Artbook review: Sonic the Hedgehog 1991__2016 by Cook and Becker

Hey guys, did you hear the news? Ever since Sonic Mania, Sonic is good again! I mean, nevermind that Sonic Colors came out and is easily one of the best platform games of that generation, Sonic officially doesn’t suck now! Rejoice!

And what better way to celebrate the triumphant revival of one of gaming’s most beloved and enduring characters than with a lavish artbook by Amsterdam-based modern/digital art publisher Cook and Becker? Why, that sounds like exactly the sort of thing I’d love to put on my shelf!

So here it is, Sonic the Hedgehog 1991__2016, a book celebrating Sonic’s 25 anniversary and packed with art, development anecdotes, and rarely-seen concepts, all printed on that sort of expensive, glossy paper that makes you feel like you’re ruining the book with your filthy fingerprint oils if you even think about touching it with your bare hands. This is the standard edition, which runs $47 USD plus shipping (which, while I don’t recall the exact amount, wasn’t as exorbitant as I expected.) There’s also a limited edition that comes with a lithograph for $125, but I decided to get just the basic book: I have more than enough prints and posters right now.

So let’s get a move on and dive right in to this hefty book!

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The Problems with Metroid: Samus Returns

Boy, people sure do love some Metroid, huh?

Samus Returns was one of E3’s biggest surprises, though I certainly had trepidation when I learned that MercurySteam was the developer. They’re a bunch of passionate guys, obviously, but I’ve found their previous games (the best-known of which are the Castlevania: Lords of Shadow sub-series) to be… lacking, to put it simply. I tried to keep a little bit optimistic, saying “They must have made a hell of a pitch for Nintendo to give them the keys to a Metroid game.”

And then Samus Returns released. And it was… good, actually! Pretty darn solid. It’s got some cool map design, the atmosphere is great, and there’s some neat puzzle design. If I gave it a numerical score, it’d be a nice seven-out-of-ten. That means it’s quite good!

… but it’s still not the rave-fueled 9s and 10s I’ve seen handed out to the game. Honestly, I find those a bit of a head-scratcher, because while Samus Returns is good, it has problems. Some really big problems, even. And I didn’t see anyone really touching on them, either. I can understand the elation of finally getting a 2D Metroid again after so long, but Samus Returns isn’t perfect by a long shot.

Thankfully, on this wonderful web site o’ mine, I can eschew the standard review format and dive straight into everything that grinds my gears about Samus Returns. To be fair, some of these problems were also present in the original Metroid II: Return of Samus — but shouldn’t a remake try its best to fix some of that? I also haven’t played AM2R, so there won’t be any comparisons on that front. It’s just me, you readers, and a whole lot of nitpicking from someone who’s not a Metroid die-hard but loves this sort of game. So let’s jump right in…

(I wanted to get screencaps to better illustrate some of my points here, but the whole Miiverse work-around to get 3DS screens is a ginormous pain in the butt, so I eventually had to abandon the idea. So, this article’s going to be all-text. My apologies!)

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Extra Credits: Youmais

Wow, has it really been a year since I wrote an absurd amount of text about Raimais? Well, I guess it’s time to finally get to the last bit that I’ve been putting off.

Ohhhh boy.

In 1988, the PC Engine’s base wasn’t quite there yet, the MegaDrive was on the cusp of launching, and the Super Famicom was still a ways off. However, the Famicom, and to a lesser extent the FDS, were going very strong. It made sense financially for companies to port their arcade games to the FC… even if the platform couldn’t do anything close to an accurate port.

There were several approaches taken to dealing with the FC’s lack of arcade horsepower. Some developers tried to port as much of the gameplay and graphics as they possibly could, aware that cuts and compromises were inevitable. Other developers took the arcade game as a base, but heavily rearranged and added things to the game to make for a similar — but different — experience. Finally, there were the ports that threw out everything except the concepts and characters, making completely different games that just happened to have the same title as popular arcade titles.

Taito was a big fan of option B. They did a lot of ports of arcade games to the Famicom Disk System that had notable, distinct differences from their arcade originals. Most folks are aware of Bubble Bobble and Kikikaikai’s FDS incarnations, but few are aware that Raimais got this treatment as well — probably because it’s under a different name: Youmais, or Yuu Maze if you go from a straight kanji/kana reading.

No, seriously, though — calling it Yuu Maze is a HUGE pet peeve of mine. It says Youmais right there on the menu, and it’s a Raimais reinterpretation! Have you people even heard of ateji?

Unfortunately, Yuu Maze is the title you’re more likely to find this game listed under in English, though I steadfastly refuse to use that. It’s Youmais or nothing, and I’m sticking to it. Fight me, nerds.

ANYWAY. Youmais is fundamentally similar to Raimais in its premise and underlying gameplay. There are numerous differences between the two titles, however, and I’ll get to those in more detail shortly. But the biggest difference is how aggressively mediocre Youmais is.

