Cool Runnings: The Underappreciated Speedruns of Awesome Games Done Quick 2015

If you’re anything like me, you had the Awesome Games Done Quick charity speedrunning marathon running throughout most of last week. The great thing about AGDQ is that, since it runs 24/7, there’s always something going on. However, since our frail humanoid bodies require things like “food” and “sleep” and “jobs through which we acquire necessary funding to live,” it’s almost impossible to watch everything that looks interesting on the AGDQ schedule as it airs live. While a lot of us make time to watch the speedruns of really big games, there are a lot of smaller titles with really fantastic play that get shown as well. But since they’re at odd times, or they’re of relatively unknown titles, or they’re not really viral-video material, they have a tendency to kind of happen and be forgotten. Even people who see the schedule and think “Yeah, I’ll watch this later” may likely forget them amongst all the other stuff happening that week.

But personally, I think there were a lot of really noteworthy speedruns at this year’s AGDQ that I worry a lot of folks missed out on. Yes, we all saw and enjoyed stuff like Tetris TGM and the Megaman X race and Boshy and Shovel Knight and blindfolded OoT, but just because you missed it and it wasn’t trending on Twitter doesn’t mean it wasn’t a great run. Here are some of my picks for the best runs of AGDQ 2015 that you might have missed!

Continue reading

Interview: Donna Burke, veteran singer and voice actor

Remember watching that Metal Gear Solid V: The Phantom Pain trailer that was unveiled at E3 2013? Do you remember first hearing those sweeping, powerful notes of the game’s vocal theme, Sins of the Father? I bet you do. But how much do you know about the amazing voice behind that and the Peace Walker vocal theme, Heaven’s Divide?

Donna Burke

You might be surprised to find out that Donna Burke, the vocalist behind those two songs – and the voice of the in-game IDroid – has a very long and storied history doing English voices and musical work for numerous games from within Japan. Her list of previous projects includes numerous classics and fan favorites, and through her music and talent agency Dagmusic – which she owns and manages – she continues to provide the Japanese game industry with valuable voiceover and sound services.

I had the opportunity to talk with Donna about her past and previous work, how she came to Japan, what the English voiceover industry in Japan is like, all those different English accents, and – of course – those amazing Metal Gear songs. Read on!

Continue reading

Gaming.moe year-end special: The 2014 Waifu Awards!

A while back, I did freelance work for the Shonen Jump Alpha web portal, writing a bunch of assorted gaming content for them. One of the most fun bits I got to do was the Games We Love 2012 Awards, which was basically me, another freelancer, and my editor making up ideas for wacky awards that would stand out from the typical “Best Graphics,” “Best X360 Game,” “Favorite New Character” stuff, and I think it turned out nicely.

Unfortunately, SJ’s freelance budget got gutted soon after, and I haven’t written for them since. I’m still quite sad about that, because it was a really fun gig.

But that feature stuck with me, especially when I started thinking about posting a year-end wrap-up here. I don’t really like “Game of the Year” awards, mainly because my personal tastes are utterly divorced from the popular AAA software zeitgeist. I decided that, much like those Games We Love awards, I wanted to hand out awards (and “awards”) in categories less typical. We’re all about the less typical here at Gaming.moe, after all.

I also thought long and hard about what to name said awards. I posed the question to my followers on Twitter, who had some great suggestions1, but I was convincingly convinced to stick with my original idea of “The Waifus.”

Here’s a quote that shall be forever enshrined in history

So, without further ado, Gaming.moe presents the inaugural Waifu Awards!

Continue reading

  1. I still really like The Dakimakuras (or Dakis for short). Close runner-up!

Controller Review: HORI Fighting Commander 4 for PS3/PS4/PC

If you asked me what the worst part of the last console generation was, I’d probably say “too much overproduced yet soulless design-by-marketing-committee games.” But perhaps, on occasion, you might catch me complaining about the controllers. As far as I’m concerned, last gen was the absolute dregs when it came to controller design: the 360 pad was ergonomic but had possibly the worst D-pad ever inflicted upon mankind, the SixAxis/DualShock 3 fixed approximately zero of the issues with the previous DualShocks (clunky ergonomics, still-awful D-pad, and horribly placed convex analog sticks), and… well, I mean, the Wii Remote should probably go without saying.

Then again, my taste in controllers is a little odd in general – after all, I love the GameCube controller for games that aren’t Smash. My favorite controllers are generally third-party or custom-made options, though I’ve had really good luck with HORI products in the past. (Hell, I owned – and rather liked – that crazy Dragon Quest slime controller they made!) I’ve been looking to get a new digital-input-centric pad for my PS3 for a while, but I was never able to jump on the Fighting Commander 3s when a limited amount were made available Stateside, and their aftermarket prices wound up being downright stupid.

