Monday, November 28, 2011

[Quick Questions] King of Fighters XIII


When gamers think of Atlus, they're likely to think of their trademark RPG franchises like the Shin Megami Tensei series. However, they took a chance and published somewhat niche fighting game The King of Fighters XIII in the US. Without a doubt, hardcore fighting gamers must have been worried about how the project would be handled. We couldn't help but want to ask the publisher how the game would turn out, given Atlus' seemingly inexperienced record with fighting games, so we decided to ask them some Quick Questions. Those who are on the edge about whether Atlus would have done The King of Fighters XIII right will definitely want to read on.

Denkiphile: HasAtlus or the development team reached out to the competitive player base forany assistance? If so, what type?

Rob Stone, QualityAssurance: We would like to have as much involvement with the competitiveKOF players as we can during the short period when we're localizing this game.Many players have already provided us with valuable feedback about bugs in theconsole builds that were shown as location tests, as well as feedback regardingbalance changes between the arcade and console versions.

Aram Jabbari, PRManager:  We’ve been in constantcontact with a number of prominent people within the many strong, thriving KOFcommunities around the world.  We’vegiven key folks extensive play time with early builds and taken extensive noteson their feedback.  We’re quite seriouswhen we talk about working as hard as possible to make this the best KOF gameof all time.

DP: Will there betournament-friendly features included? Such as the ability to change buttonsstraight from the character select screen or easier button configuration (i.e.pressing buttons to assign them ala BlazBlue or browsing through eachindividual button and changing their functions ala Street Fighter 4)?

AJ: Offline(in Versus mode), players can reassign buttons at the character select screenby having the 1st Player side press the Circle button (PS3) or the B button(360).  As you say, it makes the processof switching different players in and out of the same system/setup a loteasier!
DP: Recently, SNKPlaymore has said that the game will be rebalanced due to the new characters.Will the game include an option to play as either the arcade or consoleversion?

RS:  Youwon’t have the option to choose between the arcade and console versions of acharacter. Thankfully, so far all of the feedback regarding balance changes hasbeen positive. There won’t be any extreme changes to any of the characters, soit’s unlikely fans of the arcade build will have to completely re-learn thegame.

DP: Will theupcoming replay mode be compatible with both online and offline matches?

AJ:  The Replay mode is online only.

DP: We're reallyexcited for the 4-CD compilation preorder bonus for King of Fighters XIII. Willit be a collection of tracks from throughout the years or more of a collectionof remixes?

AJ:  The 4 CDs feature over 100 tracks fromthe 15+ year KOF series history.  None ofthe tracks are remixed or altered after the fact; they’re exactly what KOF fansremember from their favorite classics!

DP: You guys havealready stated a good deal on why Atlus has chosen to publish King of FightersXIII in the states, but this game an exception to the rule or are we seeing agenre that Atlus USA will branch out onto? What's the likelihood of seeing morefighting games picked up by Atlus?

AJ:  Our involvement with THE KING OF FIGHTERSXIII is a fairly simple matter: we recognized that it is a fantastic fightinggame, with major improvements in every important area over its predecessor,particularly in terms of game modes, fighter count, and network play.  We’re always excited and proud to be able topublish a great game here in North America, and as soon as we’d had a chance tospend some time with KOF XIII, we knew what we had on our hands and couldn’twait to get it into the hands of fans here.

DP: Do you haveany final words for Atlus faithful out there or fighting game fans?

Clayton S. Chan,Editor:  KOF fans are among the mosthardcore and dedicated in the world. I hope that you enjoy all the hard work Iput into making the characters come to life for you. As far as fighting game fansin general, I would humbly request that you please stop kicking my ass at everyfighting game in existence.

Saturday, November 26, 2011

[Review] Nikoli's Pencil Puzzle (3DS)


As the dominant portable in the last generation, the DS hadmore than its fair share of puzzle games come out. Puzzle games, universallyappealing as they are, is fun for others besides the hardcore gamer; the morepuzzle games a system has, the more likely its success with casual gamers. WithKonami’s Nikoli’s Pencil Puzzle, the3DS sees its widely appealing puzzler that even those with an AARP membershipcan enjoy.


