Tuesday, December 11, 2007


Lost Odyssey is a fun game for fans of the traditional RPG genre (I hate calling them JRPGs because these types of games were considered the main RPGs a generation ago.) however it does come with a number of inexcusable flaws for a next-gen title. I will by begin outlining the good.

The story seems to be both involving and unique. This is a long slowly developing story and fans of story driven games will appreciate that. Cut scenes are abundant but the contribute to making the game what it is. Sakaguchi did well to keep the story unfolding regularly and with good pacing.

The music is pure Uematsu. He has managed to create a soundtrack that keeps the tone, pacing and mood of each scene. You'll enjoy having the sound on for this game.

The voice acting in LO is well performed. Mistwalker was wise to choose a comedian to play the goofy, Jansen. He actually contributes to lightening the air around a continually somber, Kaim and his ad libs make for small smirks more often than not. In general, everyone's voice so far has fit their character.

The game's "system" is also well thought out and involved. You will constantly find yourself going into the menu screen to manage things. You'll need to forge rings, attach skills, equip new items, etc. This is what being an RPG gamer is about and Mistwalker paid service to the fans.

Random battles are not overabundant and levelling does not feel like a chore. Most battles will require you to consider what type of creature you are fighting and not a simple tap of the attack button. The "aim ring" will force you to pay attention and worry about timing. These act as more elements to keep the player involved in the game. Fans of the genre will not be disappointed with the overall product.

However, there are still a few negatives that must also be mentioned. First off, I will begin by saying that I agree with the IGN initial impressions of the game. Frame rate (or "slow down" as they called it in my day) does exist and it is noticeable. There are times when the screen jumps and times when it just moves slowly. It's enough that it is noticeable and should be addressed.

Graphics, while looking good in some parts, are an overall let down for a next-gen game. Yes, the game runs in 720, so it's nice and shiny. But Mistwalker was obviously going for a look of realism with LO, and they unfortunately failed in their execution. Facial models are nice. Close-ups and camera angles usually work. But one major, unforgivable flaw is in character movement. The characters often move in unnatural ways with models rotating rather than just turning around. This may be forgivable in a more cartoony environment such as Blue Dragon, but not here. Arm and hand gestures are stilted and sometimes even walking looks belabored. The industry has been using motion capture for some time now and with PS2 games like Metal Gear Solid 2 setting the precedent for realistic movements, this is an unforgettable and unforgivable flaw on the Xbox 360. Moreover, as Anoop (IGN review) suggested, some of the character models look like they had been ported from PS2 and just given a slight HD upgrade.

**************************Next paragraph is a potential spoiler*************************
There is a scene regarding a flower dispute toward the end of disk one. The unrealistic and implausible scenario and lines destroyed the story-telling and tone. Mack and Cooke are caring for flowers when the Queen's troops come over to pick them. This leads to an encounter. Would soldiers battle over flowers? Moreso, would a group that just met two children, fight soldiers that merely want to pick flowers because the children's mother holds those flowers dear? This is an example of melodrama. Do we really care for this? Later, in the scene where Kaim meets his daughter, the children's annoying banter actually took away from the emotion that the story was trying to convey. I should have been more invested in the relationship between long lost child and father, but I wasn't. While the overall story so far seems tight, it is scenes like these that make it falter. I wasn't moved here. I was slightly sad, but that was almost entirely a result of Uematsu's well placed score.

**********************************End spoiler****************************************

At this point some may argue that this game isn't about graphics, it's about story and gameplay and that is true, to a point. However, Final Fantasy has been known to push the envelope in terms of graphics. Each one featured improvements over its predecessor to create jaw-dropping visuals. That sense of awe is not present in Lost Odyssey.

The jump from SNES to Playstation with FFVII had everyone's collective head turning. Here however, we have none of that. While the graphics look nice, it doesn't bring the player to high-enough new grounds. While this may not be a FF game, it does have the hand that crafted them pulling its strings. Unfortunately, the lack of graphical prowess is a let down.

All of that said, this is still a good game. As previously mentioned, fans of the genre will love it. However, the negatives should not be ignored and while many have shown a disregard for them, and attacked the IGN review, they fact remains that the problems do exist. I have personally always been a fan of traditional RPGs and this one with all its graphical and story-telling flaws will still keep you wanting to go back for more.

Friday, December 7, 2007

No More Heroes: First Impressions


We've played about 2 hours of the Japanese version of No More Heroes and so far the verdict is that No More Heroes is a lot of fun. There is no doubt that creator, Suda 51 is a fan of both Japanese and American pop culture. This shows in the overall tone and style of the game.

Main character, Travis, has a number of T-shirts and other available wardrobe selections that tell us that though he may be an otaku, he is not one of the Japanese kind. He is thin, athletic, and as his wardrobe suggests, aware of fashion. It's almost as if Travis is acting as Suda's own avatar, playing in a world he wants to be in. He's managed to create an environment where pro-wrestling items give you power ups, you are working to become an even more powerful everyman, and the women around you are all hot. Travis lounges around in his small apartment with all he needs: anime, food, TV and his cat, Jeane, which apparently shares its name with his former lover.
As a bonus you can watch music videos of in game music on Travis's TV.

The story is wacky and there are plenty of old-school gaming elements to keep veteran gamers like myself happy. You get 8-bit style graphics and sounds interspersed throughout, as well as other references and basic play control. There is a lot to digest all at once in terms of the fighting system, but it's actually quite simple. The Wii remote was the perfect choice for this game, as it really keeps you involved in the battle. Once you get the hang of things, you'll want to keep hacking away on enemies for interactive fun.

If you have a Wii and have longed for a game that was for gamers and not a mini-game. Look no further. No More Heroes is a lot of fun.

Sunday, July 22, 2007

Dragon Quest Swords


It has been some time since the Wii got a non-mini-game-based title that was designed specifically with its hardware in mind. In fact, it is arguably its first time. The surprise here is that it isn't a first party title but rather the product of third party, Square-Enix (Squeenix). Clearly the hegemon in the world of RPGs, Squeenix is best known for creating the endless stream of Final Fantasies and Dragon Quests -- quality titles that are always critically acclaimed, if not well received by gamers across all shores. Dragon Quest Swords (DQS) is no exception.

Released on July 12th in Japan, DQS sold over a quarter of a million discs in just 3 days! Though this may not come as a surprise, given the Dragon Quest fan base in Japan, it is nonetheless an impressive accomplishment. However, the real issue concerning curious gamers is not how well the game sold, but how well the game plays.

From the very beginning, players will soon realize that Squeenix has successfully managed to capture the feel of Dragon Quest, while at the same time incorporating an entirely new battle system. Though the obvious limitations of the Wii keep the game graphically inferior to its next-gen counterparts, the visuals still look good. The signature Toriyama character art together with the familiar sound effects and music work to constantly remind us that we are in the world of Dragon Quest.

Where Swords deviates from the norm is in the way you do battle. You can still bring up menus that allow you to choose how you'd like your partners to fight, but no longer do you have a turn-based system with time to calculate your next move. This time around you'll have to act quickly and use your Wii-remote to slash and defend. You can lock on to areas by pressing the A button. Then swing your Wii-remote in the direction you wish to slice. The B button is used to bring out your shield. You'll need to carefully place it in the way of the monsters' attacks in order to defend. Meanwhile, you can have your partners provide you with support magic such as healing and defensive or attack spells. The premise here is simple but it is also very satisfying. The interaction made possible by the Wii will have you feeling like you are actually cutting your way through monsters. It's a fun an interesting new take on Dragon Quest that brings new life to the more than 20 year old series.

