for me, even with whatever success may come, I’m still wondering if it was worth it.

La La Land is now available on DVD, Blu Ray and 4K formats.

It should come as no surprise that many of us here at Geekscape are huge fans of the Pokémon series. I personally love the video games and, of course, the plushes based on the lovable monsters found within said games. Build-A-Bear Workshop released a Charmander version of their personalizable plushes in December of last year. The toy is currently being restocked both in stores and online and I was gifted with the chance to play with/cuddle/man-handle one of the exclusive online bundles. Read on to see my experience!

The plush’s face is lovely, with a perfectly-sculpted snout and detailed embroidery on the eyes. The mouth is lightly lined in a soft fabric. I was slightly disappointed to discover that the teeth were felt but it was at least a higher quality, thick variety. If I had my druthers, the teeth would have been stuffed as well.

This is good size plush, measuring about 15 inches tall with a tail extending about seven inches from base to tip. There is plenty of Charmander to cuddle, that is for sure!

And speaking of Charmander’s flame tail, here it is in all its fluffy glory. As I said in my post when the plush made its debut, I like their choice of using a “flame” puff of fabric rather than the more popular options – a plush silhouette of a flame or, if you are really unlucky, a felt cutout of the flame. I will say that when I first took my Charmander out the box, I noticed some shedding from the tail but it was minimal.

It was comforting to see how much thought Build-A-Bear put into the plush’s body. The detail was most impressive. I liked that the Pokémon’s two-tone color scheme extended to both its feet as well the entire length of the tail’s bottom. They could have cut corners there but the extra effort is much appreciated by fans like myself.

The thick felt previously seen on the teeth made another appearance as the claws on the feet.

Since this Charmander came from the online exclusive set, it is bundled with a soundbox (stuffed under the paw patch on its right hand) that plays the noises Charmander makes. Before gamers get too hyped, they are the sounds from the anime not the game series. I guess the former is easier on the ears. I would have loved that option, though. Nostalgia is a powerful thing.

Besides the soundbox, the other item exclusive to the online set was the Lucario Hoodie. This clothing item gives Charmander the chance to cosplay as the steel/fighting-type. I preferred the Great Ball Hoodie, which you will see next, to this outfit. For the one thing, the Lucario Hoodie covers Charmander’s eyes. I understand that that is part of its purpose but it was bizarre to see Lucario’s smaller eyes on Charmander’s body. Also, unlike the felt found on the plush’s body, the felt used for the costume’s “ears” were rough and not conducive to cuddling.

The Great Ball Hoodie is not exclusive to the online set and can also be purchased in stores. It was a made of a soft jersey fabric that had a bit of a stretch to it, which made it easy to put on the plush. The Great Ball image on the body portion of the piece is printed on while the red stripes on the shoulders are made with a soft vinyl-like material.

The last item will certainly draw the eye of any TCG player, the exclusive Charmander trading card. The card is included with any Charmander purchase, regardless of whether you bought online or in stores. I don’t play the game but I appreciate the artwork and the Build-A-Bear Workshop emblem found on it, denoting its special status.

Build-A-Bear Workshop’s Online Exclusive Charmander Set gets a 4.5 out of 5. The quality of the items included are great, with the exception of the felt used in the hood of the Lucario Hoodie. Plus, it was just a fun plush to play with. The $61 price tag may seem a bit high for some collectors but when you consider the the average price of every item included, it evens out.

And just in case you were wondering (you probably weren’t but I will tell you anyway), I named my Charmander Charlie. He says, “Thanks for reading!”

[This review is based on a sample provided by Build-A-Bear Workshop. All opinions are my own.

Trouble Creek, created by Stacey K. Black, is a mystery drama with crime and supernatural elements. Answers to questions aren’t necessarily answered, which is okay. The show begins in the middle of a missing person case, which revolves around a missing little girl. Sheriff Stone Geary, is reminded of his past as a Detroit Police Officer, when bones of a body float to the top of a creek. The ugly secrets that the town and it’s occupants have are introduced with the characters. The secrets unfold as the story does, adding layers to the already complicated and well written characters. Some story lines don’t answer every question that the viewer may have, in fact, more questions might arise. Never to fear, plenty is explained as the story unfolds over it’s seven acts.

Sheriff Geary, played by Jason Gedrick moved to the small town after his time on the Detroit Police force came to an abrupt end. His fiancee, Miss Amelia Valentine, played by Crystal Lott, finds herself exploring her own dark side and falls under the spell of temptation and all that it entails, when a new, young, student is enrolled. Then there is the house that can be easily described as creepy which it’s new occupants become aware of, along with the supernatural that reside in it’s history.

This show has it’s moments where plot points, or at least one in particular, is not a matter of if it happens, but when. The underlying question of ‘Will this girl be found?’ weighs heavy. The audience is treated to moments that are surprising, expected, and all around enjoyable to watch. There are moments where the audience could ask themselves, ‘Well, what’s going to happen next?’ and the act is over. So they move onto the next one quickly. Unlike most TV on the web nowadays, Trouble Creek will not take up your entire day, nor will it consume you for days at a time. Maybe an hour of your day will be devoted to this show. And it is an enjoyable hour.

This show can be easily described as a crime drama, but unlike most crime dramas, this story has no apparent villain, no one is being chased, there is no motive, and the formula that most crime dramas follow is not put into play here. All that these characters have are their personal stories, how this little girl affects their day to day, if it affects them at all, and how life simply moves on while others don’t.  A parent’s worry, anguish, and wonder is brought out in the grieving parents who don’t know if their daughter is alive or dead. A town sheriff who has the responsibility in finding this girl dead or alive, the latter more hopeful than the former. And the new comers who have no idea what they stumbled into.

The town plagued by dark secrets was brought to YouTube by Stacey K. Black, who has directed episodes of Major Crimes, NCIS: New Orleans, and The Closer. The series is executive produced by Ms. Black and Shea Butler, and the duo also took turns at directing the episodes.

Trouble Creek can be found on YouTube.com, streaming now. Check out the trailer down below.

 

Reviewed On: Nintendo Switch
Also Available For: Nintendo 3DS

Review Copy Provided by Publisher

MSRP: $9.99 

After almost 30 years since the original NES game, and a handful of sequels that seemed to lose sight of what the series was, Blaster Master Zero is a great return of an old series that seems to have been forgotten in the last couple of years, and we couldn’t be happier for its return.

Blaster Master Zero serves almost as a reboot of the series, but also a sequel of sorts. Your goal remains the same though as you’ll once again be guiding Sophia III through 8 metroidvania inspired areas as you blast your way through a variety of enemies and bosses all in the name of trying to find your pet frog Fred. The story is full of camp and pretty cheesy, but it does the job and is pretty enjoyable throughout the game’s 10 Hour campaign. 

One of the best things about BMZ is its art style. Developer Inti Creates did an amazing job on the sprite work. All the areas you remember from the original Blaster Master are here and they’re looking just as vibrant and colorful as ever. Same can be said for the characters as they look great during cinematic cut-scenes and even in their portraits.  Music is also very nice as the tracks are all updated versions of the original music, and don’t stay their welcome too long as by the time a track is starting to wear on you, you’ll already be in another area with a new song.

One of the most notable things about the Blaster Master series is the gameplay shift that happens when you exit Sophia to enter a dungeon area. All of a sudden the gameplay shifts to a top down side scroller with a completely different arsenal at your side. you start off with a basic blaster, but can constantly upgrade your gun by picking up power ups dropped by enemies, although you can easily lose those upgrades if you get hit too much. This makes for an initial approach that encourages being more methodical during boss encounters than just run and gun. 

As stated earlier, the game is in the metroidvania genre. This means you’ll be re visiting previous areas multiple times, but finding new paths through them thanks to the great variety of weapons and sub weapons you receive from defeating bosses. Can’t reach a dungeon because you can’t jump underwater? Get through the next couple of areas and then return later. Another nice touch with the game is that just like its NES counterpart, the game doesn’t bombard you with tutorials and instructions like a lot of modern games love doing. When you start the game you’re thrown into the world without hesitation. Don’t worry though, you can always check the controls in the pause menu by pressing -, and later you can even get hints from your assistant Eve on the sub menu screen with +.

Sadly the game is far from perfect and has a couple of notable issues. While at first its smart to be more methodical with the top down gameplay as to not lose your weapon upgrades, this becomes an issue later on in the game as you can easily collect a power-up that allows you to take damage without losing an upgrade. This would be fine, but the recharge rate on the shield is a bit too fast. As a result, not only will you be plowing your way through dungeons with the most powerful upgrade, but this also causes boss battles to be way too easy and a bit anti climactic. 

Not only that, but some of the bosses are also nothing but a variety of regular enemies that constantly spawn in a room, and there’s a bit too much for us. The ending of the game also suffers as it pulls a pretty dirty trick on the player at the end of the game. Let’s just say that you’ll be wanting to 100% the game on your first run through. 

Overall, Blaster Master Zero is a great comeback for the series, and we wouldn’t be opposed to seeing the franchise return for a couple of more games. While the bosses, and final act of the game do weigh it down a bit, the game is still tons of fun to play and experience. If you’re a Blaster Master fan or even a newcomer to the series, don’t hesitate to strap into Sophia III and get blasting.

Final Verdict: ★★★★ 

It’s become an annual tradition for Yu-Gi-Oh players to expect some kind of grand collection when the end of the year starts to creep up on us. 2016 is no exception, following last year’s trend of releasing a series of theme decks all in one box. Sharing the spotlight with Joey and Kaiba this time around, Yugi and his two Battle City rivals return with decks blending new and old cards, many of which have become much harder to find through other means.

Starting with Joey, who had his own Joey’s World collection a few years ago, his deck naturally focuses on his Red Eyes Black Dragon. His featured cards include The Black Stone of Legend, a card that can be tributed to special summon a powerful Red Eyes monster from the deck. When in the Graveyard, it allows a Red-Eyes in the Graveyard to be shuffled back into the deck while the Stone itself goes back into your hand. Creating an easy way to continuously cycle Red-Eyes monsters in and out of your deck, it’s handy to have both in and out of the grave! Thesecond card, Return of the Red Eyes, is a continuous Trap Card that allows you to Special Summon a Normal Monster in your Graveyard while on the field. When destroyed, you can Special Summon a Red-Eyes monster from your Graveyard to the Field, providing a second way to filter in powerful monsters constantly. Lastly, Red-Eyes Flare Metal Dragon is an Xyz Monster from the Clash of Rebellions set that can’t be destroyed by card effects AND inflicts 500 damage every time your opponent activates a card or effect after it resolves as long as it has Xyz material attached. When material is removed, you can Special Summon one Normal Red-Eyes monster from the grave, making sure it always has backup in a fight.

The rest of Joey’s deck features many of the classic cards he used throughout the original series, including common variant favorites of Jinzo, Scapegoats, Baby Dragon and Kunai with Chain. Top that off with some powerful staple support cards such as Torrential Tribute and Mystical Space Typhoon, and you have a ready made Red-Eyes deck that can become even more powerful once cards from other booster sets are mixed in.