Nikoli’s Pencil Puzzleincludes four unique, simple types of puzzles within. In Bridges, numbersdenote how many bridges extends to and from separate islands, eventually creatinga giant map once completed. Boxes has players drawing rectangles on a numberfilled map, all of the rectangles with a size corresponding to the numberwithin, until the map is filled and no boxes overlap and no area is empty. Museumis probably the most interesting one, where player-placed lights illuminateeverything in both the vertical and horizontal directions without hittinganother light; this particular game is completed when the whole room is lit up.Lastly, the game also includes Sudoku, a game that truly needs no explanationat this point, as a sort of headliner puzzle game, eclipsing the other optionseven in the main menu. Graphically, each puzzle is enhanced by a 3D graphic onthe upper screen, most notably one of various Bombermen greeting each other anddestroying bridges during Bridge.
It’s kind of hard to do a puzzle game wrong, other than by havinga shortage of puzzles or not providing a challenge; while Nikoli’s Pencil Puzzle has enough difficult puzzles, the variety isdefinitely lacking. With such simplistic puzzles, players would expect a largervariety but will find no such thing. For the four categories that are included,however, Hudson has done a great job of including tutorials that flesh out allthe puzzles quite well. During their actual playtime, when players are gettingfrustrated by a puzzle and choose to quit, they’ll be disappointed to hear thatthey cannot work on another puzzle in the meantime and must choose to play thesame puzzle when they return to their 3DSs. As a cheat prevention method, thisis weak at best and easily pushes away players who cannot tolerate difficultchallenges.

While the puzzles themselves are by no means a bore, thevery existence of the game seems to be a questionable one at times. The veryname shows that these puzzles can be solved without the digital platform. Buyersmay find themselves reaching away from the $29.99 game and toward a printedbook of puzzles instead; the bang for buck ratio isn’t quite there, but puzzlefans with a 3DS might still find this worth their while.

Available on: 3DS; Publisher: Konami; Developer: Hudson; Players: 1; Released: October 25, 2011; ESRB: Everyone; Official Site
Note: A retail copy was provided to Denkiphile for review purposes by the publisher.

Thursday, November 24, 2011

[Review] Uncharted 3: Drake's Deception (PS3)


Not only has there been a movement in recent years to makevideo games more akin to art, but also cinema. While Heavy Rain has made huge strides in this department, it wasarguably more of movie than game; instead, the key players in the movement havebeen the Metal Gear Solid and Uncharted series. With the last game inthe series, Uncharted has definitelyclosed the gap, and it does so even more with Uncharted 3: Drake’s Deception while staying true to its roots asan engaging action game – possibly even the strongest contender for action gameof the year.

Continuing off of Uncharted2’s ending, Uncharted 3 has NathanDrake seeking Francis Drake’s treasure. Along the way, he’ll encounter andfight alongside old friends like Sully, Charlie, Chloe, and Elena against longtimefoes Marlowe and Talbot. The adventure takes Nathan far beyond a simpletreasure hunt and eventually has him seeking Francis Drake’s biggest secret.Not only that, but players also discover Nathan’s past and finally see abefitting conclusion to the Unchartedtrilogy. Never forgetting its roots, the game still provides a good amount ofcomic relief, whether it be a snide remark about Sully’s age or Charlie’spreference in cell phone service providers.
The game’s beauty is unparalleled. It takes players to amyriad of locales, ranging from the streets of London to the flea markets of Yemen.No matter where Uncharted 3 takesplayers though, the settings are recreated eerily well. It’s only made moreimpressive by the variations involved. Whereas most games transport players to onemagnificent world, Uncharted 3 takesplayers to multiple worlds. In particular, the desert is created so beautifullythat, despite Nathan’s own troubles, players may never want to leave. Don’t beconfused, players; this is no tech demo.

Vastly improved from previous iterations, action andcontextual commands now allow players to take out enemies stealthily, fightmultiple enemies at once, or even counter incoming attacks from surroundingenemies. Overall, it feels extremely fluid but, despite the countless solutionsplayers have for the threats around them, never easy. Like Warhammer 40,000: Space Marine, players are constantly in danger ofbeing shot or attacked from behind, meaning that running in during a gunfightwill result in a swift death.