The only major criticism for this game is that it only utilizes the Wii-remote and not the nunchuk. Perhaps this was done so that players did not have to own an extra accessory in order to play. Defending and moving with the nunchuk while slashing with the Wii-remote seems like it would have been more intuitive, making it easier to switch between defense and offense. As it stands running by pressing up on the cross button and the B button feels clunky and a tad bit awkward. That said however, DQS is a great game that no Wii owner and RPG fan should be without. Time to get slashing!

Sunday, April 8, 2007

Eye-Catching Ad


Pepsi Twist didn't have a long life in Japan. Perhaps the taste didn't sit well with many of the Japanese. Maybe the lackluster ad campaign didn't increase awareness as well as it should have. Whatever the reason, Pepsi Twist Diet is no more. However, in its place there is Pepsi Nex.

The name does not make mention or even hint to its lemony flavor. You'll have to make a conscious effort to look for that information on the product's label. In fact, rather than focusing on its refreshing flavor, what Pepsico (or rather Suntory) wants you to know this time around is that the product is zero calories, and it's zero calories of deliciousness.

So now that they've successfully disguised its little citric additive, how is Pepsi Nex going about getting its name known? Well, how about using hot celebrities to attract the 18-35 year-old crowd?

Suntory has enlisted the talents of Masaharu Fukuyama, Satoshi Tsumabuki, and Erika Sawajiri for their new ad campaign, spanning billboards, TV and the Internet. To be honest, I am not very interested in Japanese TV dramas, but Ms. Sawajiri's seductive pose and provocative outfit in the ads make her worth investigating; and thus make Nex stick out in the collective minds of most men. If Suntory can make someone with virtually no interest in Japanese TV or mainstream films take note of their ad campaign, there is no doubt that with the popularity and sex appeal of the celebrities in these ads, Pepsi Nex will be a well known beverage in no time.

Watch the ads here.

Blue Dragon Manga Volume 1


The first volume of the Weekly Shonen Jump manga, Blue Dragon Ral Grad, is now on sale. Book/comic stores across Tokyo have been promoting sales with large displays set up at entrance ways. Hikari posted an article on the new series and its risque nature in January (Blue Dragon: Beautiful Visuals, Some More Revealing Than You Would Expect). Look for a more in-depth review of the manga soon.

Thursday, April 5, 2007

NiGHTS Confirmed for Wii


After years of waiting and months of rumor and speculation, NiGHTS' official sequel will be coming to the Wii. Though not much detail is available, Takashi Izuka of Sonic Team USA, the new game's producer, had this to say:
"In 1996, we created the NiGHTS character to achieve a concept of 'being refreshed from being able to fly in the sky'. 11 years later, at last, we have broken our silence. NiGHTS will now fly in a new dream world: new stages, new story, and on the new Wii platform. Please look forward to NiGHTS and friends exploring this brand new adventure."
The Wii remote should be a perfect match for the play control of this new iteration of the Sega Saturn cult classic. NiGHTs is currently slated for a winter 2007 release in the US.

Game Rankings, 3/26~4/1

Only one "next gen" title makes the top ten this week, and that's Wii Sports (some even argue that the Wii is not in the "next gen" category).

1. Kingdom Hearts II: Final Mix+ (PS2)
2. Muso Orochi (PS2)
3. More English Training DS (DS)
4. Digimon Story Sunburst (DS)
5. Yoshi's Island DS (DS)
6. Tamagochi no Abare! (DS)
7. Pro Baseball Spirits 4 (PS2)
8. Word Puzzle Mojibitan (DS)
9. Wii Sports (Wii)
10. Monster Hunter Portable 2nd (PSP)

Media Create

Wednesday, March 28, 2007

Reason #3 to Be Pissed at Microsoft



Damn, I forgot perhaps the most important reason here to be frustrated at this week's announcements.



Let me first refresh your memory with another quote from way-back-when (this time, from around November):



"At this point we’re not ready yet to roll out a bigger hard drive. I can tell you what people tell me they do to get around this. What they do is they put their Live account on a memory unit and then they have one hard drive that they put their games or related content on, and then they have another drive that they put their movies and TV on." [link, Wired via GamersReports]



Got that? Turns out this is horrible, horrible advice -- aside from the insane cost of having to shell out $100 (at the time) for each supplementary drive in this ridiculous scenario.



Here's better advice: Don't run out and buy one of the upcoming 120GB drives in hopes of consolidating your multiple Xbox 360 drives. You won't be able to!



That's according to a Microsoft Japan press release, located here.



What were you even thinking, listening to Microsoft in the first place?



[link]

Two Things That Kind of Piss Me Off About the Xbox 360 "Elite"





…Or more specifically, about the announcement of the "Elite".



First: Let's talk about the high margin of return. External 120GB drives routinely sell for US$65-$90. Microsoft's selling its new add-on for around $180. There's profit, and there's gouging, and once an application (something IPTV-related, maybe?) debuts that requires much more than the paltry 13GB of usable capacity on the current-gen Xbox 360, Microsoft will have officially embarked into the realm of the latter.



Thing No. 2 that burns me:



"I think at the moment we have the widest available connections on the system. If you want to get great HD, I think we've got a good solution for that ... At the moment, everything you might have seen is just looking at our experimentation back in Redmond, not really a product that we're thinking about announcing."



That was said by Chris Satchell at Microsoft's game developer group, all the way back in January. Now, I understand that Microsoft didn't want to hurt sales of the "regular" Xbox 360 models between then and the present. But there comes a point when deliberate obfuscation hurts consumers. And it's pretty clear console companies don't understand this.



Let me clarify it for them. The point where you stop helping your cause and begin actively hurting consumers occurs when:

    A) If properly informed, some consumers would prefer to wait for your more advanced future product, as opposed to buying your current-generation model.



    B) There is overwhelming and detailed information on said future product from semi-legitimate sources (see: rumors.)



    C) There is no competitive reason to deny rumors about future product. (This is to say,

    confirming longtime, persistent rumors adds nothing to competitors' ability react to your future product. If they're any good to begin with, they're already listening to the rumors and preparing accordingly.)



    D) Denying consumers information about the future product -- in this case, by categorically contradicting these rumors -- causes consumers to make an uninformed buying decision.
In other words, once the rumor mill reached fever pitch about the Xbox 360 Elite, Microsoft should have stepped up and gone ahead and announced it. Instead, some consumers were duped. This could include people like my girlfriend, for instance, who may conceivably have waited for the Elite before buying her 360 Premium.



Microsoft, of course, isn't alone here in treating consumers like they're the enemy. Sony, in the course of a few short months, has already established a solid track record of not only ignoring consumer needs, but the needs of developers, retailers, stockholders, and the press. Did I leave anyone out?



These companies need to behave a bit more like the big hardware vendors in the PC space. Intel and AMD, for instance, publish roadmaps of where they're headed well in advance of future models. They react quickly to feedback, and don't ram unneeded features down consumers' throats.



