Wednesday, 31 August 2016

Amaama to Inazuma Episode 9 Review

Back to basics
(This review contains spoilers!)

          Continuing the theme of last week, Tsumugi’s mother was brought to the forefront of the plot once again, as we finally get to see how Tsumugi herself is dealing with the issue of her mother’s death. Aside from that, it was essentially business as usual on Amaama to Inazuma, but the overarcing theme and the focus on character building really propelled it into the next gear.

          So what’s the story? Well, after eating curry at a school sleepover, Tsumugi’s dad breaks out his wife’s old recipe for dry curry and decides to make it next. While Tsumugi is excited about this, it also brings up some memories about her mother, and the feelings that come with the realization that she isn’t coming back.

          The obvious best part of the episode is the character building, and it’s nice to finally see Tsumugi acknowledge what happened to her mother. If memory serves me right, it was explained in an earlier episode that Tsumugi was more or less lied to about what happened, and then it was kinda never brought up again. To see this plot thread not only make it’s return, but as the main focus of an episode, it makes for a really compelling story.

          The characters were, as always, delightful to spend time with. Kotori (I’m sure I’ll remember to use her proper name without looking it up one of these days) was utilized really well, as her fear of knives was briefly brought back as she learned Tsumugi can use them now with her dad’s help. It was pointed out last week that she always wears a band-aid on her finger, so I think that may have something to do with her fear.

          One gripe I do have, and this is one I have for the show as a whole, is this mother/son duo that Tsumugi and her father seem to spend a lot of time with. The son is always being irritating and causing mayhem, and the mother always screeches at him to stop. This shtick got old after the first time they did it, but they’ve become recurring characters even more so than Kotori’s friend. I guess they’re supposed to be a contrasting relationship to that of Tsumugi and her father, but you can figure that out after seeing them just once. Why the show insists on shoving these two down our throats, I’ll never know.

          A small complaint aside, this was another excellent week for Amaama to Inazuma. I’m glad that this show’s finally found the balance it was looking for after Episode 3, because I was literally ready to quit if the status quo refused to change any longer. I’m hoping we’re not finished with the mother arc yet, because I think we still need to see Tsumugi accepting her death to really bring closure for both her and her father. Regardless of where they go with the plot, I look forward to next week as always.

FINAL SCORE
8/10

Great

Monday, 29 August 2016

Editorial: Sports games and gamer culture

Sports games and gamer culture

          Ah, the age old rivalry between jocks and gamers. Since the dawn of time, the two have battled it out to decide which is superior. Surprisingly, there’s a lot that ties these two groups together. Sports fans often memorize player statistics the same way a gamer would map out a World of Warcraft character. On the other hand, there’s no denying the presence of sports in the gaming marketplace.

          EA Sports is such a goldmine that it’s become a running joke of E3 just how much sports EA can fit into each conference. Half of this year’s show was shockingly given up to Madden and FIFA, going to the point of using the introduction of new coaches as a selling point, drawing some ire from the core gamers in the crowd. As TotalBiscuit said, “We’re nerds who watch Twitch. We don’t know who these people are.” And yet, it’s always at the show, taking up a significant chunk of time. Similarly, Ubisoft ended their conference with the reveal of Steep, an extreme sports skiing game.

          Ever since then, I’ve asked myself this question: why? Why are these sports games so popular that they’re featured so prominently at an event only gamers would watch? The obvious answer is because they make money for EA’s investors, so they need to be there. But I wasn’t satisfied with that. I wanted to know if there was truly a place in gamer culture for sports.

          I’ve always been a fan of cartoony sports games, like the Mario sports series and Rocket League. They bring an exaggerated take on the sports, with power-ups and special moves. Mario Strikers Charged is, to this day, one of the best multiplayer games on the Wii.

          But then there’s, for lack of a better term, the “realistic” sports games. The NBA, NHL, Madden, and FIFA games, among others. They’re yearly releases to update the rosters to whatever the current real life team is running, yet they never change any of the core gameplay.

          There’s no denying these games sell well. I once saw a guy debating whether he should buy Destiny or the latest edition of the NHL games. My youngest brother really only plays sports games. Jocks and sports fans really enjoy them. But that doesn’t answer my question: do these realistic sports games have any place in gamer culture?

          Well, I’m speaking for myself here, but as a core gamer, I find these games to be incredibly boring. Sometimes I’ll watch it just to see if I find it interesting, and I never do. I’ll always feel like playing something else. Judging by people’s reactions to EA’s press conference this year, calling the sports sections “bathroom break time” and the like, I’m pretty sure everyone else feels the same way.

          In the end, it’s all up to the gamer. I’m sure that someone out there loves both Dark Souls and Madden. To that person, I say that you keep doing what you enjoy. More power to you. As for the rest of us, though, I think that we’re going to start enjoying EA Sports games as soon as pigs fly.

Song of the Week

          The Sudden Death theme from Mario Strikers Charged. Charged is a cruelly underappreciated game, and I’d really like to see the return of this series. This song doubles as the intro theme, and it’s just as high energy and exciting as the game itself.

Thursday, 25 August 2016

Steven Universe Review: “Mindful Education”

Beware the butterflies
(This review contains spoilers!)

          This week Steven Universe decided to scare us in thinking that Steven had shaved his head. Not cool, Crewniverse. You almost gave me a heart attack.

          There was a lot riding on this one. Starting with the announcement that Studio Trigger animator Takafumi Hori was a guest animator, the rumour and theory mills went into overdrive, with some people theorizing that something would happen to Garnet, Ruby would somehow be captured and Sapphire would be left alone.

          None of that actually happened (except for the guest animator, obviously), but the real episode was a charming, sweet little installment, adding into the larger Garnet arc that pops up every once in a while, in episodes like Jail Break and The Answer.