Cut to the present day, where I have acquired a PS4 and Guilty Gear Xrd, and it’s looking like the PS4 will be the console of choice for future fighting game endeavors.  I wanted something nice to play 2D-heavy games with, but I was disappointed to see that many games still do not support PS3 controller backwards compatibility (which simply require the implementation of a freely available driver – seriously, what’s the excuse?), meaning I can’t use my custom stick. After surveying some folks online, the HORI Fighting Commander 4 emerged as a good option – I wanted a pad more than another stick right now, it was backwards compatible with the PS3, and my experience with HORI products has been overwhelmingly positive. Even better, Play-Asia had the controller on sale at the time – along with shockingly cheap overseas express shipping – so I figured now was as good a time to take the plunge as any. Did the Fighting Commander 4 live up to my high hopes?

Continue reading

(Sort of) Review: Why NES Remix maddens me

It’s a feeling I think we’ve all experienced: the uncomfortable notion from withing that there is something deeply wrong with us for not enjoying a particular piece of media. It’s especially discomforting when it’s something that seems engineered to push all of our individual Like buttons, as though somehow we’re the ones that are flawed for not properly adoring this work made to cater explicitly to us.

This feeling cropped up when I started playing the NES Remix games on Wii U. Here were cleverly conceived compilations of classic NES titles with the addition of “remix” games: parts of classic titles remodeled and mashed together in unique ways to deliver bite-sized new challenges. I certainly love Nintendo history, having grown up on so many of these titles, so the concept excited me immensely. But actually playing NES Remix 1 and 2 on Wii U felt strangely unfulfilling,  even downright frustrating. I wondered if it was the platform – these sorts of short objective-driven challenge experiences, I feel, tend to work better in mobile games that you can dig out and play for ten minutes. With this in mind, I picked up Ultimate NES Remix on 3DS, but even playing it to break up long Persona Q sessions left me feeling more irritated than amused.  Obviously, it wasn’t the platform that’s the problem. So then, what is it that makes NES Remix considerably less than the sum of its parts?

Continue reading

Awesome Gaming Stuff: Fighting Game Vocal Songs

So as we’re all aware by this point, Street Fighter V is a thing that’s coming. From the bits of gameplay footage we’ve seen so far, there’s already a tremendous amount of speculation over what is and isn’t in the game. Are parries there? (Probably not.) Is guard crush there? (Definitely.) Are there noodle hats? (Very, very yes.)

SF fans can argue for days about what gameplay systems they do and don’t want to see in-game, but there’s one thing we can all agree on:

Ah yes, Indestructible, aka The Next Door in its Japanese-lyrics incarnation. It seemed like Capcom was trying to attach some big-name Japanese musical acts to its games for a while: Dragon’s Dogma had a theme by B’z (actually a remake of a much older song of theirs, which was one of the first J-rock songs I downloaded in my high school MP3 hoarding days), while May’n did a song for the sadly-never-to-see-Western-release EX Troopers. Indestructible was by EXILE, a massive, number-one-hit-producing band consisting of many, many dudes. (I hesitate to call them a “boy band” because the Western concept of the term is very different.) When the time came to release new upgrades for SFIV, however, Indestructible was not included – likely a casualty of a higher-up not wanting to fork over additional royalties to an S-tier Japanese band.

However, the EVO crew somehow managed to secure the rights (and pay the royalties) to use the song again in the 2014 Ultra SFIV Grand Finals intro sequence. Having been in the crowd, I can assure you that people went bonkers at those opening notes, and a massive sing-along ensued. (Of course I joined in, what kind of terrible person do you take me for?) See for yourself in this footage someone else got from the event:

As much as we love Indestructible, however, it’s one of a wide variety of vocal songs related to fighting games and fighting game characters, which I touched on a little bit in my look at Virtua Fighter Costomize Clip. It’s not even the first song by well-known Japanese singers to be used as a game’s opening theme. This doesn’t make it any less awesome, of course, but there are lots and lots of other goofy fun fighting game vocal songs out there that we all should sing along to. Let’s have a look at some!

Continue reading

Anecdote: My THQ media experience

There’s a superb feature on Polygon today about the collapse of THQ, and I highly recommend that everyone read it. With all this new info about THQ’s inner workings circulating the internet, I feel like it’s time to re-share a little story of Veteran Games Journalism that I posted on tumblr a while back. Here, for your reading enjoyment, is a small account of my experience with tragic-in-hindsight company wastefulness, which I originally wrote in early 2012.

Continue reading

Interview: Yoshiki Okamoto, Michael Oakland, and Koki Kimura

The Japanese App Stores are a battlefield: the top grossing free-to-play apps rake in millions every day for their respective producers, jockeying for status and position on the charts, while thousands of others peter out after a few months or maintain a small but eagerly supportive audience. Others never even get off the ground – remember that Street Fighter card game? It went into beta around this time last year and nothing has come of it since. The freemium market might look like easy (or even greedy) money to a casual observer, but it’s actually a far harder nut to crack than most folks might think.