Next up is Kaiba, who’s trademark Blue-Eyes cards had a resurgence this year thanks to a plethora of new support cards, many of which are represented here. Maiden with Eyes of Blue kicks things off, with the popular card from the Saga of Blue-Eyes White Dragon structure deck bringing its tricks into this package. Don’t let its 0 attack and 0 defense fool you, because it’s used to bait players into attacking it in order to easily summon the powerful Blue-Eyes instantly. When attacked, the move is negated, leading to one of the dragons being Special Summoned from the Hand, Deck or Graveyard. When targeted by a card effect, the same effect comes into play, minus the negation. This can take place once per turn during either player’s turn, so one cycle can have the maximum of three Blue-Eyes White Dragon cards on the field at once! If your opponent isn’t taking your bait, you can always target your own Maiden too! The Melody of Awakening Dragons provides a second option to get your dragons out of your deck, allowing you to add up to two Dragon-Type monsters with 3000 or more attack and 2500 or less defense. This is a perfect set up for Blue-Eyes Ultimate Dragon, the classic fusion monster that’s become a staple of Kaiba’s offense focused strategy. At 4500 attack and 3800 defense, good luck taking it down without a spell handy.

Like Joey, Kaiba’s deck is rounded out by new and old favorites, including the Synchro Monster, Azure-Eyes Silver DragonProtector with Eyes of BlueMaster with Eyes of Blue, Beacon of White, La-Jinn- Mystical Genie of the Lamp, Battle Ox, Burst Stream of Destruction and Enemy Controller to name a few. Naturally, it’s also packed with three Blue-Eyes White Dragon cards, each of which are common variants of the first three art styles used for the iconic monster.

But as always, Yugi is the star of the show, which is why he gets six featured cards, three of which are exclusive to this set! The first three are a trio most should be familiar with by now, with the classic designs for Slifer the Sky Dragon, Obelisk the Tormentor and The Winged Dragon of Ra sitting on top of the deck with their Ultra Rare variants. His exclusive cards revolve around Exodia, the all powerful god / meme that Yugi famously defeated Kaiba with in the first episode of the Duel Monsters anime. The Legendary Exodia Incarnate allows you to summon the monster as its own creature rather than the instant win device it has become known for when all of its body parts have been assembled. With 0 defense and fluctuating attack strength, it gains 1000 attack points for every “Forbidden One” card in your Graveyard. At the end of its user’s turn, it asks them to add one “Forbidden One” card from the grave to their hand, making Exodia weaker in the process. While it can’t be affected by card effects, destroying it in battle lets its user draw a card for every “Forbidden One” card in their hand, allowing them to cycle through their deck faster for that precious instant win, all while bringing cards back from the grave that might have been lost otherwise. Ties of the Brethren is a Spell Card that Special Summons two cards of the same attribute and type with different names to the field at the cost of 2000 Life Points, obviously meant to set up two Exodia pieces. Finally, the Obliterate!!! Continuous Trap Card allows you to discard a “Forbidden One” card from your hand or deck to send a monster on the field back to its user’s hand. When destroyed, you can add one “Forbidden One” card from the gave to your hand, but only one of the two effects can be used per turn.

To be honest, I’m struggling with finding the usefulness of these exclusive cards, mainly because their effects don’t seem worth the cost of losing your Exodia pieces, especially when they seem counter productive to other cards in the deck like Exodia Necross, which is destroyed if all pieces aren’t in the Graveyard. It seems like many of the stall and draw decks that currently exist would work much better to accomplish what these cards seem to set up. Outside of Exodia: The Forbidden One and its four limbs, Yugi’s deck also comes with cards used by both his normal form and Atem, including the Dark Magician, Dark Magician Girl, the Silent Magician seriesSwords of Revealing Light, Magic Cylinder  and Mirror Force. These should give players plenty to work with when building custom decks, especially to compliment the new magician cards that came out earlier in the year.

The decks aren’t all that come packed with these legendary decks, since three promos and three tokens are included in each set exclusively. Consisting of two Spell Cards and one Trap Card that are meant to power up the Dark Magician and Dark Magician Girl, Dark Burning Attack destroys all face up monsters your opponent controls if you control the female variant. If you control both, Dark Burning Magic can act as a quick play spell, letting you destroy all cards on your opponent’s field during either of your turns. Mimicking the magician’s eternal loyalty for the Pharoh in the anime and manga, the Eternal Soul continuous trap card makes sure you always have a Dark Magician at your side. While on the field, Dark Magician can’t be affected by card effects from your opponent, while allowing you to either Special Summon a Dark Magician from your hand or Graveyard, or add Thousand Knives or Dark Magic Attack spells from your deck to your hand. The only drawback is if the trap is destroyed, all monsters on your side of the field go with it. Outside of these cards, tokens featuring the three heroes this set is built on round out this jam packed set, which I’m sure comes in handy for someone like Joey, who would want to line up four Kaiba tokens to have them get taken down during one of his notorious Scapegoat plays.

Overall, this is an excellent set for people who are mostly familiar with the old cards, but want some new ones mixed in to help them get re-acquainted with the game. While the Yugi set is confusing in the way its set up, the other two have excellent synergy, and the three promo cards that support the magicians more than make up for any shortcomings the Yugi deck has. While it pains me to say this as a Blue-Eyes fan, the Red-Eyes deck is the all star this time around, with some fantastic cards that not only play well, but are much harder to get outside of this set

My biggest concern however, is that we might be going to the nostalgia well a bit too often with these sets. Last year’s Legendary Decks had three Yugi decks, and many of the cards here were already released back then. When you add in the previously mentioned Joey’s World, the many Battle City re-releases, the movie cards that offered some reprints of classic monsters, the Duelist Packs featuring Yugi and Kaiba, and the theme decks featuring these characters, it’s starting to feel like we’re buying the same cards over and over again rather than being introduced to new ones. Now I might be biased since I love Kaiba, but this year felt like the perfect time to give him his own set with all of the brand new Blue-Eyes support that has released. Maybe next year?

Nonetheless, you can’t got wrong with over 150 cards of Yu-Gi-Oh goodness. At the retail price of $29.99, you’re getting more than what you paid for considering some of the rare cards that are in this set. What are your favorite cards from the box, and what do you want to see in the future? Let us know in the comments!

Sequels often have the well earned reputation of being more of the same, rarely treading new ground while instead opting for something stagnant. Mafia 3 goes in the opposite direction, shifting its focus from a Godfather inspired crime story about a grunt’s rise through the ranks of organized crime, to a man’s quest for revenge against the Italian mob for killing those he called family. As a former member of the black mob in 1968 New Bordeaux, (a not so subtle take on New Orleans), Lincoln Clay has more than just criminals, assassins and the most ruthless bosses the city has ever seen. He also has to deal with the horrors of segregation, institutionalized racism, and a section of the city that sees him as less than human based on his skin color.

Mafia 3‘s setting, story and acting are some of the finest I’ve ever seen in a game, with an amazing soundtrack that places you right in the era. But more than any game I can think of, it does its best to take full advantage of the interactive medium, placing us in an ugly period of American history and making us feel the anxiety of what it means to be an “other” in such a hostile environment. Yes, the game pales in comparison to the feeling in real life, but being put in the shoes of a character going through these experiences was eye opening as I pushed through this tale of vengence. Traversing black neighborhoods leads to people greeting you and wishing you well, while whispers of what that “boy” is doing here can be heard from the NPC’s in the white neighborhoods. Missions that require you to enter certain buildings that are marked as “Whites Only” will lead to the police being called to attack and arrest you in the same way as being caught fighting or shooting would. Committing crimes in white neighborhoods will also result in the cops responding much faster and aggressively, while they might not even show in the bayous occupied by the poor black citizens. Encounters with the KKK, underground “jungle fights” where whites gamble on black men fighting, and the justification of murdering black men via talk radio segments round out everything you need to know about the world Mafia 3 creates, which is one I’ve never come close to encountering before.

To top off the period piece that the game works towards being, the story is framed as a documentary. Cutscenes flash back and forth between present day versions of characters you interact with in the main game explaining the events you’re about to play, and playing as Lincoln carrying these events out. Whether or not he ends up as a savior or a monster depends on your choices towards the end, but every twist and turn that takes place justifies each possibility. Each character feels like they could have been a real person, adding gravitas to the events that create your story. This leaves us with the most unforgettable campaign I’ve ever played, possibly ranking as my favorite narrative after 25 years of gaming.

But the real tragedy comes with the fact that despite the top notch presentation, the meticulously crafted recreation of 1968 as a black male, the expert voice acting and its overall uniqueness, Mafia 3 isn’t a very good game. Missions are repetitive, essentially filling its 30 hour play time with the same six or so missions repeatedly. The amount of bugs I came across were appalling, which ranged from enemies getting stuck in the environment to my map becoming a giant white line and textures completely vanishing. I also don’t think I got through more than two hours at a time without the game completely crashing, kicking me back to the Xbox One home menu before having to sit through the very long initial load screen. The AI is as dumb as it can get, with stealth missions dominating the game when patrolling guards will literally line up to “investigate” the guy who was stabbed two feet in front of them, only to walk into a knife in the throat. Lather, rinse and repeat. That’s Mafia 3.

And you know what? That’s horrible. Because everything that was so great about the game deserves better than what essentially amounts to an even glitches and more drawn out retread of the original Assassin’s Creed. So I’m not going to dance around the issue. Mafia 3 is one of the worst high profile games of the year from a pure game play standpoint. It feels unfinished, clearly needing a few more months to add more content and fix up the technical issues. If you’ve read my previous reviews, editorials and lists, you know that game play is what matters most to me, since without that, the story might as well have been a movie. But despite these issues, I urge anyone reading this to give the game a chance anyway, even if you put it down long before the credits roll. Running around New Bourdeax alone is worth your time. Even outside of the main story, moving around in this environment is a truly valuable form of interactivity in a way that no other game before, which I hope starts a trend for designers to use games to help us visit more realistic depictions of our history.

It’s just tragic that the first game of its kind has to play so bad.

With a darkness at its heart that even Harry Potter didn’t see, Fantastic Beasts and Where to Find Them is an exciting, lush plunge back into J.K. Rowling’s Wizarding World. The story, unlike anything we’ve ever seen from Rowling, and despite its sometimes grim tone, is a true delight to behold.

In 1926, magizoologist Newt Scamander (Eddie Redmayne) stops in New York City to see a breeder of exotic creatures, but is waylaid when a No-Maj (North American wizards’ word for non-magical folk) accidentally picks up his case full of magical beasts. Obviously, it doesn’t take long for a number of the creatures to escape, adding a little extra chaos to a city already terrified of a malevolent force literally tearing its streets and buildings apart. Newt and the No-Maj, Jakob (Dan Fogler), set out to recapture the creatures, which include an invisible ape (otherwise known as a Demiguise), and an enormous, explosive rhinoceros (Erumpent). They’re given aid and shelter by two sisters, Porpentina and Queenie Goldstein (Katherine Waterston and Alison Sudol), and it isn’t long before the group face dangers they never expected.

Played by the utterly charming Redmayne, Newt isn’t an extraordinary man, and is certainly not a Chosen One. More akin to Harry Potter’s best friend Ron than to Potter himself, he is a refreshing, modest screen hero amongst a slew of post-apocalyptic rebels (with his unique, unassuming performance, I couldn’t help but wonder what Redmayne could have done in the titular role of the main Potter series). As former magical law enforcement officer, Waterston’s Tina is brittle – her confidence left her some time ago, and we’re left to ponder what happened in her past to dull her light. Scene-stealers Fogler and Sudol shine as Jakob and Queenie. He’s wide-eyed and full of wonder at every new surprise the Wizarding World throws at him, while she is wholly enchanting as Tina’s psychic sister. At once motherly and flirtatious, Sudol’s beguiling smile will surely bewitch you, just as it does – well, I don’t want to spoil you.