          Starting with the animation, Hori’s work clearly shone through during the training sequences with Stevonnie. Some of the action shots and character animations resembled a fight scene from something like Kill la Kill or Space Patrol Luluco greatly. I do wish they’d given him a little more to do, however. I don’t know if he did the whole episode, but the only times I really noticed Studio Trigger-style animation was during the brief fight sequences. I hope they bring him back for a few more episodes later on, because his art style and the Steven Universe designs really go hand in hand.

          Now to address the elephant in the room: the new song, Here Comes a Thought. No surprise, it’s a really good song with a fantastic message, although I do think it went on just a little bit too long. The visuals, as always, were great, using Ruby and Sapphire to great advantage. It reminded me a lot of Something Entirely New, and that’s a good thing.

          The main theme overall was that Steven and Connie were dealing with their emotional baggage, making it difficult to remain fused. Connie was upset because she’d accidentally hurt a kid at school, and Steven suffered from flashbacks of Bismuth, Jasper, and Eyeball Ruby. I guess the main villain right now is Steven’s inner demons. No surprise, they’re able to solve each other’s problems and everyone ends up happy in the end. I’m certain Steven’s not quite finished obsessing over what he’s done recently, though. Just the sight of his mother’s sword was enough to set him off, so I’d have to think that these flashbacks are going to come back into play in the near future.

          While Mindful Education wasn’t quite the landmark gamechanger of an episode people were expecting it to be, it was definitely the best Steven Universe since the start of Season 4. The song, message, visuals, animation, characters, and symbolism were all top notch, and while it had some small problems, they’re really more nitpicks than anything. I really enjoyed this week’s episode.

FINAL SCORE
8/10

Great

Wednesday, 24 August 2016

Amaama to Inazuma Episode 8 Review

Squid Girl
(This review contains spoilers!)

          This episode was the primary example of an episode that just gets better as it goes on. While it had a very weak start, once we got to just before the halfway mark, it took off and resulted in a very simple and sweet episode.

          We start off this week by exposing Tsumugi’s father to the horrors of kindergarten, as Tsumugi makes squids out of boxes, and kids loudly exclaim that they need to go to the bathroom. The scene far overstays it’s welcome, as we pretty much cover all the exposition we need about halfway through, with the rest being more or less fluff.

          The main focal point this week is Tsumugi’s mother, which is always welcome for me. She adds a very Rose Quartz-ish presence to the show, and whenever they decide to bring her up, a whole other dimension is added. Tsumugi’s dad notices that there’s a large stain on Tsumugi’s schoolbag, and asks if she’d like him to make her a new one. Tsumugi refuses, because her mother made it.

          This plays in to the cooking segment, as this week Tsumugi requests a squid stew that her mother used to make. The cooking segment isn’t anything super memorable this week, aside from a very funny scene where Tsumugi puts her hand inside of the squid. It’s nice to watch, and there’s even a few fun squid facts and even an imagination sequence reminiscent of last week thrown in. The episode ends on a very cute note as well.

          There’s not much else to say about it; this week’s was just a very sweet and enjoyable episode, albeit with a very slow start. I’m glad that Amaama to Inazuma is slowly but surely finding it’s footing, although there’s still a slight problem that it’s using the over exaggerated expressions a bit too much. It’s not an over the top slice of life like Nichijou, nor is it a mix of realistic and silly like Non Non Biyori is. The first few episodes make it clear that this is an anime very grounded in reality, and the wacky expressions kind of take me out of that theming.

          That’s just a minor gripe, though. This week was another success for the show, and I can’t wait for next week.

FINAL SCORE
7/10

Good

Monday, 22 August 2016

Editorial: The galaxy is not at peace

The galaxy is not at peace

          It’s a year of celebration for beloved game franchises. Everywhere you look, it seems somebody is celebrating a milestone birthday, and they’re doing it in style. The Legend of Zelda celebrated 30 by hosting an entire E3 floor for the next game in the franchise. Pokémon is releasing loads of new content for their 20th, including several new games. Sonic the Hedgehog’s 25th anniversary is also this year, and the way they celebrated it was…interesting, to say the least.

          However, there is another game celebrating a milestone this year, and quite a big one at that. It’s gone almost entirely ignored by the developers of said franchise, aside from a small game that was quietly released with no publicity last Friday.

          I’m sure you already know what I’m talking about because of the title of the editorial and the image, but for the uninitiated, I’m talking about the Metroid series. Formerly one of Nintendo’s flagship titles, it celebrated its 30th birthday on the 6th of this month.

          And how did Nintendo celebrate three decades of one of their most popular franchises?

          They released Metroid Prime: Federation Force, filed a cease-and-desist on a fan game, and perhaps unwittingly retweeted an article about Axiom Verge that included a comic strip of Samus complaining she hadn’t had a game in years.

          But let’s start at the beginning, shall we?

          I’m not much of a Metroid fan myself, to be perfectly honest. I like the lore and characters of the franchise, yet I can never seem to get invested in the games. That’s more my personal preference than anything, though. They’re clearly excellent games (well, most of them). They’re just not for me.

          Metroid is just one of the many franchises Nintendo seems to love to shove under the rug for years and act like it doesn’t exist, others including the F-Zero and Mother franchises. They have a clear fanbase, with thousands of gamers clamouring for a new game in the series, and yet Nintendo refuses to deliver. I used to include Star Fox in this lineup before that series got dragged out of its hiding place in April, only to produce the dreadful Star Fox Zero.

          If younger gamers only knew Samus Aran from the Smash Bros series, I wouldn’t blame them. It’s been 6 years since the last real Metroid game was released, and 9 years since the last Metroid game fans actually enjoyed. The latest entry in the series was Metroid: Other M, released in 2010 for the Wii, which was met with passable critical reception and complete backlash by fans. They hated the portrayal of Samus Aran, arguably the first real badass lead female video game character, turned into this whiny baby who needed men to tell her what to do and where to go. No matter what the rest of the game was like, most fans couldn’t even bring themselves to get past what looked like Nintendo dragging an excellent character through the mud.