They understand that customers, the retail channel, and the entire damn ecosystem involves knowing what's coming out and when -- not thinking so short-term and trying to squeeze out a few months' more of sales of an old model through duplicity before they roll out a replacement. They're not as arrogant as the console companies, are more willing to work with partners, and most importantly customers, to deliver products that meet current and future needs.



Customers deserve an informed choice, not obfuscation.



Funny, I wrote nearly 500 words on this, and I'm not nearly as irate about the PR game around the Elite as I am about Microsoft's shitty support around the brief Xbox Live outage this weekend. More on that later, perhaps.

More Rumors, More NiGHTS


Last week, the Internet was buzzing over an ad in the Official Nintendo Magazine, claiming a world exclusive on "a classic game set to make a long overdue return." Most speculated that the game in question was NiGHTS, an old time favorite among SEGA Saturn fans.

While no specific game system was mentioned, today Swedish game magazine, Game reactor, released an image of their upcoming April issue, featuring the NiGHTS jester on the cover. This seems to provide strong support to the rumor that a new NiGHTS game is on its way.

Though most game related sites are convinced the new game will be a Wii exclusive there has yet to be any official confirmation. However, with all the new evidence that's been leaking and certain unofficial confirmation, it's becoming hard to discredit. It's only a matter of time before we know the truth.

Xbox 360 Elite

What was once a rumor known as the "Zephyr," the new Xbox 360 "Elite" has been officially confirmed by Microsoft. The system comes in black and touts an upgraded 120 gig hard drive, as well as an HDMI port for high definition. The Elite will retail for 479.99 USD and ship on April 29th in North America.

There are no present plans to release this version of the 360 in Japan. However, gamers on this side of the world will be able to purchase the stand-alone 120 gig. HD on June 6th for 18,900 yen.

Sunday, March 25, 2007

Lost Connections

Letting my mind wander and see where it takes me (and sometimes it takes me to some very surprising places), I was struck by some of the similarities between the popular ABC primetime series “Lost” and the Saturday morning children’s show of the mid-seventies “Land of the Lost.” And yes, it was the tenuous one word the two series share that brought me to this realization.

“Lost,” for what it’s worth, has been compared to series “The X-files” and other shows with an undercurrent of the supernatural. “Lost” also makes extensive use of tropes common to science fiction (or speculative fiction, if you must). The main plot of a bunch of castaways trying to eke out an existence on a remote (and usually) tropical island has been a staple in literature and film since Defoe’s “Robinson Crusoe.” In that regards, “Lost” doesn’t break new ground. But its combination of those themes and using them as a backdrop for intriguing character development and analysis has brought it no small measure of success.

To say “Lost” has been influenced, or more accurately, the creators and writers have been influenced, by thematically similar works is taken as granted. No doubt the writers themselves could produce a list detailing all their direct influences. However, there are more than a few odd similarities, some overlapping motifs, between “Lost” and “Land of the Lost;” so many, in fact, that I can’t help but wonder if the creators are trying to recreate that series for a current, adult audience.

As I was born the year the last season of LOTL aired, I had to catch it in reruns when I was a toddler. My memory is sketchy, but with some help from Wikipedia, the torrent of memories is released from the reservoir. LOTL is the story of the Marshall family (the father Rick, his son Will, and the daughter Holly) who, during an earthquake while they are rafting down a river in present-day (1970s) Earth find themselves transported to a mysterious lost land with nothing more than their raft, the meager supplies in said raft, and the clothes on their backs. This is a land that resembles prehistoric Earth, with all the large dinosaurs wandering about to prove it. No sooner is the family washed up in the LOTL, when they are attacked by a giant Tyrannosaurus rex, whom they dub “Grumpy,” and are forced to seek shelter in a cave halfway up a mountain. (I remember as a kid being scared during the opening credits when Grumpy would give up on the Marshall family and turn to the “camera” to devour the audience. He never got me, however, because I was watching this all in complete safety – from behind the sofa.) Without going into too much detail, the series focused on the Marshall family’s attempts to return to their own dimension while trying to understand the magic and mystery of the lost land.

Overall the plot doesn’t seem that similar to “Lost,” but it’s not exactly dissimilar either. You could argue, if you like, the plot of LOTL has as much in common with “King Kong” or “Survivor” and you wouldn’t be wrong, in my opinion. But the devil is in the details, and it is the particularities of LOTL that are analogous to parts of “Lost.”

I’ve already mentioned the T-Rex, Grumpy, and the cave in LOTL. In “Lost,” one of the continuing mysteries (much to the annoyance of many fans) is the truth behind the smoke monster. For many people, including myself, until we actually saw the smoke, we were led to believe it was some giant dinosaur, or at least hoped it would be, just because, well, dinosaurs are cool. LOTL has Grumpy and “Lost” has Smokey. At one point in season one of “Lost,” some of the characters decide they would be safer in the newly discovered caves instead of at the beach, just like the Marshalls decided they would be safer in the cave away from the river.

One of the things the Marshalls wanted to be safe from, aside from some bad stop-motion animation dinosaurs, was a race of beings known as the Sleestak. These humanoid lizard-like creatures were the antagonist aborigines of the lost land who wanted the Marshalls for some unknown but presumably nasty business. That business turned out to be ritual sacrifice to the Sleestak’ god who dwelled in a mist-covered pit. His diet consisted of any sacrifices the Sleestak brought (anyone the Sleestak didn’t like, and that was everyone), but no word how the god went to the bathroom in that pit are how he disposed of the remains. (Probably got a little, um, ripe down in there.) The Sleestak who made nothing but trouble for the Marshalll family, we later learn, are the descendants (in the truest sense of the word) of the Altrusians who built the Lost City and whose technology is scattered around the lost land. The Altrusians were a highly advanced race who, like many empires the world over, lost their exalted status through hubris, and the Sleestak were the primitive result of that.

One of the biggest mysteries in “Lost” is a group of apparently primitive people running around the island making an already tough life egregiously tough for the plane crash survivors. While they appear primitive (and in season three we learn it was a ruse, but that doesn’t destroy the LOTL connection; the creators just used it as a springboard for new ideas), they exhibit intimate knowledge of the island and use it to their advantage. They kidnapped multiple members from the survivors’ group to use them for things we can’t even imagine, as their purpose in doing so has yet to be revealed. We know they were probably not the first people to inhabit the island, as that honor goes to the scientists working for the Dharma Initiative. Those teams, while not much is known about them, we do know they were quite technologically advanced as compared to the Others in their Swiss Family Robinson guise (which is revealed to be just that in the third season of “Lost”). From certain information gleaned from the show, we might assume that the Dharma scientists were either wiped out by a mysterious disease and/or subsumed by the others. If the former, was the disease of their own making? We already know they did experiments on sharks and polar bears. Did their own science wipe them out as the technological advances of the Altrusians wiped them out? And what remnants survived, did they become part of the primitive Others as the Altrusians degenerated into Sleestak? As “Lost” progresses, those analogies may prove to be tenuous at best; but if you just look at the first two seasons of “Lost,” it’s hard not to see the parallels. (EDIT: In season three, episode thirteen Ben, the ostensible leader of the Others claims to have been born on the island. This raises the question of who was there first, the Dharma Initiative or the Others? LOTL enjoyed flip-flopping on the origin of the Sleestak, without ever giving a definitive answer. “Lost” enjoys teasing the audience in the same way with the Others.)