Aside from combat, players will be spending most of theirtime climbing ledges and solving various puzzles, as in previous iterations. Relativelyunchanged, the mechanic still provides players with the ever convenientlyconstructed ledges, making the climbing mechanic a straightforward andultimately dull feature. The cinematic atmosphere it adds to the game is onethat Heavy Rain can only hope toachieve. At times, ladders may break; rocks could be less stable than theylook; cables may snap; though players are unlikely to actually fall to theirdemise from these occurrences, they feel the constant danger Nathan is in and continueworking towards safer ground. The puzzles themselves are brilliantlyconstructed without being overwhelming. If players take too long, characterswill even provide small hints or remarks that will usher players in the rightdirection. It’s the perfect way to ensure no puzzle becomes hour longendeavors.
Despite the game’s technical prowess and exciting gameplay,it has its fair share of shortcomings. Often times, it falters when sensinginputs. Rather than rolling away as I had intended Nathan to, he would grab anopponent or simply cling to a wall as an enemy wailed away with a shotgun. More annoyingly, the game seems to pick arbitrary points where Nathan's physical capacity for falls would strengthen or weaken; some areas seas him falling two stories and living or from a slightly lower point yet dying. Comparedto previous entries, the final segment is a disappointment and unable tosatisfy the crescendo leading up to it.

However, these are minor faults that, although stand out,never ruin the experience. Players who have followed the Uncharted series from the first game will leave satisfied. If gamesare truly approaching cinema in terms of presentation and gameplay itself, Uncharted 3 is the action movie sequelof the year that has it all – corny jokes, gunfights, fistfights, protagonistsin tight spots, and over the top explosions.

Available on: PS3; Publisher: Sony Computer Entertainment; Developer: Naughty Dog; Players: 1 - 10; Released: November 1, 2011; ESRB: Teen; Official Site

Wednesday, November 23, 2011

[Review] Sideway: New York (PS3)


Urban graffiti. All the cool kids are doing it! Ok, maybe in the late 80s/ early 90s. It's still cool though right? Though urban graffiti has passed its prime, it has recently seen a second revival through the glamorification of works in museums as well as the famous documentary Exit Through The Gift Shop last year. So why not get some video game love too? But forget the artists; it's really all about the art. So how about jumping into this unique side scroller as the art? Sideway: New York gives you this opportunity and lets you bring the art to life.


The story consists of the main character, Nox, who is traveling the city in search of his girlfriend Cass, who has been taken by the evil villain Spray! Is this too Mario, Princess, Bowser for you? Don't worry: there is a side kick too. Probably the biggest thing that you need to wrap your head around is the gameplay. Though it is considered a side scroller, the gameplay of Sideway: New York is a little more complicated than most. Those of you who read my review on Cubixx HD might be more familiar with what Sideway: New York is employing. Though you play in a two dimensional plane, there are many planes that make up a level. As Nox travels around the city, he is fixed onto the walls of buildings and that means you'll be turning corners at 90 degrees and even traveling up on the roof. Though this might seem limiting but the levels are designed to allow you to travel across adjacent buildings and actually quite vast. The biggest setback would be that things on the screen are sometimes obscured by other objects while you switch planes, making it a bit awkward, though you do have some control of the camera angle, it just adds an unnecessary aspect that you have to worry about.
Nox's interaction is fairly limited to anything that is attached to the walls as well. However he can grab objects such as boxes on the street and move them to help him jump from place to place. As you travel along the city from wall to wall, the game introduces you to different attacks that Nox can do. Although each seems unique and almost excessive for the gameplay it ends up being unnecessary. But Nox does have power ups that are helpful such as the ability to swing from certain objects or to throw paint grenades. These power ups are scattered across the game as well as extra energy and health.

Though the gameplay is very unique and quite addicting, there is one major gripe that I have with the game. The levels are filled with minions but all it takes is simple button mashing to kill them, and if you do die, you have as many lives as you need to kill them and move on. Otherwise the game is visually breathtaking and the music is appropriately urban hip hop; looks like they made good use of their endorsement from Skull Candy. Sideway: New York also has a local two player mode, but it is identical to the single player and there is hardly a benefit to doing it with a partner. If anything, it becomes more difficult to manage the perspective that the camera is showing as one character switches planes and the other is left behind. However if you are a fan of platform gaming this is one for you to check out for sure. There is enough gameplay provided in finding extra power ups and enhancements to keep you entertained for hours.
Available on: PC, PS3; Publisher: Sony Online Entertainment; Developer: Playbrains; Players: 1 - 2; Released: October 11, 2011; ESRB: Everyone; Official Site
Note: A promotional code was provided to Denkiphile for review purposes by the publisher.

Monday, November 21, 2011

[Denki for Listening] Episode 5 - Cool Story, Brah!