          And then, there was silence. Years went by without any sign of Metroid, aside from characters cameoing in other games like NES Remix and Nintendo Land. Retro Studios, developers of the Metroid Prime trilogy, moved on to making new installments in the Donkey Kong Country series. It seemed that after Other M was such a disaster, Nintendo wanted to put the series to rest for a while.

          Then, at E3 2015, Nintendo unveiled Metroid Prime: Federation Force, a blocky Left 4 Dead style game where player controlled not Samus, but 4 generic space soldiers as they blasted their way through ugly enemies and environments. Also included was Blast Ball, a cheap looking Rocket League cash-in, which eventually released for free on the eShop earlier this year with no fanfare from Nintendo whatsoever. Federation Force launched last Friday, again with zero build-up or promotion, and was met with mixed reviews overall. Even more bizarre, while I won’t spoil the ending of the game, I will say that there’s a lot of symbolism for the franchise as a whole in the final boss. It’s something that needs to be seen to be believed, and is surely to be the butt of several comment section jokes in months to come.

          But the crazy train just didn’t stop there.

          We now arrive at August 2016, Metroid’s 30th anniversary. Federation Force is coming out and little to no one is excited for it, let alone Metroid fans. Then, a small group of fans known as AM2R took it upon themselves to remake Metroid II: Return of Samus with updated graphics. Unfortunately, Nintendo swooped in, calling a cease and desist just as the project gained traction, effectively killing it where it stood. Fans were crushed. Although Nintendo has a notorious history of excessively protecting their intellectual properties to a fault, this one almost felt like a personal attack. The fans were trying to celebrate Metroid’s birthday when Nintendo themselves refused to, but it felt like they wouldn’t even let them have that.

          Despite this, Nintendo decided to celebrate the anniversary their own way…by releasing Metroid costumes in Miitomo. Correct me if I’m wrong, but I’m pretty sure no one’s played Miitomo in the last few months.

          Then, as if things couldn’t get any weirder, Nintendo took to Twitter to advertise the arrival of the game Axiom Verge on the Wii U. They did this by retweeting an article sent out by the Axiom Verge developers, which features a giant comic that takes a pretty decent stab at the recent absence of a certain franchise. Take a look for yourself: 

          So either whoever’s running the Nintendo of America Twitter took one look at the tweet and said “Hey, Axiom Verge is coming out! I’d better retweet this!”, or they know exactly what’s going on and are just milking it for laughs. Honestly, in all my years as a Nintendo fan, at this point that second option being the truth wouldn’t surprise me. Nintendo’s previously shown that they listen to fans, but they’re also infamously stubborn in actually doing what the fans want them to do. Remember the time they opened an E3 presentation with a Mother 3 joke?

          Nintendo is one of my favourite game companies, but by god, are they ever confusing sometimes. They seem to try to listen to their fans a lot. Look at Zelda: Breath of the Wild. It’s clearly trying to be the polar opposite of Skyward Sword, a game met with mixed fan reception. And yet at the same time we see things like this whole Metroid debacle, as well as the amiibo shortages of early 2015, their refusal to make a new game unless they can “innovate it” somehow (Hello again, Star Fox Zero!), their current treatment of the Paper Mario franchise, and the infuriating secrecy around the NX. And believe me, I’ll be writing editorials on those last two when the time is right.

          So to end this whole mess, let me give you a comparison. For its 20th anniversary, Pokémon got an entire new generation of 3DS games, a fighting spinoff, a mobile game that took the world by storm, events all year long, and more that I’m sure I’m forgetting. In contrast, Metroid got a small eShop release with zero marketing, a cease and desist on a promising fan game, some Miitomo cosmetics, and an embarrassing retweet for its 30th. Granted, Pokémon is clearly the more popular and renowned of the two franchises, but come on. This is one of gaming’s landmark franchises! Perhaps later on, we’ll see the return of Samus, Ridley and friends in games that will rival the Prime Trilogy, but for now, Nintendo’s interests are clearly elsewhere.

          But hey, it could be worse. At least Nintendo isn’t making a Metroid game that involves going through a portal to fight hordes of zombies in one of the most stereotypical game formulas known to mankind. Only a truly awful developer would make a game that stupid.

          Kept you waiting, huh?

Song of the Week

          Phendrana Drifts from Metroid Prime. It’s relaxing, the melody is great, and is easily one of my favourite “snow level” tunes ever put in a game. If you’ve never listened to it, frankly, you’re missing out.

Thursday, 18 August 2016

Steven Universe Review: Buddy’s Book

So when do I get my Buddy’s journal replica?
(This review contains spoilers!)

          It’s always nice to have mailman Jamie come in for an episode, although I definitely feel that he’s only good in small doses. His overdramatic tendencies tend to get a little annoying even after 11 minutes.

          So, on to the episode. What a fun surprise this was! Not only did we get some flashbacks into what the Gems were like shortly after the discovery of Beach City, but we also got a few new tidbits adding to the lore of the show. Granted, they weren’t huge news, but any pieces added is one step closer to completing the puzzle in the grand scheme of things.

          The majority of the episode takes place in Steven’s imagination as he reads the journal of Buddy, partner of the original Mayor Dewey. Speaking of which, whatever happened to Mayor Dewey? He all but vanished after Season 1.

          Anyways, Buddy wants to discover something for himself, so he crosses the globe to all the major gem locations, including the Strawberry Battlefield, the Sea Spire, and the Kindergarten, running into the four main Crystal Gems along the way. They help point him in the right direction, and all in all, it’s just a really fun episode.