Unlike the original Potter films, Fantastic Beasts allows more time for wonderment at the pure magic of its world. Through the eyes of Jakob, we’re allowed generous stretches of time to soak in what we’re seeing, and the sheer unrealness of this new reality. And those breathers are needed, as director David Yates takes the film to some undeniably grim places. In the politically turbulent climate into which it is released, Fantastic Beasts hauntingly echoes our own world; politicians who dodge accountability, corrupt law enforcement, hate groups masquerading as religion, and mistreated outsiders trying desperately to find a way into the fold. Rowling’s script doesn’t pull any punches as it pushes you headfirst into a scarier, and altogether more industrial Wizarding World than the safe haven of Hogwarts.

The film is dense, with several action lines chugging along at once, so one can imagine that it would richly reward repeat viewings. First time around, however, you’d best strap yourself in for your long-awaited return to this most beloved of fantasy worlds.

Los Angeles is not New York and New York is not Los Angeles. The thing that Los Angeles is fortunate to have, are New York shows coming to the West Coast for a short period of time. At least to Los Angeles.

The Pantages Theater, founded in June of 1930, originally began as a movie house. It housed the very first Academy Awards and went on to house staged musicals. It was announced around this time last year the 2016-2017 season. The first show being ‘Hedwig and the Angry Inch’.

‘Hedwig and the Angry Inch’ some readers might be familiar with already. It was a movie in the 1980’s by the same name starring John Cameron Mitchell. It went onto Broadway in 2014, where it won Tony Awards for Best Actor and Best Supporting Actress in a musical. Starring as Hedwig on Broadway was Neil Patrick Harris and as Yitzhak, Hedwig’s other half, Lena Hall. The show closed the following year and began it’s tour at the beginning of October, 2016 in San Fransisco.

 

6-210604Not knowing who Hedwig is – or what the show is about – here is a brief synopsis. Hedwig and the Angry Inch is a rock musical, with the rock and roll sounds and flashing lights to go with it. Hedwig is an East German singer who tells her story about living in Berlin, coming to the United States and how she took inspiration from the likes of David Bowie, Iggie Pop, Lou Reed, John Lennon – just to name a few.

The Pantages theater having housed ‘Wicked’ and ‘The Lion King’, the production value of these shows are not to be frowned upon. They can also be very simple, which Hedwig and the Angry Inch was. The set was simple – very few moving pieces – and a lot of moving around by the actors on the stage. The fourman band was on the stage the entire time and they were wonderful. Their presence is what made the rock concert – rock and roll.

Darren Criss headlines the show as Hedwig. Darren Criss is known for his role on “Glee”. His portrayal of Hedwig takes the audience on an emotional journey. He also played the humorous bits to perfection. While he did not open the show on Broadway, took over for Harris when he left, one can see why the role was Tony nominated and why Harris won.

9-199516Lena Hall, who plays Yitzhak, has very few moments alone on the stage. The show is primarily ran by Hedwig, which again plays into the talent of Darren Criss. Yet, there is a moment at the end and without giving anything away, the audience erupted in applause. The character runs up the aisle and comes back and again – the audience erupts into applause. It’s the 11 o’clock number, which is primarily held for the main characters of the show. She sings out the number and brought the house down. It’s easy to see in this performance, despite the seemingly ‘small’ role she has in comparison to Hedwig, why Ms. Hall won the Tony for her work.

As publicized and promoted, this show is very much a rock concert. A tiny bit disconcerting when the first notes of the show are loud blats of music with flashing lights. A few songs are catchy; others are kind of hard to understand – but they fit in with the story. And if the songs weren’t understandable, the exposition explains what one may have missed. To go with the rock music are the rock costumes. The design of these costumes are simply exquisite.

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There is audience interaction. The show has been adapted for Los Angeles, making Los Angeles jokes, putting puns in, using celebrities like Lea Michele as jumping off points for jokes. It’s all relevant. As if the show wasn’t relevant enough – there is a joke about Hedwig’s old flame, “who liked to pop tic-tacs and grab me whenever he wanted because he was a celebrity.” Does that sound familiar?

All in all, the show was fantastic. The cast was extraordinary and if you are in the Los Angeles area and want to have a good time, go see Hedwig and the Angry Inch.

You can purchase tickets at the Pantages Theater website. The show runs from now until November 27th.

Marvel one-ups itself again with spellbinding visuals and a stunning performance from Benedict Cumberbatch as “Doctor Strange.” That’s hard to do considering the company that the film joins, but with the driving force of director Scott Derrickson (Deliver Us From Evil) his film surely deserves a spot within the top seven films in the Marvel Universe (MU).

Considering that “Doctor Strange” is mostly a B-level character it comes to no surprise that Marvel is able to mold the mythos into a worthy film. Some keep waiting for the so-called super hero fatigue to hit but with Marvel leading the way with quality films that are balanced, well-written, and containing worthy characters, it just seems to not be happening.

Some may have thought “Doctor Strange” was possibly going to be a miss for Disney. However, the film easily impresses with a solid story as it follows a similar pattern of intrigue, witty humor, action packed visuals, alongside thoughtful and smart casting that Marvel just keeps repeating.

The choice of going with a B-level character is a smart move for Marvel as “Doctor Strange” offers a new level of ability that the others such as Iron Man, Thor, and Hulk do not share (despite the Scarlet Witch).

Strange gets his powers from magic. His talent stems from his photographic memory that allows him to learn effectively from ancient books of magic and gives him the ability to perform complicated spells that harness mystical energies and forces that are unseen to the regular people. His character fits well into the universe as something different as he is able to do things and go places the other characters in the MU cannot. That appeal is part of why this character sucessfully avoids the fatigue mentioned already; and of course the superior directing and acting too.

It’s all to easy to say Benedict Cumberbatch is the definitive driving force of the film and many will. However, the entire cast was perfectly realized. Despite the rumblings from the peanut gallery on Tilda Swinton’s casting as The Ancient One, there is no one who could have played the role better. She’s just the right amount of other worldliness and at the same time human, creating this ethereal being that can wield power and empathy equally. Her performance takes me back to her character “Mason” in the equally trippy film “Snowpiercer” where despite her small role, it contributed vastly.

In a film with Cumberbatch and Swinton it’s easy to maybe pass up on Chiwetel Ejiofor who plays Mordor. He’s a mentor to Dr. Steven Strange and even makes a case to the Ancient One as to why Strange should be allowed to learn from them. If you are familiar with the comic or cartoon then you know his destiny and I won’t spoil it. Let’s just say that his ability to portray characters with great range will create a wonderful dynamic down the line in the next film.

Also, easily dismiss-able in super hero flicks is the love interest. In the original “Thor” movie with Natalie Portman cast as the love-interest, her character was just a non-entity. She didn’t bring chemistry nor much humor with the two dimensional character she played (in both films). On the flip-side “Strange” cast Rachel McAdams, who gets some great screen time where her character is allowed to play a wide range of emotions. She’s funny in the right places, sad, hurt, excited and the character feels a lot more real when compared to some other equally good Marvel films with weaker love interests. It was smart this time out to make sure this small character was not written as flat. The character’s ability to recognize the changes in Steven Strange help the audience define how he evolves as a person. This creates more gravitas for the story and the growth of the Strange character <which is important in an origin story>.

There’s more. There’s the villain, Mads Mikkelsen as Kaecilius. He’s the Ancient One’s traitorous former disciple. Is there any role Mikkelsen can’t shine in? For a equally trippy ride see him in “Men & Chicken.”

Marvel once again delivers on a solid super hero film making sure to include just the right amount of humor and action alongside a story that resonates with superb acting. The visuals alone make the film worth seeing in 3-D and even IMAX. Early prediction is that the film will more than likely require repeat viewings not only in the theater but in Blu-Ray ownership down the line. “Doctor Strange” is highly entertaining and a must-see in the theater.

The Final Verdict: 4 out of 5!

Rating: PG-13

Genre: Action & Adventure , Science Fiction & Fantasy
Directed By: Scott Derrickson
Written By: Thomas Dean Donnelly, Joshua Oppenheimer, Scott Derrickson, Jon Spaihts, C. Robert Cargill
In Theaters: Nov 4, 2016  Wide
Runtime: 130 minutes
Studio:Marvel / Walt Disney Pictures

Much of this year in YuGiOh has revolved around nostalgia. Shining Victories and The Dark Illusion booster sets have firmly revived the Blue Eyes White Dragon and Dark Magician archtypes from the beginnings of the game, while older monsters from the 5D‘s and GX eras have gotten plenty of love over the last 12 months. Now that the year is wrapping up, it’s time for another set of Mega Tins to compile all the best cards over that period, for a more economical way to compile what otherwise would be an expensive deck to build. With Yugi and Kaiba at the forefront of the sets this year, this means we’ll have an even easier time finishing off our retro builds, with some brand new cards thrown in for good measure.

As with every annual tin, each one has its own set of guaranteed promo cards outside of the three 16 card Mega Packs. As you would guess, Yugi’s tin focuses on the cards that his deck was famous for, with some new ones thrown in to make them more competitive to the modern game. Aside from Ultra and Secret Rare variants the old school Dark Magician design and Yugi’s God Card, Slifer The Sky Dragon respectively, the sought after Ebon High Magician from The Dark Illusion and Performapal Pendulum Sorcerer, the highlight of the Breakers of Shadow set are the real stars, ensuring you can get your hands on these cornerstone cards. Ebon in particular brings Dark Magician to the realm of Xyz monsters, allowing you to play Quick Play Spells and Trap Cards from your hand as long as it has Xyz material to use, protecting them from being destroyed on the field. Throw in its ability to Special Summon a Spellcaster when its destroyed, and you get a card that can spell disaster for the opponent.

In addition to these monsters, the set has two original cards that can only be found in this tin. D/D/D Flame King Genghis is a Fusion Monster that can only be summoned when fusing two D/D monsters, but Genghis gives you an easy way to bring them back. As long as you Special Summon D/D monster, the Flame King can bring back a D/D monster from the Graveyard once per turn. The hard part when it comes to this combo might be to keep him alive, but if he is destroyed, you can add a Dark Contract card from the Graveyard to your Hand, giving you a bit of retribution. Dragonox, The Empowered Warrior, can also make the Graveyard your playground, with its ability to Special Summon one Spellcaster with 2000 or less attack in Face Down Defense Position. Its meager 1500 attack and defense makes it easy to kill, but as a Pendulum Monster, it can also be played as a Scale 7 Spell on either side of the Pendulum Zone. When placed there, Dragonox can be discarded to end the opponent’s battle phase when they declare an attack. So basically, Negate Attack in Monster form.

Over on Kaiba’s side of the field, the power obsessed CEO of Kaibacorp has his own upgrades since the last time we saw him. While we would never expect Obelisk The Tormentor or his trademark Blue Eyes White Dragon to be left behind in a set like this, his new Synchro Monster, Blue-Eyes Spirit Dragon, is the highlight among the promo cards. As one of the top cards in the Shining Victories set, not only does it pack a punch attack wise at 2500, but once on the field via Synchro Summoning, it can negate the activation of effects in the Graveyard, which has become a popular tactic in recent versions of the game. Tributing it also lets you Special Summon any Light type Synchro Monster during either player’s turn, which can get you out of some serious jams if played right. The trick is knowing when to use it, since the monster is destroyed at the End Phase of the turn it was summoned.

