Well, that didn’t take long.

We knew it wouldn’t be long until Arisa, the serious tsundere of Poppin’ Party would be driven crazy by the antics of her band-mates, especially given the nature of PICO. Yet, here she is in episode two already fed up with the impossible ideas that her group wants to put into place to increase their popularity. After only three people showed up to their latest concert, (one of which was on their phone the whole time, possibly playing Bandori), the band knows something needs to change so they can reach the heights that Roselia and Hello Happy World have. How do they do that? By throwing every idea out that comes to their mind, practicality be damned.

What makes this episode especially funny is that Saya, Tae and to a lesser extent, Rimi, are typically more serious, so seeing them propose progressively insane ideas to insert into their concerts helped make the comedy stand out. This is all par the course for Kasumi, but when Saya wants to breathe fire and Tae wants to fill the stage with bunnies while the audience presumably chokes on chocolate coronets thrown into the crowd, it’s no wonder why Arisa was so  overwhelmed by the time the episode came to an end.

But can they pull off a concert with stage food, fire breathing, stand-up comedy, magic and a flying lead singer all at the same time? That remains to be seen, but I’ve learned to never doubt PoPiPa regardless of how ridiculous they get.

Episode Thoughts

– Saya and Tae’s initial suggestions of playing their instruments with their teeth and Rimi wanting to throw chocoloate coronets in the crowd actually happen in the ending animation. I’m guessing this will become a mainstay at their shows.

– “What kind of band are we”? Arisa asks a question I’ve been asking since I started playing Bandori.

– “There’s more of us than them!” was an amazing line. Maybe the solution is to have fewer people on stage at once.

– Arisa’s logical rebuttals being completely ignored really sold how off the rest of the members are compared to our tsundure queen.

– But seriously, I want to see a concert with them pulling off every idea at the same time.

BanG Dream: Girls Band Party PICO is a weekly gag anime placing the cast of the multimedia franchise in comedic situations over the span of three minute episodes. Find more at the official BanG Dream YouTube channel.

In the “age of warring girl bands”, only one rival band can stand supreme. That’s the premise of the debut episode of Bang Dream! Girls Band Party PICO, (or Bandori Garupa PICO to preserve my finger joints), a micro sized gag anime featuring the characters of the recently released mobile game. Foregoing the more traditional art style of the main anime series, PICO tells its lighthearted stories using a super-deformed style reminiscent of the main map in the mobile game. As expected, hilarity ensues when you get all 25 girls in one room, especially when the space is so cramped you have to crash through a window to get in.

Serving as an introduction to the series, most of the episode is dedicated to introducing each of the five main bands. Afterglow, the alt-rock group of childhood friends, Pastel Palettes, the pop idol group, Hello Happy World, the eccentric band built on the whims of an eccentric billionaire, Roselia, the dedicated goth J-Rock group, and Poppin’ Party, the up and coming band that shine like the brightest stars, all arrive in dramatic fashion for practice at CiRCLE. Except there’s not nearly enough room for everyone, causing PoPiPa front-woman, Kasumi, to shift their attention to, “a family restaurant.” You can’t get much rehearsing done there, but at least there’s space to move around!

As a first episode, it does a good job of generally introducing the bands to new and familiar audiences alike, but with the strict three minute run time, there’s not a whole lot of time for character exploration. Yet, during the brief run time, a few things are immediately apparent. First, Kasumi’s lucky to not have a face full of glass after failing to stick the landing when breaking into CiRCLE. Second, this show is setting up its adorable charm quite nicely, especially with the ending theme animation. Lastly, in the main game, Hello Happy World and PoPiPa are the only overtly silly bands in the game, but with these introductions being as strange as they were, it’s clear that even the likes of Afterglow and Roselia are going to be at their comedic best going forward. Hopefully the show can keep up with the laughs!

Episode Thoughts:

– Marina should really have a booking system to prevent everyone from showing up at the same time for rehearsal.

– Does PoPiPa have a thing against doors? Or was busting through the window just the cool thing to do? Maybe they were in a rush to get out of the rain.

– Speaking of, I wonder how often Marina needs to pay for building repairs with clientele like that.

– The best way to rehearse is to do so in full costume if HHW and Roselia are examples to go by.

– Afterglow and Pastel Palettes don’t seem to notice the rain storm outside, especially the latter showing up in shoulder-less dresses.

– How much longer will it be before Arisa is fed up with the stupidity that surrounds her? I’m guessing not long.

BanG Dream: Girls Band Party PICO is a weekly gag anime placing the cast of the multimedia franchise in comedic situations over the span of three minute episodes. Find more at the official BanG Dream YouTube channel.

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.

Hatsune Miku Project DIVA X Screen 4

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.

Hatsune Miku Project DIVA X Screen 1

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

The cult classic rhythm game is returning! After barely squeaking past it’s Kickstarter goals, the successor to Harmonix hit music title FINALLY get’s a release date. Check out the launch trailer below!

Amplitude is a reboot of the 2003 PlayStation 2 music game by Harmonix Music Systems, Inc. The developers that worked on the original game are back to bring Amplitude to current Sony consoles with high-fidelity visuals, new music, a sci-fi narrative, and more. Play cooperatively, or competitively on over 30 songs, only on PlayStation!