          So, two major things got shown. First off, we were introduced to a pride of Lions owned by Rose. They were all normal coloured lions, however, so it’s still hard to pinpoint exactly where Steven’s Lion came from. The fact that Steven and Connie used him briefly in the opening is a clear tell that the crew wants to remind the viewers that the character is still around, and wanted you to remember him once Rose’s lions popped up later on.

          The second thing, and something that most viewers might’ve missed, was that the ruins of what looked like Blue Diamond’s carriage from The Answer was illustrated in Buddy’s journal. Steven quickly glossed over the page with a quick “I don’t know what that is”, but given the nature of this show and how it seldom forgets anything, that’s bound to pop up sometime in the future.

          There’s not much else to say about Buddy’s Book. It’s a fun episode with some great character moments and even some lore droplets. I’d fully recommend giving it a watch, even if you’re not a fan of the smaller Beach City episodes.

FINAL SCORE
7/10

Great

Tuesday, 16 August 2016

Amaama to Inazuma Episode 7 Review

I swear the writers are listening to me
(This review contains spoilers!)

          Since I’ve been quite vocal in my dislike of the direction Amaama to Inazuma’s been going post-Episode 3, I made two decisions prior to watching this week’s episode. One: if it followed the exact same formula as the last three weeks with minimal differences, I would drop the show entirely. And two: I wouldn’t write anything for the review while I watched. I normally write out the review as I watch the episode, and edit it accordingly when I finish, but this week I decided to try an experiment. Would I enjoy the episode more if I wasn’t worrying about being critical the whole time?

          Well, this week’s episode was a roaring success on both fronts. Not only did I enjoy it, but I consider it to be the best episode we’ve seen from this show so far. The playbook that the crew’s been relying on so hard for the past three weeks has been tossed out the window, and I was reminded of what makes this show so unique when it comes to slice-of-life anime. Next week I’m going to try not writing the review during the episode again, so we’ll see where that leads us.

          This week, Tsumugi’s dad is sick, prompting her to go to the restaurant by herself to get him some food to make him feel better. What follows is a delightful sequence, where we see Tsumugi’s walk in both real life and her imagination, as she pretends to avoid sharks, see dinosaurs, and travel through dark tunnels on her way to the restaurant. She even sings an adorable little song that I’m sure will be stuck in my head for the rest of the day. Everything about it is great; the animation, the music, and the characters and their voice actors all excel in making this the best scene the show has produced thus far.

          However, it’s the second half of the episodes where things truly shine. Once Tsumugi and her father are reunited, he loses his temper at her, and she throws a tantrum, prompting him and Kurumi/Iida/whatever her name is to take shelter in the restaurant. It was at this point I was sure I knew what was coming. Kurumi would cook them something, it would cheer them up, everyone’s happy. They even address in the show that this might work.

          Fortunately, this isn’t the route they take. Both Tsumugi and her father apologize in another quiet, delightful father-daughter scene. It’s quite a contrast to last week’s Nichijou-like loud reactions and expressions. I’m guessing there was a different director for Episode 6, but I wouldn’t know. Anyways, the scene where they make up and smile is just delightful, and it only furthers the completely believable bond between the two.

          Surprisingly, the cooking segment this week lasts less than 5 minutes, and it kind of feels tacked on. I think this episode would’ve made more of an impression if they didn’t have one entirely, but when your show is focused around cooking and food, I guess it’s kind of a requirement. Thankfully the kitchen is nowhere near as crowded as it was last week, and this week reminded me a lot of the first few episodes, with the trio making a simple dish and having fun with that.

          All in all, this was a fantastic episode, and it completely reinvigorated my excitement for more episodes to come. I can’t wait to see what they do next week.

FINAL SCORE
9/10

Amazing

Monday, 15 August 2016

Editorial: Singleplayer vs. Multiplayer and the battle for the spotlight

Singleplayer vs. Multiplayer and the battle for the spotlight

          Last week’s editorial looked at the insane prerelease campaign for No Man’s Sky, and all the controversy the game went through as it made its merry way down the yellow brick road to launch.

          Unfortunately, this crazy train is showing no signs of stopping. For now, let’s put aside the mess that is the PC port. That’s a topic for somebody else to cover, since I normally buy my games on console if I can and have very little knowledge of how to make a PC run a game properly.

          Instead, let’s talk about where Hello Games really seemed to blow it. At one point, it was confirmed No Man’s Sky would have multiplayer. Later on, they said it wouldn’t have multiplayer. This is all fine and dandy. Games change in development, features are added and removed, and so on. No Man’s Sky is already a massive game. I can only imagine making it an MMO would only increase the strain on the servers, and some might consider it superfluous as it would be rare to find another human being in this massive universe.

          Despite this, the game launched with many people mistakenly believing it to be online multiplayer, and feeling like they got cheated as a result. I could go on about how you should research games thoroughly before you buy them and read as many reviews as possible, but that’s a conversation for another day. Instead, I’m going to go over a trend that I’ve been seeing more and more recently in gaming culture: the battle between singleplayer and multiplayer.

          Back in the days of yore, this problem was non-existent. Some games were a singleplayer adventure where you fought your way to the end of the story campaign and that was it. Others were multiplayer experiences, where you gathered your friends around the TV, gave everyone a controller, and played together. Sometimes the two would cross over, with a game like a Street Fighter game having an Arcade Mode, but that was it.

          But with the arrival of online multiplayer, everything changed. Suddenly games became either primarily singleplayer or primarily multiplayer, but they’d always have the other tacked on somewhere, regardless of how lackluster it would be. How many people ever played Call of Duty for the campaign? And who bought an Uncharted game for the multiplayer? And yet, they existed all the same.

          Which brings us today, with the arrival of multiplayer-only games. AAA games like Star Wars Battlefront, Evolve, and Overwatch have eschewed the campaign entirely, giving players an entirely online, multiplayer experience. These have usually had mixed results, with Overwatch being adored upon release and still being talked about today, Evolve going on life support just weeks after launch and eventually deciding to go free-to-play, and Battlefront being met with a resounding “meh”.