Rounding out Kaiba’s promo cards are two original cards and an old favorite. Starting with Ghost Ogre & Snow Rabbit, a Secret Rare from the Crossed Souls set from 2015, this card is essentially a free Solemn card disguised as a monster. If it’s either on your field or IN YOUR HAND, you can destroy the card that was activated, allowing you to catch your opponent off guard. As far as the original entries, D/D/D King Gust Alexander is a Synchro card that has a similar effect to Yugi’s Genghis, but with more more flexibility and durability. With 2500 attack points, he can Special Summon a D/D Monster from the Graveyard when you Special Summon OR Normal Summon a D/D Monster. While he doesn’t have a secondary effect like Genghis’ Dark Contract ability, I’m liking Gust better since you can swarm much easier with his ability. Lastly, Aether, The Evil Empowering Dragon, is a Scale 4 Pendulum Monster with some nasty effects. By Special or Normal Summoning this level six monster, it allows you to flat out banish a monster on the field with no cost outside of what you used to summon it. Once in the Pendulum Zone, it allows you to destroy one card on the field once per turn by banishing an Empowered Warrior monster from your own Graveyard. Once it gets going, it looks like Aether would be a huge threat with the right support cards protecting it.

Rounding out the sets are the Mega Packs themselves, which each include three all star boosters. Containing highlights from the Crossed Souls, Clash of Rebellions, Dimension of Chaos and Breakers of Shadow sets, these cover a lot of ground. You’ll find plenty to love, such as the many Performapal cards, additional support for the Blackwing and Red Dragon Archfiend lines of monsters, and individual powerhouses such as the Odd Eyes Rebellion Dragon to name a few in the long list of viable cards. There’s no better way to catch up with the recent card releases than through this set. My personal pull highlights included Neptabyss, The Atlantean Prince, which single-handedly revived Atlantean and Mermail monsters earlier this year, and Jar of Avarice, which lets you recycle five Graveyard cards followed by a one card draw. If someone with luck as bad as mine can draw those, then there’s no reason why other pulls out there won’t be even better!

That about does it for the 2015-2016 YuGiOh season. What were your highs and lows, and what are your favorite cards from these sets? Sound off below and let us know!

WARNING: Light spoilers for the beginning of the game. Turn away now if you want to go in blind.

 

With 2016 winding down, it looks like the 3DS s looking to send off the year with a bang in the form of Pokemon Sun and Pokemon Moon, the next set of mainline games that are scheduled to release on November 18th. Across nearly a year of trailers, teases and rampant speculation, we finally got a chance to try the beginning of the full game, all while having some of our most burning questions answered. From what we’ve played, the games are shaping up to be some of the most ambitious titles yet, doing away with many series staples in order to give them their own identity, all while opening up more than a few new questions in the process. With that game time under our belts, here’s what we’ve learned, (and what we didn’t), during its first 30 minutes.

These game will be much more story focused.

A persistent complaint across nearly every Pokemon game was its basic level of storytelling. Somewhat forgiven in the early days since the audience didn’t expect much from a Game Boy or Game Boy Color game, future entries seemed to actually regress in their depth of storytelling, to the point where fighting the newest team or collecting a new set of badges felt more like a chore in between better Pokemon than a fulfilling part of the game. Black and White broke away from this trend, but fell right back into it with its sequels, and to a lesser extent, Pokemon X and Y. From the early portions of Sun, it wastes no time upping the stakes, involving Pokemon and people alike in a much more dangerous situation than previously encountered. As your character protects a mysterious creature, (which we’ll talk about more below), from being assaulted by a flock of Spearow, the bridge they’re on collapses, resulting in what would have been a REALLY short game if it wasn’t for Tapu Koko, the island’s guardian, swooping down and rescuing you at the last second.

This is all before you pick your Starter.

What’s Lillie’s relationship with the Ultra Beasts? And what’s in her bag?

From the moment the Ultra Beasts were revealed, fans quickly linked the first one’s appearance to Lillie, Professor Kukui’s assistant. In case that theory needed any more fuel to add to the fire, the whole bridge incident I mentioned above began when the creature in Lillie’s bag broke out for some fresh air, only to be assaulted by a flock of Spearows. If you’re wondering what’s so weird about a person accompanying a creature in a world full of weird beasts, it’s because Nebby as it was called, was not a Pokemon. It was not in a ball like almost every Pokemon carried by the main cast throughout the main line games, it didn’t fight back when attacked, and it seemed completely helpless. Since it’s being made very clear that Ultra Beasts are separate from traditional Pokemon, what else could Nebby be? My guess is that Lillie’s relationship to Nebby, the Ultra Beasts, and the Aether Foundation’s need to study them will all be major plot points throughout the game’s story.

HMs are dead, but what about the moves themselves?

As reported previously, Pokemon is FINALLY doing away with the dreaded HM, moves that were needed to progress outside of battle while taking up a valuable move slot with an attack that was usually useless in combat. Rather than carrying around one or two useless Pokemon to have these moves in your inventory, your character will now be able to call on Ride Pokemon for these tasks. Using a pager straight out of 1996, players will call on helpers such as Tauros, Charizard and Sharpedo to navigate the field.

Yes, this is a step in the right direction for sure, but among the awful moves were accurate, yet powerful moves like Surf, or the physical Waterfall that remained popular in regular battles. Will those moves be making a return in the form of standard TMs? Unfortunately, this might not be the case. While it was confirmed that those moves will still be attached to any Pokemon you transfer over from Pokemon Bank that knows them, (meaning you should be able to breed them onto new Pokemon), it could not be confirmed if we’ll just be able to teach them the moves if we want to.

Alola has no gyms, but might gyms make an appearance anyway?

Recent news has also revealed that as speculated, the Island Trials, where trainers have to complete unique tasks before fighting powerful Totem Pokemon and the Island Kahuna, will replace the traditional eight gyms that measured your progress. Considering there are only four islands, it makes us wonder what else will change in between, since the game obviously won’t just end when you complete four challenges. With the inclusion of two potential rival teams in Team Skull and The Aether Foundation, the Zygarde side quests and the Ultra Beasts, signs are pointing to the surrounding narrative being even more important than fighting to be the very best this time around.

But then again, that’s not to say that gyms aren’t involved at all. At the start of the game, Professor Kukui makes a comment about just returning from visiting Kanto, only to get beaten pretty badly by the Gym Leaders of old. Sure, this has been hinted at in previous games, resulting in a whole lot of nothing each time, but considering how much of an overhaul the game has received since the last time we visited the region, the fact that your character is originally from Kanto, and the huge focus on the original 151 Pokemon with all the new Alola Forms, it wouldn’t be too crazy to imagine taking a trip to Pallet Town once again.

Original Forms of Alola Pokemon can be found… Kind of. And what happens when they breed!?

The first thing I noticed when the game fired up was an Alolan Meowth in your room. Yet, in the living room, a standard Meowth is hanging out with your mother. Naturally, this led me to ask whether or not the original forms could be found throughout Sun and Moon.

It was confirmed that they CANNOT, and the only reason why a regular Meowth was in your house was because it was brought over from Kanto during the family move. Following the trail further, I asked what would happen if you breed a Kanto version in Alola. Would the egg hatch as an Alolan form? Unfortunately, we have no idea! This question remains one of the mysteries heading into the full release, and likely won’t be discovered until we get the chance to test it ourselves. For now, I would suggest breeding your best classic Pokemon in the old games before transferring them over until we receive final confirmation.

Pokemon truly are your partners this time.

In every other previous game, your starter Pokemon was gifted to you by the game’s professor. Considering new mechanics like Z-Moves and Greninja’s Battle Bond ability are directly tied to the bonds the Pokemon holds with the trainer, it’s no surprise that this connection seems to play a much bigger role in Sun and Moon. With this bond often said but not seen, Alola shows it when you receive your first Pokemon in a much different manner than in previous games.

Rather than being locked in their Poke Balls, Rowlett, Litten and Popplio are each lined up in front of you, waiting for you to make your decision. Yet, you’re not the only one with a say in the matter, because once the Pokemon is chosen, it then has to choose you in return. Standing across from each other like the thrilling, climactic final scene from Air Bud, the Pokemon has to decide whether or not they feel a strong enough bond with you to accept your choice. This type of freedom for the Pokemon themselves would make Team Plasma proud! Oh, and speaking of…

Sun and Moon will likely surpass Black and White as the most polarizing games in the series.

Once I had time to absorb everything that I had played and what we’ve learned so far about the games, one thing seemed abundantly clear to me. Sun and Moon have the real potential to be the most polarizing entries in the series to date. The last time a generation approached the games in such a drastically different way, we ended up with Black and White, which scrapped all previous Pokemon for an original set 0f 150 until after the game was completed, had the biggest focus on story compared to its predecessors, made Gym Leaders mean more than bosses, and bad guys that weren’t one dimensional. As a response to the huge shake up in the roster however, (among other more technical complaints), people seem to either love or hate the fifth generation with very little middle ground.

For every change that will be universally adored, (like the full range of 3D motion and how much more fluid the game looks and plays because of it, some of Sun and Moon‘s bold changes are so drastic, that they’re almost sure to divide the fanbase to an extent. Z-Moves, Alolan Forms rather than new Pokemon, Bottle Caps that instantly raise the IV stats of a Pokemon, making what took hours of work now take what can be a matter of minutes, displaying the weaknesses and resistances on the battle screen to make an easy game much easier, and the removal of series staples like gyms are just some of the ways these games are taking huge risks. From what we’ve played so far though, it seems like they’re paying off.

Reviewed On: Xbox One
Also Available For: PS4, PC, Amazon Fire TV

MSRP: $24.99

In the past 2 years, Jackbox Games has made a name for themselves by breathing new life into the party game genre. Introduced back in 2015, The jackbox Party Pack was a compilation of 5 random party games with completely different rules and play styles that could easily be played with your phone ad even easily streamed online. Because of this, Every year since then we have gotten a compilation pack, and this year is no exception, but is this third trip worth playing another round, or should you just drop out?jackbox-titleParty Pack 3 is split up into 5 separate games just like the last 2. You’ve got at least one returning fan favorite game, but the other 4 are completely new. This review will go into all 5 games in the order of how often our play group played them. Keep in mind that just because we didn’t play a specific game a lot, doesn’t mean it was bad. With that in mind, let’s get started.