If you’re wondering why it’s taken me so long to write about this game, it’s because playing it feels like a genuine chore while knowing how much better Raimais is. I decided a few weeks ago I was finally going to suck it up and get this written, when suddenly, I was made aware of pure propaganda claiming Youmais is a mindblowing revelation on a FDS disk.

Well, as self-proclaimed Number One Biggest Raimais Fan On-Line, I can’t let that stand unchallenged, now can I? So come with me as we take a look at how Youmais compares to its big sister. (Spoilers: not well.)

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Review/Build: Sega Astro City 1/12 cabinet model by WAVE

“Candy cabinets.” It’s a catch-all English term to refer to Japanese-style sit-down arcade cabinets where you can fairly easily switch the games contained within. There seems to be a bit of speculation as to where the term came from… though I’d wager the most obvious source is the Neo Candy cabinets, which commonly housed Neo-Geo MVS units.

There are a lot of different models of “candy cabs” out there, but to many, the de facto candy cabinet is the Sega Astro City, a model you’ll still see around many a Japanese arcade in this day and age. Countless matches of Virtua Fighter 2 were played on these machines back in the day, and their versatility and adaptability have made them a popular choice for retrogaming setups to this day.

Yes, the Astro City is practically synonymous with arcade games to many Japanese arcade fans. Which is why we all exploded with glee when we found out that model maker Wave, who had previously made replicas of modern Vewlix cabinets and the riding Hang-On cabinet, was going to make an Astro City model.  This was gonna be great!

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And yes, it is a pretty spectacular kit! It’s not too tough to build for the beginner, but offers a lot of potential for customization if you really, really want to create the miniature arcade machine of your dreams. In my case, I wanted to put a very particular game inside one of these cabinets. But I wanted to build it together with you, my dear readers – and that’s exactly what we’re going to do today!

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Figure review: figma Akira Yuki and Sarah Bryant from Virtua Fighter

I knew the day would come where I’d be reviewing a figma on this site — Max Factory figmas, along with Bandai’s Tamashii line, are essentially the standard for Japanese pop-culture action figures in terms of size, quality, and price. There are a ton of figmas based on a wide spectrum of anime, manga, games, and the occasional real-life figure, all recreated in 1/12 scale with a good amount of articulation. Of course, not all figmas (figmae? figmata?) are made equally: some are clearly better-made and more interesting than others, but generally, the quality baseline for them is pretty solid — the “bad” figmas aren’t so much poorly-made as they are a bit on the dull side in terms of playing with them.

I was actually expecting the first figma I’d review here to be Kazuma Kiryu from the Yakuza series, as he was due out in August, but he got hit with a serious delay, pushing him all the way back to a December release… which makes me think that the manufacturer discovered some horrible engineering flaw as they were wrapping up production and they needed to redo the whole thing. It’s okay though, we have something that’s just as blue-blooded Sega as our hot-blooded ex-Yakuza pal: Virtua Fighter figmas!

If you’ve been following the site for a while, you probably remember me being really excited about these back when they were first announced at Wonder Festival a few years back. Hell, I’ve been a VF fan for most of my life, why wouldn’t I lose my mind over VF characters finally getting the figma treatment? Sure, they were the polygonal VF1 models and not the slick, realistic models of VF5, but at least they were something! And let’s face it, there’s something really lovable about that flat-shaded model 1 look.

But enough talk. Let’s review some plastic! Ready… GO!

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The Nintendo 3DS Streetpass Games, ranked from worst to best

As some of you may be aware, I recently attended PAX West to give a panel on kusoge. PAX, along with any other nerd convention in the country, is prime territory for racking up 3DS Streetpass hits. Nintendo, in a move that seemed extremely cognizant of this fact, put out four new purchasable Streetpass Plaza games just before the convention started. I eagerly grabbed them before I went on my whirlwind tour of Seattle and Portland, and spent time not fretting over every tiny detail of the panel and/or playing indie games going through the newest batch of Streetpass stuff.

Then I thought to myself, “Boy, there sure are bunch of these paid Streetpass games now! If you hadn’t bothered with them before, where would you even start? After all, some of them are super good, but others are really not worth time or money at all… I know! I should totally review all of the paid Streetpass stuff, because nobody else seems to be bothering with looking at these games beyond a surface level glance!”

So that’s exactly what I’m doing! I’ve ranked every paid 3DS game here from what I feel are worst to best, categorizing them in five different ranks. (Find Mii 1/2 and Puzzle Swap are excluded since they’re already part of the 3DS package, and technically, you can get either Market Crashers or Slot Car Rivals for free as well.) I tried to go a bit into why I ranked the games why I did, though if there’s not much to a game, I probably have a lot less to say about it than something with meatier mechanics.

DISCLAIMER: If you live someplace like rural North Dakota where you’re not getting Streetpasses regularly, then even the best of these games are tough to recommend. Them’s the breaks, sadly.