          Primarily singleplayer games still have multiplayer components added on, like Uncharted 4 and Doom, although people primarily talk about the campaign. Vice-versa, the Call of Duty and Battlefield series continue to have campaigns, although no one ever seems to play them. Hell, a lot of EA’s E3 presentation for Titanfall 2 talked about how exciting it was that there was a singleplayer campaign, although Titanfall is, again, a primarily multiplayer experience.

          There’s also Splatoon, which, as usual, is the dark horse in all of this. It features both a fully fleshed singleplayer and multiplayer mode, with both being equally praised. Granted, I didn’t like Splatoon’s single player as much as everyone else seemed to (although I still play the multiplayer every once in a while), but people seemed to be happy that it was there.

          So that brings us back to my initial question, as posed by No Man’s Sky. Does every game need to have both singleplayer and multiplayer elements?

          My answer to all this is, while it often helps to have a singleplayer in a multiplayer focused game, or vice versa, not every game needs both. While it may have been interesting to have a singleplayer campaign in Overwatch, the game didn’t need it. However, Star Wars Battlefront could’ve benefited from having a singleplayer mode, as it got boring extremely fast.

          As for No Man’s Sky, while I don’t hate it as much as everyone else seems to, there’s certainly a lot of things I dislike about the game, one of them being the lack of liveliness in the world. What if they’d handled multiplayer similarly to Journey, where you couldn’t really interact with the random people you met online, while also offering a way to meet your friends? Considering the sheer size of No Man’s Sky (plus the fact that they can’t seem to properly port the game to PC), maybe it was just too much for the game to handle. With the promise of added features coming in the future, we can hold out hope that we can explore this barren galaxy with our friends before everyone collectively forgets about the game.

Song of the Week

          I mentioned earlier in this editorial that I wasn’t a huge fan of the singleplayer mode in Splatoon. What I really did like in that mode, however, was the final boss music, specifically Calamari Inkantation, which plays during the second half of the fight. It’s my favourite piece from the entire game, and makes me wish they gave us more Squid Sisters songs.

Sunday, 14 August 2016

You Have 10 Seconds Review

Puzzling
(This review contains minor spoilers!)

          Puzzle platformers are a genre that I really wish we’d see more of. I love games like Thomas Was Alone, but that’s the only major one I can think of off the top of my head.

          Today, while browsing YouTube, I came across a few videos for a game called You Have 10 Seconds. It’s a free indie game available now on Steam, where you have 10 seconds to get your little cube man to the end of increasingly difficult levels. And it’s a blast.

          If you’re a fan of difficult platformers, you’ll love You Have 10 Seconds. The game never feels too hard (although it can feel a bit unforgiving at times), the soundtrack is excellent, and the platforming physics are great, albeit a bit looser than I’d like.

          The levels are simplistic and can each be beaten in a matter of, well, 10 seconds, as you hop your cube man over walls and across spike pits to the door at the end. Easy as that.

          Over the course of its 40 levels (not including the final level), You Have 10 Seconds gradually increases the difficulty, throwing in new mechanics like water and magnets at you every time you enter a new world. The magnets are fun, but the water can be a bit hit or miss, as I’ll explain later.

          The soundtrack is a few techno tracks, each of them being very bouncy and fun to listen to. I’m currently looking for a way to listen to the songs online, because right now, the only way to hear it is to play the game. Still, it’s free, so that’s always nice.

          I do have a few gripes with the game, though. It can honestly be a little too unforgiving at times. The collision detection on the spike traps is extremely sensitive, meaning that even if you slightly brush the tip of the side of the spikes, you die. Similarly, sometimes the game starts you directly next to a spike trap, giving you zero time to react before you bump into them and die. The water in the game also seems to change physics at reckless abandon, and in my entire playthrough, I couldn’t figure out a surefire way to navigate it without using trial-and-error.

          These are just minor problems that don’t pop up often, however. You Have 10 Seconds is a fantastic puzzle platformer, and the fact that it’s free only adds to how great it is. It’s absolutely worth checking out, and if you enjoy it, a sequel is currently trying to get through Steam Greenlight, so if you want to see that happen, go support the devs!

FINAL SCORE
8/10

Great

Wednesday, 10 August 2016

No Man's Sky Review

The result of the chaos
(This review is spoiler-free!)

          No Man’s Sky is finally here, after all the problems and setbacks. So what’s my verdict on this experience?

          Well, it’s far from perfect, but I enjoyed my time with it.

          What’s amazing about this game to me is just how little most people, myself included, seemed to know about it in the days leading up to release. Knowing I was going to buy it, I only looked at the absolute basics about the game, avoiding lengthy gameplay demonstrations and the like. So imagine my surprise on day 1 when I finally bit the bullet to watch Jim Sterling’s video of the game, only to find that it was a survival game.

          Now, these are a real hit or miss for me. I enjoy playing Minecraft’s survival mode every once in a while, although it never really holds my attention for too long. However, I played an hour of Subnautica, and got so bored that I couldn’t even be bothered to continue.

          Unfortunately, survival, the main aspect of No Man’s Sky, isn’t great. The opening few hours of the game are spent foraging for crafting materials to fix your crashed spacecraft, and it couldn’t be more agonizingly boring. Although each planet is randomly generated, they’ll always have the basic materials you need to fix your ship, just in case some new player starts there. Exactly where to find said materials are is another question.

          My first planet had radioactive air, requiring me to manage two different life meters when I barely had enough resources to manage both one and fix my ship at the same time. I spent the first 2 hours of gameplay running up and down horribly ugly mountains coloured like mounds of elephant poo, searching desperately for resources, all the while being bored to tears. Not a great first impression.