Dotted throughout the LOTL were mysterious structures left by the Altrusians called Pylons. These narrow, pyramid-like structures were more capacious inside with their “compressed space” than what their superficial structures presented. Inside some of these Pylons – if not all – was a stone table known as the “crystal matrix control table.” By rearranging the power crystals on the matrix table, the user could affect certain reactions in the LOTL including altering weather and time itself. The Marshalls were convinced these matrix tables inside the Pylons offered the key to returning to their own dimension. In “Lost,” the Dharma Initiative left behind many stations for pseudo-scientific research, as it would appear. The most famous of these stations was know as the Hatch, and inside was a computer that could be used to control a magnetic discharge on the island. As the Altrusians are to Dharma, so are the Pylons to Dharma’s stations, with the computer serving as the island’s version of the crystal matrix table. Now that the Hatch has imploded and the need for the computer obviated by Desmond’s actions at the end of the second season, it remains to be seen what role the magnetic discharge will play in future episodes and how many, if any, Dharma ruins remain to be found. (EDIT: In episode twelve of season three, a group of the crash survivors find a series of tall, derrick-like posts encircling the village of the Others. Sayid distinctly calls them “pylons.” If the village the Others live in turns out to have been built by Dharma, it would connect to the Lost City built by the Altrusians and inhabited by the Sleestak.)

And speaking of Desmond, what would “Lost” be without its version of Enik, the time-traveling Altrusian who learns that his race is doomed to degenerate into the Sleestak? As Enik is the last Altrusian representative in “present-day” LOTL, Desmond, as far as we know, is the last survivor of the Dharma Initiative. While Desmond was never a true member of the Dharma Initiative, he remains the last person to be revealed who had any connection to them. After the implosion of the Hatch, Desmond exhibited certain time-traveling abilities. Whether he physically moved through time or just mentally relived moments has yet to be answered. Desmond is now stuck on the island because his one means of transport – a sailboat – was lost to the Others by Sayid, Jin, and Sun. Enik also lost his primary means of time travel when Will Marshall destroyed it.

Desmond isn’t the only interesting character on the island when the plane crashes. A mysterious French woman named Danielle Rousseau pops up every now and then. According to her own story, she has been on the island for sixteen years when a ship she was on was stranded there after following a radio signal being sent from the island. She does indeed aid the survivors from time to time, but she prefers to live the life of recluse so as to avoid contact with the dreaded and despised Others. As with “Lost,” LOTL also had its own deranged recluse in Jefferson Davis Collie, a Confederate soldier who has been trapped in the LOTL for what appears to be decades. He spends most of his time mining the power crystals and using his cannon to keep the Sleestak at bay. He even helps the Marshalls attempt to escape the lost land, but decides to head back to his cave because he doesn’t want to encounter any dinosaurs along the way.

For me there are already enough similarities between “Lost” and LOTL to view former as homage to the latter. But there is one more point, perhaps not as germane as the others, but still intriguing nonetheless. When Sayid, Jin, and Sun are sailing around the island to rescue Jack and company, they spot the remains of what presumably was a gigantic statue. All that is left is two feet cut off above the ankles, and Sayid remarks that there are only four toes on each foot. At this point in “Lost,” nothing has been revealed as to the origin of those remains, but they might not be related to the Dharma Initiative or to the Others. LOTL also had a similar set of ruins of unknown origin called the Builder Temple. This temple was neither built by the Altrusians nor the Sleestak, but by some other humanoid race that never reveals itself. Unfortunately, this temple was not seen outside of a handful of episodes and the mysterious race was never explained nor fully introduced.

LOTL only lasted three seasons before it was cancelled. By the third season, the show’s budget was drastically reduced and the execs took over, not only diluting its contents, but also dumbing it down to insipid levels. The third season never quite lived up to the panache of its predecessors, and lacking many of the original creators, the quality of the show quickly declined. I hope that is one point where “Lost” can digress from its philosophical and inspirational forbearer.

As the “Lost” progresses, its connections to LOTL will more than likely disappear entirely. Indeed, events in the third season have shown that those connections really only hold for seasons one and two of “Lost.” As the series evolves, and more secrets are revealed (one hopes!), perhaps the series can have a satisfying conclusion that LOTL never had.

Miguel E. Corti (Contributor)

Game Rankings, 3/12~3/18


This week's rankings still favor Nintendo with Yoshi's Island DS still holding on to the number one spot and a total of eight Nintendo titles in the top ten.


1. Yoshi's Island DS (DS)
2. Word Puzzle: Moji Bitan DS (DS)
3. Monster Hunter Portable 2nd (PSP)
4. Wii Sports (Wii)
5. Kin Iro no Goruda 2 (PS2)
6. Professor Layton and the Mysterious Town (DS)
7. Wii Play (Wii)
8. Tokimeki Memorial: Girl's Side 1st Love (DS)
9. Super Robot Taisen W (DS)
10. Dragon Quest Monsters: Joker (DS)

Tuesday, March 20, 2007

Good News for Gamers, Good News for Sony--Maybe


Though analysts have been notoriously wrong in the past, Goldman Sachs is predicting that Sony will slash the PS3 price tag by a $100 worldwide in October. This would be good news for gamers that have been holding back due to cost. Sachs analyst, Yuji Fujimori states, "The PS3 price has long been cited as high," noting that cutting the price of game consoles has historically quadrupled volumes. This would be a good weapon for Sony to use against Microsoft, as they are planning to release the newest addition of their well-received franchise, Halo 3 at about the same time (Couple this with a killer ap, like MGS 4 or FF XIII, and we should see systems flying of shelves during the holiday period--ed.).

The Sony PR and marketing machine, helmed by Phil Harrison, seems to paint a different picture however. Less than a month prior, at the 2007 D.I.C.E. summit held in Nevada, Harrison reiterated that Sony feels no pressure to price drop, not to mention their on-going mission to convince consumers that PS3s are on store shelves as a result of Sony's hard work to make them available to everyone. In terms of business strategies and hardware design, Harrison stated that Sony has "no regrets whatsoever."

Related articles:

PlayStation 3 Price Cut May Be Ahead
Phil Harrison: We Are Under No Pressure to Drop PS3's Price
D.I.C.E. Summit 2007

Good News for Microsoft, Bad News for Sony


The biggest news in gaming today has to be Capcom's decision to release Devil May Cry 4 on multi-platforms. This marks yet another loss of a former Sony exclusive. While Sony has already lost the exclusive rights to Virtua Fighter 5, this will be the first time a game of this magnitude will receive a simultaneous release across next-gen platforms.

In December of 2006, rumors that Metal Gear Sold 4 would make its way to Xbox 360s abounded. These rumors were subsequently denied by Konami but left many gamers and industry insiders wondering about their potential validity. Recently, Mistwalker's, Hironobu Sakaguchi had this to say about Final Fantasy:
I feel that the Final Fantasy series should come to Xbox 360 as well. This is wise. It makes so much sense to me...it has so much potential in North America and in Europe. So there's a great chance for the series to succeed on 360 as well.