You can snag Amplitude on PS4 when it’s hits PSN January 5th!

Hatsune Miku, the virtual Japanese pop star who’s stolen the hearts of weebs everywhere, returns with a new rhythm game for the Nintendo 3DS! With her crew of vocaloids in tow, including Rin, Len, Luka, Meiko, Kaito, the game promise over 40 songs, 100 + costumes to customize your favorite characters with, and a host of side modes to keep you busy when the idol life gets tiring.

For fans of Miku and her friends, you’re probably already playing this. For those who want to know what all the fuss is about, (or just want a good rhythm game to play,) jumping on the first print copy will net you a special collector’s box, a wallet chain, and 19 double sided AR cards. Remember those!?

Hatsune Miku Project Mirai DX Launch Edition

Hatsune Miku: Project Mirai DX looks even bigger than her previous offerings, and if our review of her latest Playstation offering is any indication, then any music game enthusiasts out there might do well to pick this up. Are you down with the vocaloid craze? Tell us why in the comments!

Project Mirai DX is available now for an MSRP of $39.99.

 

Atlus struck gold when they released Persona 4 during the PS2’s final days. Building on the social aspects that made its predecessor such a hit and framing the dungeon crawling around a murder mystery, the series found mainstream success that continues to extend through enough spinoffs to make Mario jealous. With this in mind, the Persona team moved from the fighting game to first person RPG’s, so naturally, the next game would just HAVE to be a dancing game. I mean, right?

After playing Persona 4: Dancing All Night for myself, the game is just about as bizarre as you’d expect from a demon summoning RPG being transformed into a happy go lucky rhythm title. The demo let us choose from some of our favorite characters from the main game, including Yu Narukami, Yosuke Hanamura, Yukiko Amagi, Teddie and even Nanako Dojima, where each were attached to a specific song from the series’ excellent soundtrack. Mostly consisting of dance remixes, I went in with doubts that these background tunes would be able to carry a game of this nature. From what we’ve seen so far though, I felt the addictive nature of wanting to constantly replay the same songs for better scores.

Dancing3

However, this is easier said than done, thanks to the actual game play mechanics. Using the up, left and down buttons on the control pad and the triangle, circle and X buttons on the right side, this odd set up takes some getting used to. Once you’re used to what you need to push, it’s not too hard to tap, double tap and hold the proper notes, with progressively higher difficulty settings adding in more complex patterns. Much like other games in the genre however, the colorful backgrounds can often obscure your view, leaving me with a broken combo because I missed button prompts that I didn’t see. With the Vita screen being the size that it is, this shouldn’t be an issue, especially when song completion has less to do with making it to the end, and more with meeting a minimum score.

But when you do meet your goal, you’re greeted with one of the strangest things I’ve seen in a game this year. When your character wins, they summon their trademark Persona in an overdramatic scene where they rise from the ground and… Play a solo? There’s something odd about seeing the vicious looking Izanagi break out into a guitar solo, or the divine Konohana Sakuya pull out the saxophone to perform her best Bill Clinton impression. Couple this with your former party members shouting out words of encouragement throughout the song while the formerly vicious Shadows dance along with your sweet moves, this all led me to wonder what the hell was going on with this silly, over the top, and seemingly self-aware spinoff. But you know what? I can’t help but smile every time I think of how insane this all is.

Dancing2

Persona 4: Dancing All Night will launch this September for the PS Vita, with a standard and limited edition which both hold tons of goodies for the Persona faithful. Complete with a text heavy story mode, (that will justify all this strangeness,) quick play dances and DLC that expands on the included song list, the final build will seemingly have enough content to keep us boogieing the night away. Will you be tearing up the dance floor when this title finally arrives?

https://youtu.be/s2HnMKloFCc

Today, Harmonix has announced that Dance Central: Spotlight, the fourth game in the only series of Kinect games that actually work, will make its Xbox One debut on September 7th, along with a $9.99 price tag. In addition, the last five of the ten song playlist has also been unvieled, bringing a mix of club bangers and top 40 hits to the dance floor.

The playlist is as follows:

Avicii – “Wake Me Up”
Cher Lloyd – “I Wish”
David Guetta ft. Sia “Titanium”
Jason Derulo ft. 2 Chainz – “Talk Dirty”
Kid Ink ft. Chris Brown – “Show Me”
Lorde – “Royals”
OneRepublic – “Counting Stars”
Pharrell Williams – “Happy”
Rihanna – “Diamonds”
will.i.am ft. Justin Bieber – “#thatPOWER”

In addition, the following songs will be available for download when the game releases, with more on the way, (including DLC from past games, which will be available at no extra charge if you’ve purchased them in previous versions).

Capital Cities – “Safe and Sound”
Emeli Sandé – “Next To Me”
Icona Pop ft. Charli XCX – “I Love It”
Lana Del Rey – “Summertime Sadness (Cedric Gervais Remix)”
The B-52’s – “Love Shack”d”

When Harmonix officially unvieled Dance Central: Spotlight back at E3, details were scarce. Aside from learning that it would be released digitally for Xbox One with half of the ten song playlist being revealed, there was little to go on as far as whether or not it would be worthy of our precious hard drive space. But now, at only $10 for ten songs, that sounds like an incredible deal to me!