          The other huge problem is that your starting inventory is smaller than a real life hiking backpack. You can only carry an extremely small amount of gear at once, and what’s worse is that tools necessary to survive also take up inventory space. If I had a unit for every time the game told me my inventory was full, I’d be able to buy the fanciest ship in the galaxy.

          Fortunately, when you finally fix your ship and launch into the cosmos, the game takes a leap in improvement. No Man’s Sky is at its best when you’re exploring a colourful planet either from the sky or the ground. The sense of discovery and exploration you get when discovering a new planet or system is fantastic. I had lots of fun just wandering around new places, admiring the visuals, creatures, and colours. At least, that’s what I when I didn’t have to worry about collecting meaningless bits of ore to refuel whichever tool of mine was currently malfunctioning.

          No Man’s Sky feels the need to constantly swarm your HUD with an onslaught of updates and notifications, more often than not getting in the way of your experience. Whenever your life support or toxic air filter goes down by at least 25% (which happens a lot, might I add), you’re greeted by a robot voice who alerts you to what’s going on, as well as a bit of text right in the middle of the screen. Similarly, whenever you accomplish something new or get an achievement, the entire game grinds to a halt just to congratulate you. You can’t interact with anything until the game’s finished giving you your literal 15 seconds of fame, and in the early hours when you’re accomplishing something new quite often, the game feels the need to pat you on the back and slow down your quest way too much.

          Going back to how great the exploration is, I feel that I must need to congratulate Hello Games on their accomplishment of creating such a massive universe to explore. There’s so many planets here, it’s insane. Just one look at the galaxy map and how many planets reside in there, and thinking about how small the team was that made this game is, it’s kind of crazy. Good job, guys.

          And now for the news you don’t want to hear. Every planet is, aside from the weather and colour scheme, essentially the same. I hopped around a sector, visiting each planet, and I came off feeling that there wasn’t a single planet that was unique in any way, aside from the initial excitement of “ooh, a snow planet!” They’re all littered with the same types of resources (there’s rocks of every colour imaginable, but they all turn into iron), and while it’s cool to see a large t-rex looking creature walking across the horizon, the animals are ultimately just there to look pretty. As far as I can tell, they don’t serve any other purpose, and more often than not, it’s clear that they’re cobbled together from a large pool of animal parts, resulting in some Frankensteinian beast. You can name the animals (and plants, rocks, planets, solar systems, and anything else you can think of), but once you realize that no one will likely ever visit this area of the game and admire your discoveries, naming things sort of loses its luster. Still, I enjoy naming the planets and quadrants. Naming things in video games is a sort of a weird, simple joy I’ve had since I was a child, when I always named all my different animals in Zoo Tycoon, so that’s fun.

          Still, despite the planets being arguably the same over and over again, you get a real sense of accomplishment whenever you discover one, and going on a quiet stroll in a new world can be a lot of fun. If you’re the type of person who picks a direction and just walks that way in a game like Skyrim, you’ll love No Man’s Sky. When you find a planet that isn’t just brown and grey slabs of mud endlessly, and actually has trees, water, and other cool natural features, the visuals of No Man’s Sky are very tranquil. The graphics don’t exactly push the PS4 to its limits (they look like they’re from the PS3, but given how many planets this game needs to render, it’s easy to forgive), but for what they are, I really like them.

          The two other big features No Man’s Sky touts are the trading and combat segments. Let’s just get this out of the way quickly: the combat is awful. Both space and land battles are extremely stacked against you, the aiming is horrible, often forcing you to flail around wildly and hope you hit something, and you’d be better off just accepting your death and then recovering your loot from your grave after respawning. That is all.

          As for the trading, this is where some of No Man’s Sky’s visual novel aspects come in. Every once in a while, you’ll bump into an alien of varying species who’ll either give you some gear or trade you something. You don’t speak their language, but you can learn it through various magical stones strewn across galaxies. I really like this! It’s kind of frustrating to have to pick blindly which option you think will make the alien happiest, but the idea of slowly learning their language and becoming friends with them is really cool.

          There seems to be some sort of lore going on in the background, but it really feels like the type of story that thinks it’s a lot smarter than it actually is. Hello Games is clearly taking some influence from old sci-fi novels here, but your character’s occasional musings as he zooms around this candy coloured universe are more than pretentious. When presented with a triangular monolith, he goes on and on about how it’s opened his eyes to the truths of the galaxy and how it’s revealed many secrets to him. However, to the player, the monolith is nothing more than a stone structure. It’s a Class A case of telling instead of showing.

          And that’s No Man’s Sky. It’s a lot simpler than I was hoping it would be, and there are several things about it I dislike, but overall I had a positive experience with it. I’m sure I’ll go back to play some more before too long, and discover even more planets. I think that it might be better to rent this game before you buy it and see how you feel.

          And if you ever run into a planet called Panika, you probably shouldn’t land on it. There’s a crab there that doesn’t like people messing with his stuff.

FINAL SCORE
7/10

Good

Amaama to Inazuma Episode 6 Review

The food’s going to spoil
(This review contains spoilers!)

          Well, we’re halfway through the season, and while Amaama to Inazuma continues to be as sweet and relaxing as ever, there’s still a definite worry that the same structured plot over and over again will grow stale before Episode 12 is reached.

          This episode decides to mix things up a bit by finally giving us the proper introduction of Shinobu, Iida’s friend. As first impressions go, she’s kind of funny every once in a while, but more often than not she just feels like she’s there to fill the “annoying friend” trope.

          What was really good was the overarching theme of this episode. Tsumugi decides she wants to throw a party at Iida’s house and invite all her friends. Her father isn’t happy about this at first, but after a flashback where we get our first appearance of Tsumugi’s mother, he compromises to let them come over later.

          Unfortunately, the rest of the episode kind of falls flat on it’s face. For the first time ever in this series, I found Tsumugi annoying this week. She was way louder and more over the top than usual, and in turn she felt a lot more like what a writer thinks a kid sounds like as opposed to the real thing. This is too bad, because up until now they’d pretty much nailed Tsumugi’s character, awkward moments and all.