[in English] And I heard they made the White Engine open platform as well. [Final Fantasy XIII is being developed on the White Engine; if the engine is indeed cross-platform, an Xbox 360 port would be a simple matter. (Read more here: Gamespot)
Though Sakaguchi no longer has any control over the FF series, comments like these do not bode well for Sony. With major exclusives being lost and the potential for more to follow suit, Sony may have an even harder time reclaiming its former number one place in the game industry.

Monday, March 19, 2007

Mainstream Articles Just Aren't All That Informative

There's an article up on Yahoo today that is a good example of how the mainstream media handles game-related news. You can read the article here: Is Wii Winning the Console Race?

If you are a gamer, Hikari doubts you'll find anything new. There is however, an exclusive section with famed game developer, Shigeru Miyamoto that may be of interest.

Sunday, March 18, 2007

Ryuku Statue


The Shibuya Tsutaya is celebrating the release of the DVD version of the Death Note movie with a life-size (no official confirmation on that yet--ed.) in-store Ryuku statue. Customers were stopping to take photos of the huge Shinigami.

The two-disc DVD set, released on March 14th, has already sold 500 thousand units in pre-orders and the first half is number 7 in terms of overall rental sales (source: Tsutaya Online).

Thursday, March 15, 2007

Game Rankings, 3/5~3/11

The DS reclaims the top spot with Yoshi's Island DS, but Monster Hunter 2nd is still has numbers strong enough to take the number 2 slot. Monster Hunter 2nd has sold an impressive 936,231 units overall!

1. Yoshi's Island DS (DS)
2. Monster Hunter Portable 2nd (PSP)
3. Professor Layton and the Mysterious Town (DS)
4. Kenka Banjo 2: Full Throttle (PS2)
5. Super Robot Taisen W (DS)
6. Wii Sports (Wii)
7. Gundam Muso (PS3)
8. Dragon Quest Monsters: Joker (DS)
9. Wii Play (Wii)
10. Tohoku University Research Center: Big Brain Academy (DS)

See more details here:

Media Create

Sunday, March 11, 2007

Regional Advertising



Released in Japan for the DS on February 22nd, the Sim City DS advertising campaign is well underway. Tokyo's Yamanote line of Japan Railways, a popular advertising ground for Nintendo, had some cars carrying advertisements entirely devoted to the new game. While this is not an uncommon marketing tactic, what stood out was that the ads seem to hold a specific "Tokyo" feel to them.

Tokyo, overrun by and often remembered for its salarymen and private school girls, constantly struggles to maintain its image as the culturally urbane capital of Japan. The look of the people in these ads exploits those aspects of Tokyo. The salaryman is represented as a progressive thinker in both looks and philosophy. Yet, he seems stuffy and introverted. The schoolgirl appears intelligent, but with an innocent naivety that could build a bright tomorrow. Her facial expression however, makes her seem distant and cold. Their looks alone are enough to assume that these ads would not work in more down-to-earth Osaka.

Osakans are known for their warm-hearted openness that sometimes makes them honest to a fault. They take pride in their collective sense of humor. While salarymen are present in Osaka, they do not make up the heart of it and they are most certainly not portrayed or focused on in the same way as the one featured here.

The private schoolgirl image may appeal more to a cosmopolitan Kobe dweller than to a typical Osakan. The overall tone of the ads just doesn't seem to fit. Of course, this is nothing but speculation and conjecture but having lived in both areas, these thoughts immediately flooded my brain. Hikari got in touch with its contacts in Osaka to see if the ads were being run there as well. The results were negative. A thorough Internet search revealed little conclusive evidence but did turn up something interesting.

The DS van travelled throughout Japan, starting its run in Fukuoka on January 27th and retiring on the 25th of February in Shibuya. This van made use of basic advertising that had no real regional flavor. Much like in the US, ads are geared for certain audiences. Japan is no different and we think the Sim City DS ads help exemplify this.

Saturday, March 10, 2007

Follow Up: Video Games and Art

Industry reporters are highlighting an interview with Capcom R&D Head, Keiji Inafune, at the Game Developer's Conference, where he attacked former Clover producer, Atsushi Inaba for his inability to sell his games. While most agencies are focusing on that portion of the interview, Hikari believes Inafune's comments give a strong insight into the split ideologies within the industry. Inafune claims:

"Games are not a work of art. It's actually a product. If we think of it as a work of art, then... when we think about Picasso and Van Gogh's paintings, the end result is beauty, so it doesn't matter if you sell it or not. However for games, it's a product. It is a commodity. "

Interesting point to consider and a relavent contrast to an essay we posted earlier regarding games as art. Click on the links below for more information.

GDC: Lost Planet Creator Disses Clover
Hikari Article: Video Games and Art

Thursday, March 8, 2007

Game Rankings, 2/26~3/4

Gundam fever never seems to die in Japan. It's number one for this week in gaming sales.

1. Gundam Musou (PS3)
2. Super Robot Wars (DS)
3. Monster Hunter Portable 2nd (PSP)
4. Wii Sports (Wii)
5. Professor Layton and the Mysterious Town (DS)
6. Wii Play (Wii)
7. Machigai Museum 2 (DS)
8. Dragon Quest Monsters: Joker (DS)
9. New Super Mario Bros. (DS)
10. Tohoku University Research Center: Big Brain Academy (DS)

Media Create

Sunday, March 4, 2007

PS3 In-Store Demos: One Man's Opinion

The Shibuya Bic Camera has a PS3 display that shows some of the upcoming titles that the system has to offer. I have to admit that Sony did well in choosing what to include in the demo: trailers for Metal Gear Solid 4, Final Fantasy XIII, and Ninja Gaiden Sigma. This is what a lot of hardcore gamers are clamoring for. Watching these games running on the 1080p screen really brings out the details and colors, not to mention the excitement and anticipation of wanting to play. But when, Sony? When are we going to get to play them?

MGS4 and FFXIII will undoubtedly move systems off store shelves. Unfortunately, for now, without any clear release dates, gamers will just have to be satisfied watching the future possibilities of the system at store displays. There just isn't enough incentive to buy yet.

Mika Ninagawa

The astute gamer's eye will recognize that this is a photo of the star of The Oneechanbara. But that's not the only thing that makes this photo worth mentioning. What you see here is the cover of a photo collection by Mika Ninagawa. Her feature film directorial debut, Sakuran, was released on the 24th in the Kanto area and nationwide this weekend.

As expected, Variety labels the story, "tired" but "the beauty of the images cannot be denied (Review)." This comes as no surprise as Ninagawa is world renowned for her dazzling photos, best known for their vivid and energetic colors. Variety goes on to claim that even when the camera is moving, the "pic feels like a like a still photograph recreating the tableaux of a ukiyoe scroll."

Many Japanese online reviews by movie-goers seem to echo Variety's sentiments. While they agree that the story is uninspired, the beauty of the visuals makes up for it. Click on the links below to see for yourself why Mika Ninagawa is being praised for her photography, in both still and moving forms.

Sakuran: Official Site
Mika Ninagawa: Official Home Page

Saturday, March 3, 2007

Video Games and Art

On my coffee table is a book called, I AM 8-BIT, comprised of cool artist renditions of iconic video game characters. I doubt anyone would deny the book of having artistic merit or integrity, but there are those out there that do not consider video games an art form.