Trivia Murder Party

the-jackbox-party-pack-3-6Trivia Murder Party is all about getting kidnapped by a psychotic trivia obsessed serial killer and trying to escape from him alive. players are asked easy to very obscure trivia based questions much like You Don’t Know Jack, but instead of just getting harassed by the host for getting a question wrong, you’re instead taken to a place called the killing floor, where you must fight for your survival, or you will be killed on the spot. Players are slowly killed off one by one until only one remains. The final round is a race to the exit where the only person alive must escape the house of horrors before any of the ghosts catch them, or else they will die and someone else will come back to life.tmp-1

The mystery hosts insane personality can be downright hilarious throughout the whole game. Things get especially tense when you’ve only got a couple of live players left being sent to the killing floor as you’re not sure who’ll be the next to go. Even the audience serves a big role in the game. They are tasked with working together to gain more money than the current player winning so that they can escape the killer alive. They can also bet on who they think will die during a killing floor round, which adds an extra competitive element. With over 1000 questions, and plenty of fun and different torture mini games, Trivia Murder Party is a breakout title you’ll be DYING to play over and over again.tmp-2

Quiplash 2

the-jackbox-party-pack-3-3Quiplash 2 is a sequel to last years runaway hit Quiplash, and is the only returning veteran game this time around. The game plays exactly like the first one, but with some major and much welcome changes. There are now multiple different final rounds that you can now get so that you’re not just getting a regular static question that everyone answers. Instead, you either get comic lash, where you have to fill in the blank to a comic book panel, word lash, where you have to use a specific word in your answer, and acronym lash, where you have to create a clever anagram with a specific set of given letters.quiplash-2-1The end round changes are very welcome and varied as the final round means much more as someone who has fallen way behind could easily take the game from behind with one good quip. The audience has also received another boost. While waiting between rounds, audience members can now answers random prompts just for them. Of course they’re all completely brand new prompts also, but other than that, the gameplay is largely unchanged. Much like Drawful 2 earlier this year, Quiplash 2 expands upon its predecessor enough that the game is completely worth playing again. For more on Quiplash, check out our review of it in last years Party Pack 2.quiplash-2-2

Tee K.O

the-jackbox-party-pack-3-5Tee K.O is about creating and battling custom made t-shirts in order to be crowned king of the island. The start of the game has you creating 3 drawings of whatever you want to draw. Afterwards, you’ll be told to type in as many catchphrases and quotes as you can. Then, you’ll be taken to the t-shirt creation tool where you’ll have the chance of creating one t-shirt out of 3 possible designs and 4 random phrases. Finally, you’ll go face to face with your opponents t-shirts as you try and take them down.  tko-1The art style in this game is gorgeous and very reminiscent of many japanese culture games such as Taiko Drum Master. The gameplay is also incredibly fun and addicting. It’s so much fun to battle against a really well put together shirt, but also a very random one. Out of all the games, my group got the biggest laughs out of just making fun of everyone’s shirts. The best part is that you can even buy the shirts you made. The audience also has fun as they can suggest drawings, sayings and vote on their favorite shirts also akin to Quiplash. In the end, Tee K.O expertly fills the drawing game void that Drawful or Bidiots would have done, but has such a new and amazing twist to it that it ends up coming off as one of my favorite games in party pack history! In terms of battles, this game wins the title belt.tko-2

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Guesspionage is a game all about percentages.You take take the role of a government agent as you are asked questions correlating to a certain percentage of something. The game is very similar to Family Feud as the answers are taken from a group of people surveyed online. Now I’ll admit, while the game does sound a bit boring, it really isn’t. The host is humorous enough to give you some good laughs, and the questions are actually very well varied and funny like what percentage of people pee in the shower, or how many people have been injured by trampolines.guess-1 The game has 3 rounds. Each round one player gets the chance to try and guess what the percentage of that question is. After that, the other players get to vote on if they think the real percentage is higher or lower than the one the current player guessed. You can even double down by choosing much higher or much lower, but you’ll need to be within 15% of the answer to get your points doubled, so it’s risky. Once again the audience gets another time to shine. If you have at least 7-10 people in your audience the poll results in the questions will be taken from the audience instead of the global poll. This adds a whole new layer to the game as now you’re trying to get into the mind of your audience. Quirky, weird, and fun, Guesspionage is 100% fun to play.guess-2

Fakin’ Itthe-jackbox-party-pack-3-2

Fakin’ It is an odd game to review. Not because it’s hard or confusing to understand, but because this is the only game in the entire collection that is very much not stream friendly. Fakin’ It is for 3-6 players and is very much inspired by the game Werewolf. In this game you and your friends will be given random prompts to do such as pointing your finger at something or holding up a certain amount of hands. The only problem is that one person will not get a prompt and so they have to fake knowing it. This is where you won’t be able to correctly play this online as to really experience the game as its meant to be, you’ll have to get your actual local group of friends over to play, but once you do it’s a riot.fakin

Trying to spot the faker blend in or constantly trying to out them with a good poker face can be super fun. The audience is also back, and they can try and decide who they think the faker is. They don’t have as much influence as in the other games, but it’s still welcome. Overall, how much you play it will depend on if you prefer streaming these games or playing them locally. Either way, you should give the game a shot at least once, but it really can be a magical experience.the-jackbox-party-pack-3

Negatives and Final Thoughts

While I’ve already logged many fun hours with this game, it isn’t perfect. During every round of Tee K.O there’d be a specific part where the announcers voice always overlapped for some strange reason. The game also has a decent amount of loading time when exiting back to the main pack from any of the games. While they were odd, they hindered our experience very little. Although I do hope to see these resolved soon. In conclusion, The Jackbox Party Pack 3 is a perfect example of yearly installments done right. Each year these games get progressively more and more fun and original. It was a tough undertaking to make another one of these, especially after the 2nd one still manages to consume a large amount of time spent during parties, but they really outdid themselves with this collection. If you have an upcoming party of any kind this is a MUST OWN.

Final Verdict: ★★★★★!

Frustration. That is the word that comes to mind when talking about Paper Mario Color Splash. While the game is easily an improvement from the embarrassment that was 2012’s Paper Mario Sticker Star, the game still struggles with a lot of the issues that plagued the previous title, which results in slow paced, boring, and overall disappointing experience.color-splashThe game starts off promisingly enough. Beautiful visuals and a very catchy soundtrack help get you in a good mood. Even the trademark humor that was completely absent in the 3DS predecessor seems to be back in some form, and the initial opening is very reminiscent of Paper Mario: The Thousand Year Door. All seems to be fine and dandy.color-splash-1That is until the gameplay is introduced. Once again, the series has forgone its traditional turn based RPG roots, in favor of a more gimmicky based battle system. Throughout the game you can find, buy, and sell special cards which you use in battle. These are used by selecting a card in your hand via the Wii U gamepad, coloring it in, and then flicking it. While it was amusing the first couple of times, it quickly wore out its welcome. Now, I’m not opposed to changing up how encounters work. In fact, I very much enjoyed the real time battle system in Super Paper Mario, but what the game fails to do with its battle system is find ways to properly incentivize fighting.color-splash-2The game tries to fix this problem by adding hammer scraps. Every time you defeat enemies, you’ll collect scraps of a cardboard hammer, and of you collect enough, you’ll be able to increase your max paint you can use. This however, still does not really work out as the game often forces you into battles rather than the originals which made you want to battle in order to level up. Add to the fact that enemies are already ridiculously easy, and there’s really no joy to the combat at all. I often found myself constantly running away from battles just to preserve my cards for the impending boss fights.  Sadly, those are also very flawed. All main bosses will need a specific set of cards in order for you to beat them. If you lack the proper cards in battle. you’ll never beat them. This makes them feel more like extended and tedious puzzles than actual showdowns.
color-splash-bossSadly, the rest of the gameplay also fails to provide anything resembling fun. Most of your time will be spent running back and forth between different levels in order to find specific items and collect paint stars to open up new areas. Progress is often slow, and tedious. I’m not kidding when I’m telling you that you’ll be spending a good 5-7 hours at the start of the game just trying to get to the first boss. This is the main part of the game, and it’s really frustrating that it artificially extends itself out. Not only that, but the game can be very cryptic at times, so you might spend a good hour or 2 mindlessly wandering a level because you missed a small piece of paper sticking out of a bridge that’s integral to beating that level. After a while, not even the music or visuals can keep you going.color-splash-mapIn conclusion, Paper Mario Color Splash may seem like a step in the right direction, but is still a ways off from the original 3 entries. The biggest problem is that developer Intelligent System seemingly ignored all criticism leveled at Sticker Star and simply just tried using a handheld style approach for a console. It seems like this new team just doesn’t understand what made the series so beloved in the first place. What does the future hold for our paper mache plumber? Who knows? Hopefully, it’s better than this.color-splash-final

Final Rating: ★★/5 Stars

Pac-Man Championship Edition 2 feels familiar, but plays completely different to it’s  DX and original counterparts released 9 years ago. While some core mechanics have changed, it still results in an incredibly fun and addicting game that you won’t be putting down any time soon. Championship Edition 2 changes up some things to appeal to newcomers, but still retains what makes it so loved by gaming veterans.

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Championship 2 is split into 2 modes. Score attack mode is as you remember it from the original. It’s fast paced, heart pumping and dangerously addicting. Bandai Namco did however make a few tweaks to the formula so that there’s still a bit of a learning curve even for vets of the series. Ghosts aren’t an instant kill anymore, instead, depending on what difficulty you’re on, you can bump into them as many as 3 times before enraging them to chase you. Not only that, but ghosts will also flee in a certain pattern when you collect a power pellet. These changes allow for more risk taking, and while it may be harder to catch ghosts with the pellet now, it feels much more satisfying.

 

There are also other new additions such as Jump pads appearing on some courses that can shoot you horizontally or vertically across the field, or Fruit and Power Pellets that start running away from you at higher difficulties. This adds a great new layer of strategy for people already familiar with the Championship Edition formula as it gives them something new to learn

 

The other mode is Adventure Mode. While this may sound new, it’s nothing more than a name change as these are simply the time trial mazes now separated into their own mode. All you have to do is collect the required fruit before the time runs out. While fun and easy on lower settings, get ready to sweat bullets if you crank up the difficulty to pro mode, as you’ll have only seconds to beat the levels on top of trying to chase the aforementioned moving fruit and pellets.While t

 

Now, while this is just a fancy re-skin of the time trial mode, Adventure does add something new in the form of boss battles. At the end of worlds, if you’ve collected enough stars, you will be granted access to a boss fight in which you’ll go up against a giant ghost where the only way to defeat it is by collecting 1-ups and eating the runaway fruit. I found these levels very enjoyable and a nice change of pace as I continually planned out my strategy every time I’d have to try again.

Graphics in the game are very nice. Just like the original Championship games, you’re allowed to tweak the look of Pac-man, the ghosts, the mazes, and even the background and music. Everything from classic arcade to Pac Mania and even a few non Pac-Man surprises (some of them you might DIG.) Music is also superb as the game gives you some really nice techno remixes including a great remix of the main arcade theme that would perfectly fit right at home during a rave party.

If there’s really anything to complain about I guess it’d have to be that when you first boot up the game, it forces you into a mandatory tutorial to teach you the basics before it even lets you play. I can understand having it for newcomers and to introduce new mechanics, but it could have been handled better for people who just want to jump into the game. Maybe give them an option to skip it next time. Other than that, there’s not a lot to hate about the game.

tutorial

In conclusion, Pac-Man Championship Edition 2 successfully brings new players into the series while also giving long lasting fans something new to learn. The visuals and music are nice and crisp, while the level layouts are very expertly crafted. If this is your first time coming into the world of Championship Edition, then welcome to madness. For those returning though, Welcome back.

Final Verdict: 5/5 buy it!

In 2013, Atlus and Nintendo announced a collaboration that we had no idea we wanted so bad up until that point. Promising a crossover between the legendary Shin Megami Tensei series and the comparably popular Fire Emblem turn based strategy games from Intelligent Systems, fans of JRPGs around the world were abuzz over what possibilities such a partnership could deliver. What kind of game would it be? How would the two drastically different tones come together in one game? In what way will the game play be consolidated to make fans of both series’ happy? Those questions came and went… And we had no answer for nearly two years, with the project getting pushed to the wayside.