          Basically, aside from the all too brief flashback, this episode relaxed back into the “everything is perfect!” world that caused some of the earlier episodes to be so slow. Without a real problem or storyline to follow, I feel like I’m watching an anime version of the Food Network, and while that sounds fun on paper, in practice it’s really boring. That’s why Episode 3 worked so well: it blended the cooking segment with the story from the first half of the episode. Here, the story is resolved 8 minutes in, leaving us with just the cooking segment.

          Another problem was that, what with all the over exaggerated expressions and loud screamy voices, this almost felt like an episode of a completely different show. Amaama to Inazuma is usually a realistic slice of life show, but here, the characters reacting to things were so bananas that it wouldn’t feel out of place in Nichijou.

          It was cool to see new characters join in the cooking, but at this point, it’s all formulaic. They prepare the food, do something while they wait, some problem comes up, they fix it, they finish cooking and eat it, somebody cries, roll credits. How can I keep being excited for each new episode when I know it’s exactly the same thing I saw last week and the week before that? If something doesn’t change soon (and sadly, I doubt it will), I might lose interest and stop watching.

FINAL SCORE
4/10

Mediocre

Monday, 8 August 2016

Steven Universe: Summer Adventures August 8-12 Reviews

Week 4
(These reviews contain spoilers!)

          The final week of the Summer of Steven is upon us! If you missed my review of Beta, I watched the Canadian airing last Friday, so it’s in my Week 3 post.


Earthlings
          Wow. That’s all I have to say to describe this episode. Wow.

          I’m going to say this right here and right now, just so everyone can hear it: This was my favourite episode of Steven Universe to date. Not necessarily the best (Jail Break is still probably the best thing they’ve ever done), but as a personal opinion, this is my new favourite.

          Sometimes it feels like the 11-minute time limit is surprisingly too much for the smaller stories the crew has for us (Drop Beat Dad and The New Lars were good examples of this), but more often than not I’m on my hands and knees wishing that these episodes were longer, especially when the episode was packed with lore. Considering this is a three-parter with Beta and tomorrow’s episode, I suppose this could be referred to as a 45 minute special, but I digress.

          Earthlings threw everything it could at us, providing what I assume to be the end of the current Amethyst arc (but who knows?), the end of Jasper’s little adventure, a new fusion, some great humour courtesy of Peridot, and a LOT of lore.

          We pick up exactly where we left off last time, with Amethyst challenging Jasper to a rematch. Once again, she’s barely able to land a scratch on the perfect Quartz soldier, and gets wrecked. Steven, against Amethyst’s wishes, jumps into the fight, and after he reinvigorates her by telling her that she’s great the way she is, the two of them fuse into a brand new character: Smoky Quartz.

          She’s my favourite new fusion since Malachite, easily. Her design is great, her voice is fantastic, her weapon is genius (whoever decided to give her a yo-yo should get an award), and she’s all-around a great new inclusion into the vast library of fusions we have.

          After Jasper gets destroyed by a fusion again (that’s 4 times now, right?), she attempts to fight back by fusing with one of the corrupted gems, but this doesn’t go well for obvious reasons. What happens after is what really matters. Jasper begins to corrupt. Despite Steven and Peridot practically begging to allow them to help her, Jasper refuses, and is corrupted and bubbled, but not before dropping a significant lore bomb: Rose Quartz betrayed her diamond, Pink Diamond. The fandom’s been buzzing about the identity of Pink Diamond ever since the diamond sigil first appeared in the show, and this is really going to add fuel to the fire now that it’s confirmed Pink Diamond isn’t Rose herself.

          Even after all this, the Gems returned to the Barn to find a surprise: the Ruby Squad is back! I’m surprised they made it to Neptune and came back this quickly, but I guess their space travel is pretty fast. In any case, I’m happy to see them again, and I can’t wait to see what’s going to happen tomorrow.

          I loved every second of Earthlings. I was laughing, gasping, and on the edge of my seat the whole time. This was Steven Universe at its absolute best, and it was absolutely waiting those extra two days for.

FINAL SCORE
10/10

Legendary
Back to the Moon
          The arc that began with Gem Hunt is showing no signs of slowing down, as we had yet another cliffhanger to deal with tonight!

The Ruby Squad was back in action after their short adventure around the galaxy, demanding to know where Jasper really is. Without any other options, Amethyst shapeshifted into Jasper to convince them, and the Rubies demanded they return to the Moon Base to file a form so “Jasper” can keep her “prisoners” on Earth instead of returning to Homeworld with them.

It was cool to see the Moon Base again, especially as we got the long-awaited reveal of the Pink Diamond mural which was infamously ignored back in It Could’ve Been Great. Unfortunately, we didn’t get an answer as to what was in that room Garnet hurried Steven past last time we were here, but there’s always tomorrow.

As for Pink Diamond, we learned what nearly everyone expected given yesterday’s lore bomb: Rose Quartz shattered her during the Gem War. Steven naturally is in disbelief over this, and then…just kind of gets over it. Huh. I’m hoping that this subject comes up in more detail later on, because it kind of came out of nowhere and then vanished.

          The rest of the episode, aside from the lore, wasn’t really anything super special unfortunately. We spend way too much precious time outside of the barn trying to convince the Rubies that Amethyst was Jasper. I did like that the Eyeball Ruby got some character development in the reveal that she participated in the Gem War as a soldier, and the group is always fun to spend time with. Pearl was especially funny in this episode to, with her over-the-top reaction to being “captured”.

          There’s not really much else to say about this one, except about the ending. We know from episodes like Space Race and Warp Tour that Steven can survive in space longer than a normal human can, but even then his human side requires breathing before long. Considering tomorrow’s episode is called “Bubbled”, I think I have a good idea of how he’s going to save himself, but you never know.