There is an interesting article on Contemporary Aesthetics that makes an argument for video games as art. You can read the article here.

As a bonus, here are a few video game art related links:

I-AM-8-BIT Exhibition Opening

Video Game Art Archive

Video Game Lego Art

Report: Wii to Outsell PS3 and Xbox 360 For the Next Two Years


Market research firm, IDC has recently put out a press release stating, "...none of the three new consoles will dominate the market in the next five years like the PS2 dominated last cycle; however, Nintendo's Wii will outship and outsell the 360 and PS3 in 2007 and 2008."


IDC cites that Nintendo has successfully created a system that will extend beyond the traditional market base by being less intimidating and more appealing to the non-gamer. Meanwhile, the PS3 and Xbox 360 will be fighting over the same hardcore gamer market. This will help the Wii to gain a slight edge.


"IDC believes hardware shipments of Nintendo's Wii will capture a little more than a third of the worldwide market by 2008, rising slightly above Sony's PS3 and Microsoft's Xbox 360."


Read the full press release here:


Friday, March 2, 2007

More Game Music Links

After reading Chris' post about the saddening game music related news, I decided I needed to list a couple of my favorite sites as well.

For streaming game radio:

Gaming FM

For game music remixes:

Overclocked Remix

This ought to satisfy crazed gamers' who can't get enough of in-game music

Thursday, March 1, 2007

Game Music Links

I was so underwhelmed by the news I just posted ("Video Game Music Now Available on iTunes") that I feel compelled to give you some legitimately cool info on video game music.

To that end, here are a couple of my favorite links:

Game Music Online

Video Game Music Archive

8-Bit Peoples, who I saw not long ago play here in NYC.

Cheers.

Video Game Music Now Available on iTunes



That's right -- your favorite video game music will now be available on iTunes. That is, your favorite music from EA games.



Old-school gamers like Pete and myself have more than just a fond place in our hearts for the music in our games of yore. Whether it's the early 8-bit "bleep-blop-bloop"-style of Super Mario Bros. or the sweeping Wagner/Götterdämmerung orchestration of Final Fantasy VII (a recurring theme on this blog), we're down with the oft-ignored musical subgenre known simply as "game music". What a coup, then, that the general public can get into the same sort of music we've been fans of for ages!



Well, sort of. Don't expect any of the video game music you know and love -- unless it's from the past couple of years.



EA has contracted artists such as Good Charlotte, Scissor Sisters, and Franz Ferdinand to record music for their games.



[...]



"If it's in the game, it's now available for fans to own. We consider this to be the next major step in evolving the music discovery experience," said Stever Schnur, music and marketing executive at EA.







Crap! This just means the music licensed for (or, in some cases, produced for) EA games will make it onto iTunes. Old-skool gamers, you're out of luck: No 8-bit music for you.



The plan also seems, to me at least, to be another key selling point to encourage music labels to shell out cash to get their artists featured in games: sign with EA, get your music hyped in a major title, AND get a cut of iTunes sales. Of course, the cynical observer would note that handing over so much control of in-game music to the biz-dev folks -- away from the game developers -- takes away from the creative focus of a title, and there by becomes another reason why games aren't as good as they used to be, why they're chock-full of mediocre-but-big-budgeted musical artists, why major labels typically get premium placement on AAA titles, why the Apocalypse is on its way, etc. etc. etc.



Oh, and get this bit of inanity:



[EA] even signed on The Black-Eyed Peas to re-record some of their songs in the nonsense language known as Simlish for its popular "The Sims" franchise.




I guess I'm not surprised that the B.E.P.s would stoop so low. But, man... What's the point?



Also of note is that EA evidently already offered some sort of CD-purchase service on its Web site, dubbed "Trax". Sounds vaguely familiar. Has anyone heard of this?



[link]

Wednesday, February 28, 2007

History and Role of Media in Society

Last week, Hikari posted an editorial about changes in information transfer and media. This week we've learned, courtesy of kotaku.com, that Frontline has created a four hour special called, News War. The program examines the political, cultural, legal, and economic forces challenging the news media today and how the press has reacted in turn. Kotaku and blogging get mentioned in the program.

Watch News War on the official Frontline site. Part 3, 19 focuses on online media.

Link

Reuters Article on PS3 "Shortages" in North America

Mirroring what Hikari has been reporting for month's now, Reuters has been quoted with the following:

Consumers and analysts have praised the PlayStation 3's graphical prowess and potential, but they have also raised concerns about its high price, a weak line-up of current games and what has been perceived as arrogance on Sony's part about the desirability of its flagship product.


In North America in January, Sony sold 244,000 PlayStation 3s, compared to 294,000 for the Xbox 360 and 436,000 for the Wii. With systems still on store shelves, and Microsoft outselling Sony, we're not sure if the "shortages" are a real problem.

Read the entire article here: Yahoo News

Weekly Sales Charts, Japan

This week has Nintendo taking all but the top two slots. But no game even came close to Monster Hunter 2nd's numbers. To say the game sold well would be an understatement.

Sales figures from 2/19~2/25

1. Monster Hunter 2nd
2. Higurashi No Naku Goro Ni Matsuri
3. Fire Emblem: Goddess of Dawn
4. Sim City DS
5. Professor Layton and the Mysterious Town
6. Wii Sports
7. Naruto--Shippuden Gekitou Ninja Taisen
8. Dragon Quest Monsters: Joker
9. Wii Play
10. Picross DS

Source: Media Create

Final Fantasy Advent Children Limited Edition Collector's Set


While Japan will be receiving the Blu-ray, "Final Fantasy: Advent Children Complete" sometime later this year, on February 20th, the US was treated to a double-dip version of the CG movie. The update includes the following:

  • Available Subtitles: English, Spanish, French, Portuguese, Korean, Chinese, Thai
  • Available Audio Tracks: Japanese (Dolby Digital 5.1), English (Dolby Digital 5.1)
  • Deleted Scenes
  • Featurette: Reminiscence of Final Fantasy VII
  • Featurette: Venice Film Festival Footage
  • The Making of Advent Children with English cast interviews
  • Theatrical Trailers
  • Anime Special: The Last Order
  • Bonus Script
  • Bonus Book
  • Bonus Postcards
The new additions make this one similar to the limited edition released in Japan in 2005, with the greatest selling point being, The Last Order: an anime feature providing more depth to the relationship between Cloud and Zack. We'll have a review of FFACVII Complete after its release.

For now, read Hikari's original review of Advent Children below:

Final Fantasy VII: Advent Children
A 3D CG Movie That Falls Somewhat Flat

I will preface this review with the admission that I am an avid player of RPGs and a big fan of the Final Fantasy game series. Having played Final Fantasy VII numerous times, I am quite familiar with its story and characters. I use that knowledge only when it is relevant to its successor at the plot level. This is a review of FFVII: AC based on its merits as a film and not as a fanboy’s paradise.

The film opens where Final Fantasy VII left off—500 years after its main events. We are treated to visions of the future, with Nanaki (Red XII) and his apparent offspring running to see the now idyllic scene of what was once the industrial wasteland, known as Midgar. It felt as if this had no other purpose other than to re-familiarize us with the emotions of excitement that gamers had while playing and completing the original game. It re-assured us that this is indeed Final Fantasy VII. To those with no formal background with the game, this scene would have lost its poignancy and thus I found it unnecessary.