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Figure Review: Play Arts Kai Fran (Final Fantasy XII)

Holy crap! Did you all see that the long-rumored HD remake of Final Fantasy XII Zodiac Job Version is finally happening?! You all have no idea how excited that makes me! Depending on what day of the week you ask, Final Fantasy XII is my favorite Final Fantasy (alternating with FF5, and hey, the Four Job Fiesta starts soon, so sign up for that!) It’s gonna be so great to revisit FFXII again with all the new additions from the Japanese re-release and spruced up visuals and Fran and Balthier, oh my GOD! Two of the best characters in the whole series!

And, in typical Square-Enix fashion, with the announcement of a new game comes a couple of new figures! They’re making an all-new Balthier and a Judge Gabranth to join Fran, released quite recently in their Play Arts Kai line.

Play Arts Kai, for the unaware, is a “revision” of Square-Enix’s old line of Play Arts figures, which they distributed around the mid-aughts both in Japan and abroad. Said figures mostly had a reputation for being kind of mediocre: hard to pose and stand, with emphasis on looks over function. Kai figures were supposed to fix these problems: they were bigger, more poseable, and featured some incredible detail in the sculpts. Yet the early Play Arts Kai figures also faced harsh criticism: they looked great in their shiny, elaborately designed packaging, but the visual appeal faltered once you got them out and tried to pose them like you saw in the promo pictures.

I’ve mostly avoided Play Arts Kai since the early figures, and since then, plenty of companies have jumped into the market to release well-sculpted, articulated figures geared towards fans and collectors. “Surely, the advancements made by other companies in this market has influenced Square-Enix to improve their own product line!” I thought. And hey, those pictures looked pretty good!

Square certainly seems confident in the quality of its pieces, too – in fact, the official MSRP for Fran in the United States is $120. One hundred and twenty U.S. dollars! That is no chump change, no siree. Of course, I ordered her from Japan at a discount, because I at least attempt to be somewhat frugal with my stupid nerd stuff. I can’t say there wasn’t some hesitation with my preorder… but it’s Fran, and Fran is so rarely recognized, even by her own creators! I waited eagerly for her to grace my doorstep.

Then she arrived. And now I am here to warn you, dear readers: Don’t believe Square-Enix’s lies.

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Stallion Solitaire: Pocket Card Jockey

It’s usually the games you love – or the games that are really, really bad – that are the easiest to write about. When you’re singing praise, the words seem to flow effortlessly from your pen – and the same goes for when you’re telling everyone about a phenomenal piece of hot garbage.

But Pocket Card Jockey for the 3DS? Hoo boy. I mean, how do you even begin to sell this concept of horse-racing sim solitaire to people? That sounds like the most aggressively boring thing on the planet. In actuality, though, it’s an amazingly complex and deep game! …with a huge mess of intertwining game systems that sounds like complete gibberish if you try to describe them rather than showing them.

But by god, I’m gonna try. Because you know what? Pocket Card Jockey is already one of the best games released in 2016. No horsin’ around.

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Figure Review: Nendoroid Kirby (Good Smile Company)

Jeez, do you know how long I’ve wanted to do a proper figure review on this site? I’ve done plenty of reports on interesting gaming stuff coming from the Wonder Festivals, but I haven’t really sat down to review a complete product yet. The main reason is that my photography setup isn’t particularly ideal: I don’t have a mini-booth or anything for shooting pictures in, and my best camera is my iPhone 6S. For reviews like these, photography is a pretty crucial element.

But, eventually, I felt like I just had to suck it up and make do with what I had on hand. After all, pictures might be worth a thousand words, but I could also write thousands more words to go with them if I had to!

Of course, then I had to choose a subject. There were two figures I really wanted to talk about, one smaller and fairly inexpensive and another that was positioned as a more high-end product. I figured we should start with the smaller one first — not only did it turn out to be the better piece overall, it’s also one of Nintendo’s most beloved characters, with a new game due out just a few months from now.

Without further ado…

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Here’s Kirby!

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Matsuno Family Double Whammy: Osomatsu-kun (Megadrive)

With the good comes the bad, I suppose…

So hey, I just wrote an anime review about Osomatsu-san, the recent reboot of a classic gag manga/anime that was a massive hit overseas. Remember how I mentioned that there were two Osomatsu-kun anime series before it, one from 1966 and another from 1988? Well, as you might already know, 1988 was the launch year of the Sega Megadrive in Japan. The console launched in October of that year with Space Harrier II and Super Thunder Blade, impressive renditions of popular arcade titles, while a very faithful port of Juuouki/Altered Beast followed soon after in November. But here’s a factoid for you: the fourth-ever Megadrive game, released a little under two months after the console’s debut, was a licensed game based on Osomatsu-kun.

Titled Osomatsu-kun: Hachamecha Gekijou (“Nonsense Theatre”), the game features a bunch of familiar series characters: the Matsuno brothers, Totoko, Chibita, Iyami, Hatabou, and so on – in new and bizarre roles in a strange-as-hell series of fantasy settings.

It’s also an astounding pile of garbage. And I played all of it.

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