          So anyways, a good episode, just without many good laughs and poor pacing. I liked that we got an answer to the Pink Diamond question so fast, but Steven kind of forgot about it two minutes later. Hopefully tomorrow will improve on it.

FINAL SCORE
7/10

Good


Bubbled
          So I guess this is Steven Universe’s take on the movie Gravity.

          What a crazy episode this was. If you told me 5 years ago that I’d be watching a cartoon where a boy was launched into space, accepted his fate, and then curled up into fetal position after fighting an alien to the death, I would’ve said you were crazy.

          But, here we are. Picking up immediately after yesterday, the Season 3 finale featured some of the best background art I’ve ever seen in this show, and that’s saying something. All the stars, planets, and galaxies in the background were so amazingly rendered, it really felt like outer space.

          It was really smart for the Crew to bring back Eyeball Ruby for this episode, because as interesting as it would’ve been to see Steven’s internal struggle about what his mother did to Pink Diamond, it wouldn’t have made for great kid’s TV. Instead, this episode had a lot of really good humour, like Steven imitating the famous portrait of Rose Quartz, and his all too relatable grouchiness about changing phone plans.

          Eyeball Ruby was really fun, and it was amazing how threatening they made this little red gem. Her little knife looked downright intimidating in the tight space, and although it was a kind of obvious solution how to get rid of her, it didn’t make it any less tense. I feel that now’s a good time to say goodbye to the Ruby Squad. In my opinion, they served their purpose, and having them back again and again would get a little repetitive.

          But two things stood out to me above all else. One is that the Gems are now in capacity of a ship with space travel, so that opens up a literal universe of possibilities for new settings. The other is that we finally got the full version of the credits song, Love Like You. It’s a song we’ve been hearing since Episode 1, and it’s nice to finally be able to listen to the proper version in full, although it really feels like the end of an era. One can only hope we get a new song for the next season or two.

          Overall, Bubbled was a great way to end Season 3, and the future looking towards Seasons 4 and 5 looks bright. Here’s to more Steven Universe!

FINAL SCORE
8/10

Great
The Kindergarten Kid
          And now for something entirely different.

          At first glance, the word Kindergarten in Steven Universe context means a dark episode exploring the creation of gems and usually focuses on Amethyst. I remember when the title for this episode was announced nearly a year ago everyone assumed it would be a part of the now finished Amethyst arc (which was predicted through the titles of other episodes). Instead, we got a Road Runner vs. Coyote style episode starring Peridot as she tries in vain to capture a corrupted gem.

          Surprisingly, it turned out to be really funny, even if it wasn’t one of Steven Universe’s better episodes. Peridot is my favourite character, and we got a little more information about her abilities here. She’s surprisingly resilient, managing to go through all kinds of trauma without being poofed. We also learned she’s able to bubble gems, although she mistakenly didn’t send the bubble to the heart of the Temple.

          The physical humour was really on point with this one, with all the cartoon physics really feeling straight out of a Looney Tunes cartoon. The animators used the desert backgrounds and the hills of the Beta Kindergarten to their advantage to make a real playground for Steven, Peridot and the corrupted gem to run around.

          That’s really all there is to say about this one. It was a simple, funny episode. A bit of a weird way to start Season 4, since in the past we’ve had premieres like Full Disclosure and Super Watermelon Island. I don’t know if I’ll ever watch The Kindergarten Kid again, but I enjoyed it for what it was.

FINAL SCORE
6/10

Okay
Know your Fusion
          Much like the fusion gems themselves, this episode was…bizarre, to say the least.

          I like it when the show decides to nonchalantly include the fusions. They’re usually only saved for big, groundbreaking events, but when one pops up when you’re not expecting it, it’s a bit of a treat. Think back to when Pearl and Amethyst formed Opal back in Log Date. Although it wasn’t a speaking part, it was nice of the crew to acknowledge they haven’t forgotten about her.

          This episode, surprisingly, gave Smoky Quartz and Sardonyx starring roles, as Steven and Amethyst introduced their new fusion to Garnet and Pearl. The two are understandably ecstatic, and form Sardonyx so that the two can…go on a talk show.

          Yeah, that’s not what I was hoping for, but okay.

          Honestly, it would’ve been really cool to be out in the field with Smoky Quartz as Sardonyx tries to have her unlock her full potential, but here it was just nothing being accomplished for 10 minutes straight. Sardonyx asks Smoky what her power is. Smoky doesn’t know. Sardonyx asks again. Smoky doesn’t know. Rinse and repeat until credits.

          The pacing in this episode is all off. Remember, the primary rule of storytelling is show, don’t tell. How fun is it to listen to two characters talking about what one of them can do? It’s not fun at all. I wanted to see Smoky Quartz really trying to figure out who she is, instead of watching her participate in stupid games that you know she’s going to fail at.

          This one episode’s saving grace is that there’s some humour in it I really didn’t expect from Steven Universe. Sardonyx breaks the fourth wall several times, acknowledging the fact she’s in a cartoon, having the clips she used carried with the watermark “Provided by Cartoon Network”, and even a quick jab at the fact that Sugilite is probably never going to have a speaking role again. It was really unexpected and funny because of that.

          Immediately after watching Know your Fusion, I thought to myself “If I were to show Steven Universe to someone new, would I show them this one?” My answer would probably be no. Very little was accomplished at all, aside from a 30 second reveal that Smoky Quartz can use her yo-yo as a grappling hook, which you honestly could figure out just from watching Earthlings. Aside from some of the good jokes, the always delightful fusions, and the ending, this episode is one you can definitely skip in my opinion.

FINAL SCORE
4/10

Mediocre


          Well, that’s a disappointing end to Steven’s Summer Adventures. I’m glad that weekly episodes are coming back, because that would be a bit of a lackluster way to go on a hiatus. See you next Thursday for the next episode!