At this point (if he hasn’t already), one must come to the realization that the movie assumes you are familiar with the game. Although the movie does include an opening review and a featurette that quickly glosses over key points in the game, it is not enough to elicit the emotions one had while actually playing the game and watching its story unfold. This is one of the film’s major downfalls: Not only does it expect you to understand the story’s background, but it also hopes that you have invested emotions in its characters.

Rewind 498 years. We are introduced (or re-introduced) to Tifa. She and Cloud have started a delivery service of sorts. Marlene is there. Do we know her connections to Tifa? Who is Tifa for that matter? Other than the fact that she is hot for a CG character, do we care about her? If you played the game you might but her character development in this film was nowhere to be found.

Moving on we see Cloud riding along on his ultra-sleek motorcycle, named Fenrir (a little tribute to Final Fantasy summon magic). We’ve just discovered that Cloud is afflicted with a semi-mysterious illness that has permeated the land and has also infected Midgar’s children. Oh heaven’s no, not the children!

Cloud has flashbacks to Sephiroth. Do we know who he is (other than what we saw in the short intro)? Does it matter?

We are then introduced to three new characters: Team leader, Kadaj, Brawny Roz and one more Sephiroth clone that is so irrelevant that the only thing I can remember about him is that he is overly effeminate.

The next scene provides us with the first of sequences that demonstrate the film’s technical prowess. Cloud and the boys engage in battle. These scenes are wonderfully rendered and choreographed. This is what the film is about--showing off its CG goodness. I must admit that my eyes were treated to many visual delights and got a solid workout trying to capture all that happened during these frenetic screen moments. My mouth was agape and my senses were stimulated.

For whatever reason, the line, “kaasan wa doko da?” won’t stop reverberating in my mind; maybe for its sudden delivery. Then again, maybe it’s because we discover that the boys are searching for their mommy.

Once the battle sequence ends, we learn that Cloud has been summoned by a shrouded figure, in collusion with the Turks, ostensibly to make a delivery. Yeah, the Turks, Reno and Rude. They provide some amusing comic relief throughout the film. Cloud is disinterested in the offer. Later, Kadaj pays a visit to our shrouded mystery man and demands his mother back. We learn that the mother he is searching for is Jenova, the “mother” of Sephiroth and the destroyer of civilizations. The boys plan to resurrect their elder brother, Sephiroth and lay waste to a damaged planet just beginning its healing process.

To help realize their goal, Kadaj and the boys recruit the children, afflicted with what turns out to be part of Jenova’s DNA. Cloud attempts to save the children and we are then gifted by the appearance of other FFVII cameos.

To expedite matters and avoid too many spoilers, I’ll provide a quick rundown of further plot points:

Tifa gets into a skirmish with Yazoo

Cloud talks (metaphorically, maybe) to Aeris.

Kadaj summons what appears to be Bahamut, and a battle, including all main FFVII heroes, ensues.

Jenova is reclaimed.

There is a battle with Sephiroth.

To be fair, I imagine that this movie was made solely for the fans and the battle scenes and CG do not disappoint. Unfortunately, as a fan and a movie-goer, the plot left me with a “so what?” taste in my mouth. The story added nothing to the series and the movie was nothing more than a spectacular visual orgasm for the senses. The cliché Japanese over-acting elements that are prevalent in most TV dramas are present here as well. They can be easily overlooked in anime but not in a CG movie that steps too close to copying human expression. Yes, these characters are super-human, but so is Spiderman. Tobey Macguire added a sense of realism to the character. The overly melodramatic components and the over-exaggerated features (I am not referring to their "powers" when I say this) of the characters does not work in this.

When going in to watch this DVD, enjoy it for its action, for its nostalgic factor, and for its escapism qualities. After some consideration, I hesitate to call it a film because it feels more like a game that you are not in control of. The visuals are there. The characters are there. Unfortunately, the story to drive you is not. Overall, it's a fun ride, but this is no movie. Maybe it’s just the evolution of gaming.

Thursday, February 22, 2007

Weekly Sales Charts, Japan

Here are the top ten selling video games in Japan from the period of February 12~18:

1. Professor Layton and the Mysterious Town
2. Tales of Destiny 2
3. Bleach DS 2nd (Requiem)
4. Death Note: Kira Game
5. Soul Cradle: World Eater
6. Picross DS
7. Dragon Quest Monsters: Joker
8. Wii Sports
9. Wii Play
10. Tohoku University Research Center: Big Brain Academy

Virtua 5 has dropped to number 25, while Nintendo continues to hold on to most of the top spots.

Click here for official numbers from Media Create.

It's Official: Old People Love the Wii!

...at least, here in the U.S. The Chicago Trib is reporting that the Wii is a big hit with the geriatric set.




Evidently, old-timers are getting a kick out of using the Wii's much-lauded controller, particularly enjoying games like Wii Sports' bowling.  One nursing home recently set up a Wii in a common area, where senior citizens gather after dinner to geek out.

"I've never been into video games," said 72-year-old Flora Dierbach last week as her husband took a twirl with the Nintendo Wii's bowling game. "But this is addictive."

[...]

"We'll even have a fan for people to dry their hands before they bowl," said Dierbach, head of Sedgebrook's entertainment committee.


Nintendo seems to be embracing the attention given the Wii from the older crowd.  According to this piece in GameDaily Biz, Nintendo marketing executives approached AARP about demoing the Wii and DS at a recent convention.

EGM also recently ran a feature in which the writers sat down with several elderly folks to try out some of the games. The reception was generally lukewarm, if pleasant.

New Fire Emblem


On February 22nd, 2007, Fire Emblem: Akatsuki no Megami (Goddess of Dawn) was released for the Wii in Japan. The game appears to be faithful to the previous Gamecube build. Though a simulation RPG, and not an action RPG like Zelda, it should still satisfy gamers looking for something to play post Zelda.

Official sales figures have yet to be released but amazon.co.jp's best seller list currently places the game at number 12. Check the official site for more details.

Link

Heisei Fuzoku

Prostitution for the Heisei Period, or something like that. That is a rough translation for the title of Ringo Shiina's latest addition to her discography. Released on February 21st, the new album has her collaborating with conductor, Neko Saito and his orchestra. As is often the case with Shiina, the album travels between musical genres; this time touching on elements of rock, lounge music, and electronica, all with a jazz slant.

The first song, Gamble, fuses rock and orchestration to create a symphony that ultimately crescendos with Ringo's powerful voice. Stem once again makes a Shiina Ringo album, sounding very similar to her jazzed but mellow DVD version. There is nothing new to be heard here.



The pace picks up on Sakuran, a song named after the upcoming manga movie, where Shiina worked as musical director. The song features a long piano solo and horns that make it reminiscent of a 70s show tune. The signature Shiina Ringo voice makes a strong presence here.

Hatsukoi Shojo has her voice masked and muffled, giving it a distant electronic sound. The music here, entrenched in electronica and strings, would not feel out of place in any new next generation game title.