When Atlus was finally ready to show off the game in action, what we got was something resembling neither property. Replacing the dark, desolate world of SMT and Fire Emblem‘s feudal Japan setting with a bright, bouncy version of modern day Tokyo, with a plot line revolving around Japan’s idol obsession. Similarly to the infamous GameCube reveal of The Legend of Zelda, only to seemingly bait and switch the realistic looking tech demo with the toon shaded Wind Waker, many who were looking forward to the potential crossover felt cheated in a way. On the surface, it’s the opposite of what was expected, so it’s no surprise that the game was met with a certain level of negativity. But after playing the game, I can say with certainty that what we ended up with was something better, because rather than plugging two series’ into each other and being tied down to the conventions of both, Atlus was faced with the challenge of creating something that resembles both while creating something brand new. Something better. The final result is Tokyo Mirage Sessions #FE, a role playing game that masterfully blends old school RPG conventions with some exciting new game mechanics, an unforgettable cast of characters, and some nostalgia fueled call backs that proves that a little creativity can go a long way.

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We may not have asked for an RPG about idols and singing, but I’m sure glad we got one.

Placing us in modern day Tokyo five years after a mass disappearance led an entire concert hall full of people to seemingly vanish, we follow Aoi Itsuki, your run of the mill high school boy. Tokyo is holding a massive open audition to choose the next big idol, and after finding his way inside, he bumps into his childhood friend, Tsubasa Oribe. As the younger sister of the lead singer who performed during the disappearance, she hopes to become part of the music industry so she can find out the truth about what happened during the incident, (even if she is clumsy and dense.) It isn’t long before this audition turns out to be a ruse orchestrated by a group of monsters called Mirages, who feed off of the creative energy of humans. After lucking into running into two friendly Mirages, Chrom and Caeda, they lend the teens their power, giving them the ability to fight off this new threat. Now classified as Mirage Masters, the pair are recruited Maiko Shimazaki, the head of Fortuna Entertainment who was a former model herself. Serving as both a talent agency and a defense force against the Mirages, Itsuki finds himself trying to find a way to fit in with all these wildly different talents with no talent of his own, while trying to save the world from the growing Mirage threat. You know, typical Japanese high school stuff.

On the surface, the game plays very closely to your standard Shin Megami Tensei spin off. Once battle starts and your team takes the stage, (literally, since combat takes place on a concert stage with an arena of monsters cheering you on), the bright and bubbly aesthetic hides some punishing combat. The core mechanics involve your party taking advantage of enemy weaknesses, which will put those taking the damage at a huge disadvantage. In TMS, it takes the typical elements like electricity, fire, force, light and dark, and throws in the weapon triangle from Nintendo’s series, throwing swords, axes, bows and lances into play. Once an enemy is struck with their weakness, unlocking skills through leveling up triggers a Session, where your non-active party members will jump in and create a chain of attacks for huge damage. If done right, your whole team can attack in a single move! As your party grows and your ability list becomes longer, you’ll be rewarded with free money, items and a potential chance to wipe out the enemy party during a single turn at no cost to the extra participants. Keep in mind though, that your party has their own weaknesses too depending on their pre-set class, such as Itsuki’s familiar Lord class, and Tsubasa’s Pegasus Knight for example. If an enemy hits your weakness and a Session starts, chances are you’re getting one hit killed. Thankfully for us, you can swap party members in and out mid battle to adjust for weaknesses with the exception of Itsuki. Even if he is a damage dealing monster late in the game, the early chapters can be frustrating when he keeps getting KO’d and can’t do damage.

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Itsuki constantly finds himself in trouble early on, regardless of how great his Lord form is.

Itsuki aside, that’s the brilliance of the game play, because while playing smart is always going to be the key to victory in an RPG, you’ll really need to prioritize your moves here. Each character and enemy’s turn order can be seen at the top, so planning ahead during tough battles can make or break your run. Leveling up to higher levels will eventually max out the amount of active skills, passive skills and Session skills you can hold. When you create a new weapon with its own set of abilities, it’s often more advantageous to equip a weaker weapon so you can unlock better abilities. The choice can be nerve-wracking when you’re asked if you have to choose between being immune to sleep or raising your attack for example, which is why making your whole team balanced plays such a big role.

Each attack skill has a set amount of EP to use special attacks, with an SP bar that the party shares. By spending SP, each character can unleash a tide turning special attack, with effects such as starting a guaranteed Session, removing enemy resistances and reflections for the turn, or healing your party. Tying back to the musical theme, unlocking songs for your team of performers during the story gives them a chance to randomly use an Ad-Lib Performance if the right attack is used. Here, the standard attack will be replaced with a short cutscene, mirroring their performance outside of battle while delivering a powerful version of your chosen ability. Even dozens of hours in, the unpredictability of combat constantly keeps it exciting. Even when you think you have the mechanics down, each chapter typically introduces a new challenge to take on, and a new mechanic to add that bit of depth as you proceed. Once all the cards are on the table, pulling off those massive Sessions is insanely rewarding, (even if there is no way to skip or fast forward extra long Sessions).

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Sessions, Duo Arts and Ad-Libs are the bread and butter of a great offense.

Unfortunately for my sentimental self, sometimes I would go against my strategic interests in combat, because I would stubbornly stick to certain characters that I was attached to. Thanks to how incredibly well characterized the cast is, I couldn’t help but fall in love with the entirety of the party, with one glaring exception. Much like the Persona series that this game has been so often compared to, the strongest aspects of the narrative are not the main conflict, but the party members that you interact with. As your team becomes stronger and you advance through the game, you’ll be able to take on Side Stories, which give you more background on your Fortuna co-workers. While not nearly as depressing and rife with conflict compared to what you’d find in Atlus’ other friend simulator, completing missions and tasks will help them come to terms with their own insecurities while making them better performers in the process. Plus, you’ll often unlock Duo Arts upon completion, skills that will randomly be offered mid-Session where two party members act out a scene while extending the Session, delivering huge damage, healing the party, or inflicting status ailments in the process.

What makes them stand out so much is that much like the game play, or even the initial reveal of the game itself, it gives you an expectation, then either flips it on its head, or immediately gives you a reason why they’re the way they are. Touma for example, comes off as the typical “bro” character who always has your back. He’s desperate to star in a super hero show after many failed auditions because of his troubled childhood, and is extra loyal because of it. Eleonora on the other hand, seems like a snooty brat who is overcompensating for the fact that her TV show is doing poor ratings by coming off with an air of arrogance and an obsession with Hollywood. Yet, she’s always kind and sincere, never letting her perceived ego make her think that she’s above her colleagues. When we almost immediately learn about the her trouble coming to terms with how she’s viewed as a bi-racial actor in Japan, this light touch on xenophobia and the awkwardness of feeling like an outsider makes her instantly sympathetic. And she’s not the only one… Despite not being playable, Tiki serves the very important function of being able to unlock new abilities with the Performa and items you find for your cast, creating new weapons for your Mirages, or performing late game class changes. As the team’s “vocaloid”, her existence as a non-physical entity gets played up to incredible heights, making her one of the saddest characters in a game this year. Even Itsuki, who serves as the bland player insert, is far from the typical silent protagonist, with his own charm with how oblivious he is to all that is going on around him. Barry, the resident American who is obsessed with Japan on the other hand, is the exception, and gets worse as his story goes on. Going from drill sergeant trainer to creepy and obsessed was unfortunate, and the final result is flat out strange. And unlike the rest of the game, not in a good way.

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Oh, Ellie. You’ve shot me with Cupid’s arrow.

To be frank, the core story is a bit of an afterthought. After the first chapter is completed, the main plot line gets pushed aside until the third act in favor of some often hilarious character development. Each stage in the middle is like those Nephrite episodes of Sailor Moon where someone extra talented is possessed by a monster, lures in unsuspecting citizens who want to work with them, and drains their energy, (or Performa in this case), while building their own to feed their master. But throughout these chapters, we learn that these challenges are the catalysts to fast track Tsubasa’s growth as a performer, taking her from every aspect of what life as an idol is like. Despite Itsuki being the player’s character, this is very much Tsubasa’s story, displaying her evolution from a clumsy, insecure and ditzy kid, to a national superstar. Away from Ms. Oribe however, one of the more compelling mysteries is how characters like Chrom, Tharja, Virion and Tiki came to be in this timeline, and what their purpose is in modern day Tokyo. Once that question is finally answered at the end of the game, I couldn’t help but get chills, and I’m not even the biggest Fire Emblem fan! If you have any attachment to the series and can accept how silly the concept is, these moments really can’t be missed.

If there’s a pattern to any of this, it’s that from concept to completion, Atlus has taken a game and balked at expectations at every turn. The final result is what might be the best game of the year so far, with a 50 hour plus story, and plenty of extra content when the New Game + rolls around. When the curtain fell and my time was Fortuna Entertainment had come to an end, I felt empty, like I didn’t want it to be over. I haven’t felt that way about a game in a very long time. It’s hard to say if it was because of the rewarding combat that blends classic mechanics with a modern flair, the incredible cast of characters, the stylish interpretation of Tokyo and its many locales, (which would suffer some minor slowdown when the population is high), the concerts rendered with the gorgeous Fire Emblem cutscene style, how well the music plays into everything that takes place on screen, or how cleverly the two franchises that inspired this game were brought together to create something so special while being so original, but one thing is for sure. If you love RPGs, if you love J-Pop, if you love Fire Emblem and especially if you love something that turns genre conventions on its head, do yourself a favor. Pick up Tokyo Mirage Sessions. There’s really no better way to say it.

tl;dr

+ A beautiful interpretation of modern day Tokyo, with a unique style that makes everything from dungeons to character designs pop from the screen.

+ An unforgettable cast that baits you with their on the surface tropes, then hits you hard with their depth and motivations.

+ Challenging, yet rewarding combat. Knowing when to make the right moves, (and avoid the wrong ones), will get you through with little to no level grinding.

+ The music! Everything from the remixes to the original songs and the music videos will stick with you long after the game is over.

+ So much to do! From the requests, side stories, and a New Game +, you’ll be playing this for a long time.

– Sessions can’t be fast forwarded, making it repetitive to sit through them every battle.

– Being unable to switch Itsuki out of battle can handcuff your choices in battles where he’s ineffective.

– Barry’s side story gets borderline creepy.

– Minor slowdown during crowded battles and in the streets of Shibuya.

Final Score: 4.75/5

 

Steam Siege, the latest Pokemon Trading Card Game expansion, marks the TCG debut of Volcanion, the last Mythical Pokemon from the latest generation of games. While it shouldn’t surprise anyone that the Steam Pokemon would be the face of the new set, Volcanion isn’t the only monster to take center stage this time around. With the debut of the first Sun and Moon Pokemon in card form, new Break and EX monsters to supercharge our decks, and a larger emphasis on the dual type mechanic that debuted many sets ago, here’s what to look out for when you’re tearing open those booster packs.

Serving as the star of the set, Volcanion looks to power up its fire type teammates courtesy of its Steam Up ability. By discarding a Fire Energy, all fire type attacks will do an extra 30 damage. That boosts its own Volcanic Heat attack from an already massive 130 HP of damage to 160. Its dual typing gives it the ability to do double damage to most other fire types thanks to its water typing, meaning it can make using a different fire deck against it a nightmare. Its biggest drawback is that it can’t attack during the turn after it attacks, which leaves it wide open to take more damage. Being that it’s an EX Pokemon, getting it KO’d means the opponent gets two prize cards compared to one, bringing them that much closer to victory. As a high risk, high reward monster, play Volcanion EX with caution.

