Vanquish

Reviews
PlayStation 3/XBox 360
10/21/2010 (Japan), 10/19/2010 (US), 10/22/2010 (PAL)
ヴァンキッシュ
Both PlatinumGames and Shinji Mikami had a lot of eyes on them in 2010. Platinum was still a young studio with only three releases to their name, and were already showing a trend of developing games that were critical darlings but commercial failures. Famed Director Shinji Mikami (primarily of Resident Evil fame) had been out of the spotlight for awhile, the last game he directed being the 2006 PlayStation 2 beat-em-up God Hand with Capcom funded Clover Studios (whose staff largely became PlatinumGames after they were shut down). He had left Capcom completely after that, announcing that he was opening his own small studio called Straight Story. This studio would prove to be nothing more than one established to work with Platinum (as a contract employee) on a single game though, that game being Vanquish. There were many who were very curious as to how Platinum's next title, and Mikami's first non-Capcom affiliated title, would turn out. Continue Reading

Drag-On Dragoon

Reviews
PlayStation 2
09/11/2003 (Japan), 03/02/2004 (US), 04/21/2004 (PAL)
ドラッグオンドラグーン
Drakengard
A few months into the merger between Square and Enix, Square had not yet begun to fall out of the good graces of many of its loyal fans. While they weren't the highly experimental Square of the 1990s, their catalog hardly consisted only of releases from flagship series Final Fantasy and Dragon Quest. Traditional JRPGs still reigned, but Square Enix had some notable action RPGs in their back catalog: Parasite Eve, Vagrant Story, and the Seiken Densetsu/Mana series (of which a remake of the first entry in the franchise had just released on the Game Boy Advance). 2003 would also see a new series added to that list: Drag-On Dragoon/Drakengard. Drag-On Dragoon was developed by the Tokyo-based (and now disbanded) Cavia. They were a very young studio, and while this was not Cavia's first RPG (that honor belonged to a One Piece licensed game on the Game Boy Advance, "nanatsu shima no daihihou"), it was their first action game of any kind. So why would Square Enix publish a new action RPG property when they had plenty of other franchises they could pull from? This was meant from the start to be a dark RPG, unlike most of Square Enix's other properties. The story was written by Yoko Taro (who was also the game's director) and Natori Sawako, and is easily the highlight here despite being presented in a fairly bland manner for large chunks of time. The game's Japanese slogan was "抗え、最後まで" or "Resist until the very end". Continue Reading

The Kung Fu

Reviews
PC Engine/TurboGrafx-16
11/21/1987 (Japan), 1989 (US)
THE 功夫
China Warrior
Most of the beat-em-up games we've seen so far has been arcade ports (with the exception of the first three Hokuto no Ken games). The Kung Fu was obviously meant to be an arcade game in spirit, with Spartan X's DNA flowing strongly through it. The PC Engine was marketed as the next evolution of current consoles after all, so it needed something to set a fairly standard game like this apart from its contemporaries on the Famicom/NES and Mark III/Master System. That something would be giant character sprites, standing nearly the entire height of the screen. The story is about as standard as it gets: An assassin by the name of Wang (who looks remarkably like Bruce Lee) sets out to defeat the Dark Emperor and save the country that he has overtaken. To do this he must of course use his own kung fu to defeat other martial artists, and eventually the Dark Emperor himself (who turns out to be nothing more than a stereotypical practitioner of drunken kung fu). There are four stages (along with a bonus stage in which you stop a cursor on a power gauge in order to break a large pot), each divided into 3 separate parts that contain a boss at the end. You get three lives and up to two health meters to make your way through these stages, though it is possible to earn more through score and oolong tea power-ups (in the case of health). Continue Reading

Nekketsu Kouha Kunio kun

Reviews
Famicom/NES
04/17/1987 (Japan), 01/1988 (US)
熱血硬派くにおくん
Hot Blooded Tough Guy Kunio
Renegade
Famicom ports of early arcade games often turned out to be far cries from their originals, though they meant well. Development on the Famicom just hadn't been refined to the point where truly accurate ports of these titles were feasible, and these were the days where arcade technology was so far beyond home console technology that it was often impossible. Kunio's Famicom port changes up a great many things from the original. The most noticeable is a graphical style that's significantly closer than the arcade version to that which the Kunio series would become so well known for in its next installment. The music is also incredibly faithful to the original version. There's an alternating 2 player mode here, which was typical for Famicom beat-em-ups of the time. Each player can also select one of three levels, which seem to do nothing more than change the stage backgrounds between daytime, dusk, and nighttime. Power ups will also appear periodically that will refill health, or temporarily increase strength or speed. Continue Reading

2015: How Did I Play This Much This Year?

Over the last couple of years I've really come to enjoy these end of the year posts. Not because I enjoy or even attempt to declare a "Game of the Year", but because they help me get perspective on the year as a whole in terms of game releases. I even began keeping a list of what I played in 2015, instead of having to scramble to pull it all from memory or play logs. In looking back on this list, I was a little floored by just how many new games I played. There are actually less than I played last year, but the quality of releases and number of them that I truly cared about in 2015 ended up being higher. With that said, these are the new releases that I played this year, in the order that they were released. Continue Reading