Though I may have been plagued by the lack of a PC and PS3 in recent weeks, this week's episode marked the return of my computer and hopefully some holiday favorites like Call of Duty: Modern Warfare 3 and The Elder Scrolls V: Skyrim. Amidst the games on everyone's wish lists, I put in some time with and offer impressions on Dynasty Warriors 7: Xtreme Legends while Jhonny, troubled by an overbearing schedule, still makes time for gaming with iOS favorites like Fieldrunners and Hanging with Friends. In news, I discuss a plethora of Konami news, including the delay of New Love Plus for the 3DS in Japan and Metal Gear Solid 5's confirmation, while Jhonny brings up more Modern Warfare 3 related news and an interesting new Manny Pacquiao app for the iPhone. Here's to you getting up to level 500 on Fieldrunners, Jhonny!

Feel free to subscribe to us through iTunes and leave some feedback. If you have any questions or comments, go ahead and send them to info@denkiphile.com for us to read on the next podcast!


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Tuesday, November 15, 2011

[Review] El Shaddai: Ascension of the Metatron (PS3)


With any release in the current generation, gamers have cometo expect a certain complexity of their games. There is obviously no standardacross the board for what complexity is with such a broad range of genres, butindividual genres have certainly developed concurrently and would raise certainexpectations as a result. Failing to meet these, however, is not a certaindeath sentence for any game, as ElShaddai: Ascension of the Metatron proves.  

Players take the role of Enoch, an angel sent out on amission to capture fallen angels and take them back to heaven. Avid readers ofthe bible and fans of Christian mythology may recognize a name or two, but noneof it is really connected to the original mythos. In fact, the game even hasplayers crawling a “Tower,” which likely refers to the Tower of Babel. Thinkanime Evangelion, which, aside fromthe name references to the bible, uses nothing else. While it’s certainlynotable that the creators have chosen the Christian mythos as a base for El Shaddai’s writing, it’s another disappointmentwhere the end product has little or no connection to the source material.
The most notable aspect of El Shaddai is undoubtedly the visuals. For most of the game, itbears a striking dream-like look, where there is a blurry filter cast atop. Inmany levels, the game switches to a 2D platformer, often featuring designs thatare a radical departure from previous three dimensional segments. No matterwhere players are in the game, though, it will look beautiful. It’s as though thecreators made absolutely certain that no colors of the visible spectrum wereleft out. Underneath the filters though, this game is definitely lacking. Facialexpressions are bland; character designs are generic; there is also anoticeable difference between the real time and prerendered cutscenes – enoughto believe that they are a full console generation apart.

Combat is simple to jump into yet provides plenty ofcomplexity for players. With the attack button, players can hack away atenemies, hold it down to absorb an attack before unleashing damage on theunsuspecting enemy, or delay attacks to break an enemy’s guard. It’s the game’sown version of rock-paper-scissors as players will have to decide on thecorrect action to take based on the enemy’s stance. Players content withhacking away will find their weapons amiss as it deals less damage over time.As weapons endure use, they will have to be purified or players can simply an enemy’sweapon. Weapon selection itself had a strategic role, encouraging players totake out groups of enemies in a specific order as to not make the task toodaunting.
In an age of technological prowess, El Shaddai uses artistic direction instead to create a beautifulgame. Furthermore, its simple gameplay allows gamers to focus on thepresentation more than anything else. However, the game has its fair share ofshortcomings that shine light on the creator’s lack of attention to detail. Despiteits technical flaws and lazy writing, this game still bears the making of a“classic” game – at the very least for its value as one of the mostaesthetically pleasing games to grace this generation.  

Available on: PS3, Xbox 360; Publisher: Ignition Entertainment; Developer: Ignition Tokyo; Players: 1; Released: August 16, 2011; ESRB: Teen; Official Site
Note: A retail copy was provided to Denkiphile for review purposes by the publisher.


Sunday, November 13, 2011

[Denki for Listening] Episode 4 - Holiday Fun and/or Robberies



Withthe holidays so close, not only are the crew playing games from everyone’s wishlist, like Uncharted 3 and Batman: Arkham City, but they’rediscussing a healthy amount of news associated with it too – Call of Duty: Modern Warfare 3 robberyand threats, anyone? Not to side with anyone in these stories, but after all,the most important part of a reservation is holding it. Aside from that, Jhonnycontinues to berate me as my otaku tendencies come out while I talk about thenew Mobile Suit Gundam Unicorn gameby From Software.


Feel free to subscribe to us through iTunes and leave some feedback. If you have any questions or comments, go ahead and send them to info@denkiphile.com for us to read on the next podcast!


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