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Perhaps even more important than Volcanion is Magearna, the first Sun and Moon Pokemon to make its TCG debut. As a pure Steel type, Magearna EX needs a special type of Energy Card to be able to attack. Thankfully, two of the three it needs are colorless, meaning any other energy type will work. Perfect for a steel focused deck, Soul Blaster does 120 damage, with the following turn leading to a 60 HP reduction in power. While its regaining its strength, its Mystic Heart ability prevents all status ailments to any Pokemon on your team with a Steel Energy attached. Made with defense in mind, Magearna finds itself being able to constantly attack, which is a step up from Volcanion.

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The EX cards are great, but the new Break Cards might outshine them, especially when it comes to the new Yveltal Break. Evolving from the standard Yveltal, the Break form deals 120 damage with three Dark Energy cards. If that wasn’t strong enough, this Baleful Night attack does 30 damage to every Pokemon on your opponents bench. Depending on which version of the base card you used for the evolution, it can also gain additional abilities that it doesn’t normally have. This goes for cards like Talonflame Break too, which can deal 150 damage with only two Fire Energy cards. Even if you have to discard the energies attached to it, it’s a great way to pull out a clutch win.

The above monsters are complimented by a host of great cards, including Gardevoir EX, Professor Sycamore, (which lets you draw 7 cards after discarding your hand), Ninja Boy, (a highlight from the recently released Theme Decks, allowing you to replace one basic Pokemon on your field with another in your deck), and Pokemon Ranger, (which removes all attack effects).

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If you want more information on the newest theme decks, check out our review here! Do you have any other cards from Steam Siege that you’re particularly fond of? Let us know in the comments, and keep checking back for more Pokemon news and impressions as they become available!

I’ll admit. The idea of Star Wars Rebels was a tough one to accept when it was initially announced. With all of the hubbub surrounding the Extended Universe being scrapped canon wise, it was hard to imagine how a kid focused prequel linking the two trilogies would do anything but complicate the continuity. Bringing in new Jedi, Sith, and obviously, Rebels, that we never hear about during any of the major events of the films sounded like a recipe for disaster on paper. Then… Season 1 happened, and quickly changed the minds of many of its skeptics. By creating its own identity while tying loosely into the abruptly cancelled Clone Wars animated series, Rebels teased the potential to create a proper bridge between episodes three and four. In this way, the show doubles down throughout its second season, creating constantly compelling storylines that work surprisingly well both as standalone episodes, and serve as glimpses into what the future may hold for The Force and its users. That is… When the show isn’t spinning its wheels with inconsequential content.

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The crew is back for season 2!

Following the defeat of the Sith Inquisitor at the end of the first season, Kanan Jarrus, the Jedi Knight who avoided Order 66, and his newly discovered apprentice, Ezra Bridger, continue to travel the galaxy as part of the Lothal Rebels, who are working towards the destruction of the Empire long before Luke took up a lightsaber. Leading the group alongside Kanan is Hera, an ace pilot who’s exposure to battle dates back to the Clone Wars. Rounding out their crew is Sabine Wren, a Mandalorian soldier with a past as a bounty hunter, (and a penchant for graffiti), Zeb Orrelios, a Lasat warrior who is out for revenge after The Empire attacked his homeworld, and their droid, Chopper. With the idea of rebellion still in its infancy, the crew constantly finds itself hiding from their enemies as they fight for territory and resources, narrowly escaping danger at every turn. But with The Empire’s strongest enforcer, Darth Vader, now on the hunt, will the return of Anakin Skywalker’s apprentice, Ashoka Tano, be enough to protect the crew from the wrath of the Dark Side? And will its pull be too much for the crew itself to resist?

From the very first episode, Rebels raises the stakes with the crew’s first encounter with Vader. The setup puts many of the season’s themes and conflicts into place, including Kanan’s paranoia over not being strong enough to protect his apprentice and crew, Ezra’s growing frustration with his mentor’s lack of faith as the Dark Side begins to tempt him, and Ashoka’s inevitable reunion with her former master. As if to ensure that this wouldn’t be a one sided conflict from the get-go, Vader inexplicably disappears after the rebels narrowly escape, sending two new Inquisitors to complete the job that he was so close to finishing himself. Along the way, the crew meets Lando, Leia, and other key figures as they travel the galaxy in search of a way to defeat the Empire, all while avoiding detection themselves.

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Seeing Rex again is one of the highlights of the season.

In the episodes in between the first two and last three, the season uses its 22 episode total to better acquaint us with the crew and their backgrounds as they work towards establishing their new base. Hera’s skill as a pilot and her history with her father, the Clone Wars hero, Cham Syndulla, is given its time in the spotlight, alongside Sabine’s bounty hunter past, and  Kanan’s distrust of Clones after Order 66 when Captain Rex resurfaces. Among the side stories however, none were more compelling than late in the season, when Zeb becomes stranded alongside Agent Kallus, the Empire commander who spends most of the season trying to weed out the heroes. Easily the most compelling episode that’s not focused on the Jedi and Sith, the two enemies are forced to work together to survive the native threats that surround them, all while finding a better understanding of each other. Through their interactions, we learn that not everyone in the Empire is evil. Many think they’re doing the right thing by bringing order to the galaxy, and see their enemies as those who misunderstand their good intentions. From Kallus’ point of view in his days as a low rank officer, his squad was meant to help Zeb’s home world, but distrust and unrest from the natives led to paranoia from the ground troops, which would eventually break into the battle that would nearly wipe out the Lasat. By the end, both characters develop mutual respect for each other as people despite being pit against each other in the larger conflict, bringing a sense of humanity to the evil Empire we’ve grown accustomed to for decades. That is, in between jokes about how Stormtroopers are terrible shots, which is on full display here. In fact, outside of the Sith and Kallus, it’s hard to take any of them as a serious threat when they come off as so incompetent every time one of the team’s unlikely plans to escape their predicaments goes off without a hitch. You’ll start to wonder how they held a grip on the galaxy for as long as they did.

Star Wars Rebels Season 2 Review Image 1Yup, still imposing. And we love him for it.

Make no mistake about it though, because when the Dark Side is in full force, they’re still the group that we love to hate. With some gripping build up to the final conflict of the season, old friends such as Yoda re-surface to impart some lasting knowledge on our master-less Jedi and his Padawan. After the well constructed build up finally hits its crescendo, and we finally get the face off between Ashoka and Vader, there’s so many moving parts that all fit so well together that even this long awaited battle can’t overshadow what’s going on with Kanan and Ezra. I won’t spoil too much for those who haven’t seen it, but by brining back a ghost from the past, we suddenly have ties that go back to the earliest points in the film timeline, all the way to The Force Awakens. In typical Star Wars fashion, the second story ends with the heroes in a bad spot. By the time it was over, I definitely wanted more, and I can’t wait to find out what the fallout is going to be after the events of the finale. But most of all, I’m very anxious for how all of this is going to end.

With all the excitement out of the way however, I can’t talk about the season as a whole while ignoring some poorly placed episodes in the season that serve as nothing more than time fillers, making certain points throughout the run feel like they were stretching out material to meet the season total. I get that in a weekly cartoon, especially one marketed with children in mind, they’re not going to be the ones analyzing whether or not the episode had merit. They’ll largely care about seeing the characters do some cool stuff to hold them over until the following week. But even among the pointless episode here and there, the episode before the two part finale is the most unfortunate of all. After making an announcement that was teased to have everlasting effects on the crew, Kanan and Ezra find themselves playing Starship Troopers near their newly founded base with the rest of their team, in a complete throwaway that undercuts the gravity of the first and last two minutes of the episode. Thankfully, the following episodes were enough to pull me back in, but the change in tone was jarring to say the least.

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Will Ezra be tempted by the Dark Side?

Now if you’ve watched the season as it aired and were looking to get your money’s worth with extra content, you’re going to find yourself disappointed on that front. Each disc in the 3-disc set has its own set of Rebels Recon shorts, where we learn about what went on to develop each episode. These mini documentaries however, have been on StarWars.com since each episode aired, so you can head over to the site and watch them there, rather than needing this set. The third disc houses two bonus shorts, one going over the history between Ashoka and Anakin, while the other talks about easter eggs that tie the season to the rest of the Star Wars continuity. While interesting, each one clocks in at less than five minutes, making the package feel bare bones outside of the actual episodes.

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Lightsaber duels will never stop being great.

So if you’re someone who wants a satisfying continuation of the unfinished Clone Wars saga, who never watched Rebels and want some fantastic storytelling in that galaxy far, far away, or who can’t wait to re-live the events of the second season, do yourself a favor and pick up Season 2. The special features might be sparce, and the season could have been better without a few episodes, but overall, these episodes succeed in producing original stories that manage to be compelling all on their own, while enriching the established film universe. Most of all, I can’t wait for more! So in that sense, mission accomplished.

Key Episodes:

Episode 1: The Siege of Lothal Part 1

Episode 2: The Siege of Lothal Part 2

Episode 3: The Lost Commanders

Episode 4: Relics of the Old Republic

Episode 5: Always Two There Are

Episode 8: Blood Sisters

Episode 9: Stealth Strike

Episode 11: Legacy

Episode 12: A Princess on Lotahl

Episode 16: Homecoming

Episode 17: The Honorable Ones

Episode 18: Shroud of Darkness

Episode 21: Twilight of the Apprentice Part 1

Episode 22: Twilight of the Apprentice Part 2

Season Score: 4/5

Blu-Ray Score:3/5

Steam Siege, the latest Pokemon Trading Card Game expansion, has unleashed some never before seen Pokemon into the game. If you wanted to see what Volcanion, the Steam Pokemon that serves as the last Mythical Pokemon of the and generation, can bring to the battlefield, we have the chance with the new Gears of Fire Theme Deck. Not to be outdone, Hoopa won’t let its spotlight be taken that easily as the previous Mythical release. Its Unbound form takes center stage with the Ring of Lightning deck to oppose the newcomer, with some impressive power of its own. When these two decks square off, which one wins out?

Gears of Fire and Ring of Lightning both have some incredible cards that would be an asset to any deck. Namely, Tierno lets you draw five cards, while Ninja Boy lets you swap out any basic Pokemon in your deck with one on your bench. Considering both Volcanion and Hoopa are Basic, moving them on your bench and building up their energy cards for potential team sweeps makes it very easy to earn a dominating win. Combined with Energy Retrieval and Professor’s Letter, you’ll rarely have trouble finding the Energy you need since both cards let you search your deck for what you need.

But when it comes to energy, that’s where Gears of Fire has an edge. Volcanion’s weaker attack, Power Heater, only needs one Fire Energy for 20 damage, but its secondary effect is what makes it shine. Every time this attack connects, it can pull two Fire Energy cards from the discard pile and add them to two Pokemon on the bench, ensuring that a powerful follow-up can come through if Volcanion retreats or gets taken down. Two more Fire Energy cards unleashes its Steam Artillery attack, doing 100 base damage. Nearly enough to take out any opposing Pokemon in one hit, you’ll be able to clean up the competition real quick.