As far as I’m concerned, the Dance Central series is the best motion controlled title on any platform, and will finally give us a reason to want to use our shiny new Kinects when Spotlight arrives this fall. I’m just confused as to how I’m supposed to dance to Royals…

What songs are you hoping get added to the game? Any favorites you’re hoping make a return? Check out our hands on preview from E3 this year, and let us know how excited you are to show off your moves once again!

While everyone was talking about Halo this and Master Chief Collection that after Microsoft’s E3 presentation, all of that was drowned out for me by the announcement of a sequel to the best game for the Kinect in Dance Central Spotlight. After moving on to Fantasia: Music Evolved, (which was great in its own right if our E3 preview from last year has anything to say about it), and publicly stating that Rock Band and Dance Central were on hold for the time being, I was expecting to have to wait A LOT longer before we’d see the dance game take advantage of the Xbox One’s upgraded tech. Though on a smaller scale, I was excited to see the game make a comeback, and was one of the first I took for a spin at on the show floor.

Featuring five songs on the demo version, including Wake Me Up by Avicii, Talk Dirty by Jason Derulo and 2 Chainz, Show Me by Kid Ink and Chris Brown, Counting Stars by One Republic and Happy by Pharrell Williams, (as if you couldn’t escape that song as is), each one has all of the full body choreography you’d expect from the series, with old and new moves alike to put your dance skills to the test. While playing, I didn’t notice any real performance improvements based on the reportedly superior Xbox One Kinect, there were never any points where I felt like the game wasn’t picking up my movements, especially with so much going on in the background.

Dance Central Spotlight Screen 1

What I did notice however, was a dip in frame rate compared to its prequels. I get that this is a download title instead of a full release, and is a much smaller game, (promising 10 core songs on top of weekly DLC instead of the 30+ from before), but it was distracting to notice the game looking so choppy in comparison to the fluid animations I was used to. It doesn’t affect game play at all, but its a noticable downgrade compared to the games released last generation. While this game isn’t the only guilty party, this seems to be continuing the trend of supposed “next-gen” games that perform worse than titles released years ago.

Having said that, this may either be the case of a smaller title having a smaller budget or pre-production kinks that need to be ironed out. In the end, all I really care about is solid dancing with catchy songs that get my feet moving, and even with half the songs available on the demo, Spotlight has that in spades. Even with a smaller playlist, a larger emphasis on fitness routines and eight routines per song promises that we’ll get a lot more milage per song than in the prequels.

Get ready to plug your Kinects back in! Dance Central Spotlight is coming exclusively to Xbox One digitally in September.

Final Fantasy has seemed eager to hit every genre possible over the last few years, but most of the spinoffs haven’t come close to being as enjoyable as Theatrhythm, the rhythm title that blended RPG elements with touch based music mashing to the beat of the best themes to come out of the legendary series. Now with a sequel on the horizon, Square Enix is hoping doing everything they can to make sure Curtain Call is bigger and better in every way, and based on their E3 showing, they’re on track to do just that.
If you’ve played the original, then game play will be immediately familiar. After creating a party of four characters spanning the entire Final Fantasy series, your team then attacks monsters to the beat of the music. Tapping, swiping the stylus or sliding it along paths depending on the prompt will build up successful combos, which makes your group stronger and results in bigger, better bonuses. Also making their return are the Field Music and Event stages, which involve the character traveling to a new area or tapping to the tunes of popular cutscenes respectively.
While I didn’t get a chance to try them in the brief demo that I played, new features will include a Vs. mode, an Airship Field Music mode, (like the original field stages, only with the fantastic airship music in the background), and a new Critical Hit Trigger power up, which increases the chances of getting critical hits during battle. Think Star Power in Rock Band, only with monster smashing!

 

Theatrhythm Curtain Call Screen 1

With multiple new modes, over 60 playable characters and 200 songs, is there any reason NOT to be interested in the upcoming sequel? If you loved the first one, missed it, but love the music of Final Fantasy, or you’re a rhythm gamer who needs a solid fix, this one is looking like more and more of a no brainer by the day. The Square Enix Store even has an exclusive limited edition for the hardcore fan! But regardless of which version you get, it’s looking like Curtain Call will surpass its predecessor in every way. What more can you ask for?

Theatrhythm Final Fantasy: Curtain Call will release exclusively for the 3DS on September 16th.

A few weeks ago I went to the premiere of one of the most fun films I’ve seen in a long time. Distributed by Drafthouse Films, The FP has been described as Mad Max and The Warriors meets The Wizard. Some people just called it Dance Dance Revolution: The Movie. Walking out of the screening, Joe Starr and I just called it “amazing”.

Now you can see what we’re talking about. Be warned: this is a movie that you’re either going to LOVE or HATE, and I’ve met people on both sides. It’s just proof that you’ve got to take sides in The FP…