Papaya Mango could have easily been stolen from a lost Tony Bennet or Frank Sinatra collection with Ringo's voice track recorded later and laid on top. Here though, her distinctive voice adds a new twist to the former crooners' styles.

Ishiki is another throw away: a good jazz rendition but we've heard this before. In fact, there are a total of 6 songs that have made appearances on other albums and DVDs but have either been rehashed or slightly tweaked and added here.

Karisome Otome (Tameike Sannoh version) is string heavy and palpably different from its acid jazz original. For this version, she chose to sing in English with words delivered much more deliberately. It adds strength to her conviction.

Oiran is experimental electronica. Again, Shiina choses to alter her voice to combine with the music and create an experience that can best be described as a surrealistic journey through space.

The album appropriately concludes with the Sakuran ending theme, Kono yo no Kagiri. This is a very upbeat sounding show tune. Though very removed from typical Shiina style, she collaborates with her brother, Junpei, to create a sound that inexplicably puts a smile on your face.

While Ringo chan has composed an album sure to please her die-hard fans, with a price tag of $26.20, it's hard to recommend it to those casual fans, who already own her previous works. Not only is this a departure from her earlier rock days, but there are too many songs that are being repeated here. This one is for new comers and loyalists only.
Click the link below for purchasing details.

Death Note Media Blitz


First came the manga serialized in Weekly Shonen Jump about a boy who finds a notebook capable of killing simply by having the specific person in mind while writing his name in it. The story contains a fair amount of complicated exposition and character development, very uncharacteristic of a mainstream shonen manga. Even with that, Death Note went on to become a sleeper hit. Perhaps it was the intriguing story line and impressive artwork that propelled Death Note to fame beyond typical Shonen Jump readers. Despite its continued success however, Death Note ended in 2006 with a total of 12 volumes and a special edition that breaks down the story and characters in minute detail. Like many manga before it, its popularity naturally spawned a live-action movie.



Hollywood giant, Warner Brothers, was responsible for the films' production and distribution in Japan. It was released in two parts and took certain departures from the manga. In particular, each half had its own original ending as well as the introduction of characters not included in the manga's storyline. The films went on to achieve commercial success in Japan and were enjoyed by fans and non-fans alike. The DVDs for the films, Death Note and Death Note: The Last Name, will be available on March 14, 2007. They can be purchased on amazon.co.jp for 2,678 yen each.


The Death Note craze didn't end there: merchandising, related novels, and as with all well received manga, an anime adaptation. The anime follows fairly closely to the manga's original storyline and airs in Tokyo on NTV every Tuesday at 12:56 am. The show is currently on episode 19.

(Late night anime in Japan is as common as talk shows on late night American TV. What does this say about cultural differences and audiences?)

The anime DVDs have been released monthly since December of 2006. A soundtrack is also available. Click for DVD/CD details from the official NTV Death Note page.

Of course, what would all of this anime/manga/movie love be without a video game tie-in?


On February 15th, the Death Note: Kira Game, was released for the DS: the next logical step in the Death Note marketing campaign. In Kira game, the player takes up the role of either Light or L (Ryuzaki) in what Konami is calling a "communication mystery." Your character's goal is simple: Discover your opponent's identity and administer justice. You can do this by speaking with other NPCs, and how you interact with them will determine certain outcomes. Click on the link below to access the official website and game videos.

Link

Tuesday, February 20, 2007

Games and Media


Back in the early days of consoles, gamers didn’t have many sources to turn to for the latest relevant news. Once the Atari, Commodore 64, Intellivision, and other systems of that age became household names, publishers began to realize the then niche market and created a few game related magazines that mainly focused on puzzles and basic programming. Unfortunately, the popularity of game consoles began to wane in the 80s and the industry headed on a path to extinction. That is until Nintendo released its Entertainment System (Famicom) in the mid 80s.

Nintendo had the foresight (or marketing prowess depending on your perspective) to understand that gamers wanted to be informed. Nintendo Fun Club, which later became Nintendo Power, delivered game fans with the detailed information about games that they craved. Nintendo managed to revitalize the ailing gaming industry and created a sensation that has today grown even larger than Hollywood. At the same time, they inadvertently forced the birth of a new branch of media, one related to gaming entertainment.

Numerous gaming magazines began to sprout up in the late 80s and 90s. Gamers had an outlet where they could air their opinions, learn new information about upcoming titles and get maps and walkthroughs to help them beat games. Game journalism was born. Consumers were more educated about games than ever before. Long gone were the days when games would be purchased solely on the attractiveness of the box and the pictures on the back. Gamers now knew what they wanted and this helped make games better. Game creators were forced to appeal to their audience and their audience had a vessel with which to communicate.

Once the mid 90s hit, information was ported into a new age. The Information Super Highway was to be the new method of gathering and disseminating information. News agencies naturally made the move to provide up-to-the-minute news to their audiences. Gamers no longer had to wait a month for the next publication. They didn’t have to listen to word-of-mouth accounts that had no major credibility. Gaming news was there, online, 24 hours a day, uniting gamers worldwide.

While the game magazines had proven to be helpful tools for game companies to understand what gamers wanted, perhaps the expedition of the Internet has become a bit of a thorn.

Rumors can spread fast. Leaked information can be damaging. Easy access to thousands or even millions of dissenting voices can potentially damage sales. Has the new method of information transfer become an encumbrance for the gaming industry? A more pertinent question to ask is: How does this affect the games they make?

This is a difficult question to conclusively answer but a good one to ponder nonetheless. Take for example the PS3. Original hype and expectations moved systems. The media outlets wrote favorable articles and were as anxious as gamers. But what is happening now? There is a real lack of system-selling games on the market and no killer-aps scheduled until Metal Gear Solid 4 and Final Fantasy XIII hit store shelves. People are waiting. But is it the sense of collectivism that is keeping them from buying? So many articles of late, in both Japanese and in English, have included or at least alluded to the fact that consumers are waiting to purchase the system. Has that kept other gamers from buying? The Sony marketing machine has been quiet and the game magazines and Internet forums are picking up the slack. Of course there are positive reviews out there as well. The system is no doubt a powerhouse with potential to bring gamers the best in the next generation of gaming. This brings us to yet another question: Why didn’t an excellent title, a perfect arcade port, like Virtua Fighter 5 sell more?

There is no hard evidence to support an answer here. Could it be the lack of media on Sony’s part? Gaming magazines gave glowing reviews to the game. A search on google.co.jp reveals over 1 million links. However, many of the top links related to the home version include information that takes away from the PS3 version; namely that it will also be made for the Xbox 360 and that it didn’t sell as well as it should have. To its credit, the game managed to reach number one on the charts last week, with reasonable numbers. Perhaps the media has created a set of expectations too high for systems. Must systems always be sold out to be considered successful? Is the problem related to the emergence of blogs and editorials without rule? Are consumers following a natural trend to fit in with what they see or perceive to be real, a trend often attempted to be artificially created by marketing managers?

One could argue that this type of trend benefits gamers by forcing companies to make games the public wants. But what happens when good games like Virtua Fighter 5 go unnoticed? VF5 is by no means a failure. Neither is the PS3. But how much of a negative impact is the speedy transfer of news having on gamers’ decisions to make purchases? For now, we can only continue to observe and search for answers.