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On the other hand, Hoopa can do even more damage, but with a big drawback. Portal Strike, its strongest attack, can dish out 130 HP of damage with only three Psychic Energy cards! Essentially allowing 1 hit KO’s for nearly everything in the Gears of Fire deck. The only problem is that once using this attack, it has to wait two turns to use it again. Leaving it vulnerable against strong opposition will make Hoopa an easier target than its fire powered counterpart. Its weaker attack, Hyperspace Punch, almost makes up for this weakness, allowing you to do 20 damage to any two Pokemon on the opposing field, even if they’re on the bench. If you’re having bad luck with drawing Psychic energy cards, this attack only needs one colorless energy, meaning you can use any type to activate the attack.

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Aside from the featured monsters, there are some useful cards to lead you to victory, with a few that don’t serve much purpose. Gears of Fire has the weaker roster, with Monferno and Rapidash not serving much purpose. Kingklang’s ability to deal 140 damage in one turn is massive, but needing Steel Energy cards both makes it harder to use, and clutters the deck a bit with energies that the Psychic and Fire types in the deck can’t use. Thankfully, Pyroar makes up for it by having a similar ability to Volcanion. Its first attack deals damage while allowing you to add an extra Fire Energy to it, making sure it can use its stronger move in the following turn.

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Even more than Hoopa Ring of Lightning‘s real star is Ampharos. Yes, you need to get through evolving Mareep and Flaffy, and it doesn’t have any low tier attacks, requiring three Energy cards to attack, but the payoff is worth it. Though it doesn’t apply in this case, its special ability allows it to move three damage counters to an opposing EX Pokemon, while its main attack, Gigavolt, will either deal 120 damage, or 80 damage and inflict paralysis, making the damaged Pokemon immobile for the following turn. Throw in Hawlucha, who can switch the opponent’s active Pokemon with one on their bench when its added to your bench, or Ambipom and its potential to inflict 60 damage with one energy while thinning out the opponent’s deck. Ring of Lightning has a lot going for it.

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But in the end, I have to give the nod to Gears of Fire. When playing both decks, I often pulled Energy that I couldn’t use with Ring of Lightning, making it so my team would get devastated after a bad KO. With the Flame deck, Volcanion’s ability makes it much harder to run out of Fire Energy cards, while the deck exclusive Pokemon Center Lady card will completely heal the powerhouse when needed. Even then, Ring of Lightning has so much going for it, that adding cards from either one will make your custom decks work much better. In fact, moving Litwick from Lightning to Fire would be a big help, since its only attack lets you discard cards. Sacrificing the haunted candle might be worth thinning your deck while getting rid of some Fire cards to set Volcanion up for some bench powering.

But what do you think? Which deck do you think works best, and what cards would you use to improve them? Make sure to take a look at our review of the Steam Siege set, and keep checking back for all your Pokemon news!

Some of you might be wondering what the “X” in Hatsune Miku: Project DIVA X stands for. Could it be “extreme”? “Extra”? “Extravagant”!? After playing through the third entry in the Project DIVA console and handheld series… we still have no idea. Yet, after spending plenty of time with our favorite digital pop star in her PS4 debut, Project DIVA X delivers a much more streamlined package that integrates nearly all of its many components into its core game play. The vocaloid faithful won’t need any convincing I’m sure, but for rhythm game enthusiasts who might have missed the boat on the whole hologram craze, then trust me when I say that this game is a worthy addition to any gamer’s library who loves to tap away with the rhythm, even if some long standing problems with the series show no signs of changing anytime soon.

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Costumes are for more than just looking weird this time around.

Previous games, such as 2014’s Project DIVA F 2nd, were pretty straightforward when it came to progression. Typically, you’d be given a list of songs to complete, and as they were played through, new ones would open up until you eventually uncovered the final song, hopefully obtaining plenty of currency for accessories, decorations for your in game houses, and costumes, (called Modules), on the way. Project DIVA X apparently looked at all of that and realized how ordinary that all was, and Miku and her friends are anything but. Instead of being like most successful pop stars who rest on their laurels, Miku is evolving in what’s presented is a full fledged story mode. Miku’s music is housed within one of five Clouds. The Cloud Prisms, made up of the Classic, Cool, Cute, Elegant, and Quirky Clouds, have all lost their shine, making it so the performers can’t perform. By entering each of these Clouds and singing the five songs within them, Miku and company are tasked with revitalizing each prism and bringing the music back to their world. Each Cloud houses a sixth Main Event once all five main songs are completed, totaling 30 unique tracks. On one hand, that’s fewer than the 40 or so tracks from the last game, but each Main Event delivers the debut of medleys, consisting short versions of four unique songs each. It’s all about perspective.

Hatsune Miku Project DIVA X Screen 2Cloud based gaming.

Once the beat drops and the music starts, all the details go by the wayside when the notes start flying across the screen. As with previous games, buttons will float over a background performance towards a grey outline of the input, lining up with the rhythm as you press the commands to the beat of the music. Standard taps, sustained notes that ask you to hold and release buttons, flicking the stick for special star shaped icons, and pressing the D-Pad and face buttons simultaneously for certain notes all return, in addition to new Rush commands. Once pressed, Rush commands have you tap the button or stick as fast as possible for a certain amount of time, building up extra points in the process. Spread across four different difficulty modes, the obvious goal is to hit as many notes as possible while building up a high score, but once again, the Cloud Prisms change things up.

Rather than simply filling up a bar to determine if you passed or failed, the main mode is more concerned with how much Voltage you can accumulate during your performance. Essentially your score, Voltage delivers a variety of rewards if you go above and beyond what your requirements ask of you. Doing away with the in game shop, how well you do and your difficulty determine how many items you’ll unlock by the end of the song. Ranging from items that can be gifted to your singers with the return of the game’s light dating sim aspects, to accessories that they can wear during their performances, the game gives you plenty of reason to reach for that high score. If you’re having trouble doing so on your own, Technical Zones and Chance Time both return for that extra potential boost. Technical Zones are special sections of the song that will reward extra points if the entire section is combo’d without missing, but that typically comes with some tricky arrangements. Chance Time on the other hand, used to award extra points, and unlock an extended scene at the end of the song for filling up a meter and hitting the last note in a specific sequence. While the extended scenes do not make a return, they’re replaced with unlocking Modules after a successful completion. Triggering a transformation sequence mid song, your singer will finish up their song with the new outfit in tow, adding it to your collection to use in future performances.

Playing an even bigger role this time around, Modules and accessories are for more than just cosmetic purposes. As with the Clouds, each wearable item is classified as either classic, cool, cute, elegant or quirky, and wearing outfits that match the style of the song you’re singing will reward you with bonus Voltage during the Rhythm Game. Other matching motifs, such as wearing all animal gear, will grant extra boosts as well, which is all aside from the individual perks Modules come equipped with. Ranging from making notes easier to hit, to awarding extra points in certain situations, and even making it easier to find new Modules and Accessories, you’ll often be faced with a choice between optimizing your score, or going for those sweet collectibles. As you uncover new equipment, this will become less of a decision, but early on, it’s hard to decide whether or not you want more item drops with a higher Voltage total, or if you want to increase your chances of getting a rare item by wearing an outfit that doesn’t match the song’s theme.

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There’s something oddly rewarding about matching outfits.

After enough of the Cloud Prisms are restored, requests will start to become available. These special missions typically give you more freedom with your progression, where you’ll be asked to pick a song, perform a certain song, or put together a custom medley to perform for rare rewards. Like the main stages, you’ll be able to choose who performs each stage between Megurine Luka, Kaito, Meiko, Kagamine Rin, Kagamine Len, and Miku herself, with their own Modules to customize the show with. After you go through the main game and beyond, more of these requests become available, truly placing you in that role of manager and producer that the game hands over to you. Combined with the return of the Concert Editor, where you can adjust the camera angles and presentation of performances, you’ll be able to find all the best ways for Miku to shine.

These are all positive strides for sure, which makes it all the more frustrating that some long standing issues with the game are still present as we enter the game’s third outing. Most noticeably, our biggest complaint before was somehow made worse in the form of hard to see buttons that make it easy to miss. Backgrounds seem even more vibrant and colorful this time around, which will often lead to the green, red, blue and pink face buttons camouflaging with the background. During medleys, there have been times where the new song title has obstructed my view of the prompts, putting an end to a 100 note plus combo. And as rewarding as it is to see the transformation sequence and a potential new Module unlock after a successful Chance Time, the flashing lights, new costume, and notification saying if the drop was new or rare, make it harder to pay attention to what’s going on on-screen. It’s not like this issue is unknown to the developers either, since they’ll have often mapped confusing sequence in on purpose, whether it’s buttons flying in circles, out of sequence, or even overlapping each other, so that what looks like one button press ends up being two or three. I don’t know how to fix it, but the interface needs some kind of change going forward.

That’s not to say that all of the past issues haven’t been improved on, but many of them feel like half measures. Completed Cloud songs become available in Free Play for a more traditional style, and thankfully, both Hard and Extreme are immediately available in this mode, rather than having to beat each subsequent difficulty. Yet, in the Clouds, where you’ll be spending most of your time, you can’t go back to completed Clouds or leave the ones you started until after you finish the main portion of the story. While there, the highest mode you can play is Normal Mode, so Miku veterans are going to have to wait for about four hours before showing off those skills. The unlock system is definitely an improvement, giving players something to work for and receiving instant rewards rather than grinding endlessly for money, but having what you get be completely up to chance becomes a nightmare for completionists who need that one last outfit. Considering that you’ll have gear to unlock for all six characters, you start to see the problem, especially when certain post song scenes will have your Vocaloid ask for a certain type of item. If you don’t have it, you can’t buy it, and have no way to keep from disappointing them. If there was a combination of the two systems, where maybe duplicate outfits would be exchanged for money to buy what you’re missing, then we’d have a perfect medium. Maybe next time?

Hatsune Miku Project DIVA X Screen 3

Be thankful for moments like these when you can see what’s happening.

Lastly, a pet peeve of mine lately is when games will force you to play through the entire story again to get a “true” ending. Project DIVA X kind of does this by asking you to accumulate enough Voltage in each category after completing the main portion of the game to unlock the final song, which is essentially a second play through. It’s not as tedious as some games, since this time around, you can play the harder difficulties and unlock new equipment and challenges along the way, (like smaller notes or invisible prompts), but it’s not the best feeling when the game leads you to believe you’re at the grand finale, only to have the rug pulled from under you. At the very least, it does go by faster since you won’t have to watch the cutscenes that take place at certain points in each Cloud, each of which asks you to make inconcequential choices while watching the performers work out basic problems about what it means to be “cool” or “quirky”. Coming off like a weekday morning kid’s show, the dialogue and problem/solution structure comes off as simultaneously charming and odd in its simplicity. It’s like watching Eureka’s Catle at age 30… Anybody?

Some odd choices and persistent issues notwithstanding, Hatsune Miku: Project DIVA X is the highlight of the series, seamlessly integrating its quick play progression, item unlocks, dating sim mechanics, and character customization into one overarching mode. Unlocking new equipment adds an extra incentive to continuously playing the game’s 30 tracks on top of the rewarding harder difficulties, and with only two of the songs being repeats, (even those of which have reworked game play), longtime fans will have plenty to look forward to. Even rhythm game fans in general will find plenty to love, with plenty of catchy tunes to carry you through to that next Module. Being a slave to the whims of luck, having to play the game more than once to see its end, and being the third game in a row to obstruct our view from the button prompts all hold DIVA X back to an extent, but not enough to keep it from being a fantastic music game.

Final Score: 4/5