Monster Strike, a game which has been in a heated war with Puzzle and Dragons for top-grossing Japanese app for months, is noteworthy not only because it’s been such a huge hit in a very, very tough market, but because it’s something of a redemption story. Publisher Mixi operated a once-dominant social network in Japan that, in recent years, was rapidly losing ground to competitors like Facebook, Line, and Twitter – only to see business take a dramatic upwards turn as people picked up the game. The game’s designer, one Yoshiki Okamoto, is a man responsible for numerous classics at companies like Konami and Capcom, practically defining the late-80s-early-90s arcade legacy of the latter. Okamoto’s previous studio, Game Republic, suffered a terrible collapse after deals with western developers tanked, leaving them with massive debts that AAA development budgets require. Okamoto has now sworn off console development entirely, focusing strictly on mobile – thanks to Monster Strike’s roaring success. It might seem tragic at first, but knowing just how badly he got burned – and seeing just how fun Monster Strike is1 – Okamoto finding a new path and purpose in game development is actually a very happy story indeed.

I had an opportunity to talk with Okamoto and Koki Kimura, a producer at Mixi, about Monster Strike, along with Michael Oakland of Mixi’s localization team. We talked about the game and the ideas behind it, engaging in a lot of silliness in the process.logo

Continue reading

  1. my friend code is 621,637,408,850 add me I have a high level Margarite

Obscure gaming anime: Virtua Fighter Costomize Clip

A lot of folks are aware that I am a giant supernerd for Sega-AM2, and their fighting games in particular. Besides owning entirely too much stuff related to Virtua Fighter and Fighting Vipers, I collect various factoids and trivia about the games in an important area of my brain most people would reserve for something like remembering the names of their relatives. One such factoid has been the existence of a Virtua Fighter OVA released in 1996 by Production I.G., a 30-odd-minute outing that’s completely separate from the more well-known TV VF anime by Studio Pierrot. Called Virtua Fighter Costomize Clip, it was released in 1996 in very limited quantities, and it’s so unknown that even Anime News Network’s otherwise comprehensive catalog lacks any information about it.

I’ve been actively seeking a VHS copy out for a while (along with more chapters of Virtua Junky, a mid-90s manga about people playing Virtua Fighter 2), but actually obtaining a copy, even through a proxy, has proven extremely difficult. However, it was recently brought to my attention that the whole thing is now up on Youtube in a VHS rip. I’m not quite sure how I missed it for so long (maybe because I was looking under what its correct English spelling should be, “Customize Clip”?), but what matters now is that it’s found and oh my lord is it ever a nostalgia trip to the height of VF’s mid-90s popularity.

Let’s watch it together, shall we?

Continue reading

Book review: Shigeki Toyama Works Artworks Volume by Zekuu/circle Game Area 51

First off, I apologize for this review taking so long – I haven’t been in the best of physical health this week, and that combined with the craziness of family obligations over the holiday weekend meant that I couldn’t update the site as I wanted to. I’d intended to have this up around last Monday or so, but those plans came crashing down fairly quickly. I don’t want to disappoint gaming.moe supporters with a lack of site content, but alas, sometimes real life foils even the best-laid plans. I’m working on a manner of contingency plan for the next time such a thing happens. Anyhow, on to the main piece!

A while back I wrote a piece for WIRED about the subsection of the Japanese doujinshi subculture that caters to gaming devotees. Part of the reason why doujin fascinates me so much is because of the sheer variety of stuff people create under the term, and the fact that there are other extremely passionate nerds self-publishing books about all manner of delightful gaming minutae makes me very happy indeed. I interviewed a publisher under the name Zekuu for the piece, as his circle, Game Area 51, does some of the most impressive and in-depth doujin publications on retrogames and important people involved with their creation. Thanks to his work, I’ve become more aware of the contributions of many creators to games and companies that have notable places in gaming history.

Such is the case with Zekuu’s books about Shigeki Toyama, who has a lengthy history at Namco. I was mostly unfamiliar with Toyama’s contributions to gaming, but the two volumes of doujin Zekuu published – two interview books and an artbook – have taught me a great deal about the man who designed Mappy, the iconic graphical imagery of Xevious, and several arcade cabinets and logos. He was also a robotics designer, helping create everything from small animatronics to massive amusement attractions (such as the gigantic Galaxian³ setup at the Osaka Expo in 1990). Later, he’d also be a key contributor to the design of Sony’s AIBO robot dog. After learning so much about everything Toyama had helped create, I found myself filled with a profound respect for his incredible talent. (And, to be honest, I felt a little bit embarassed that I hadn’t properly recognized it sooner.)

Out of the three books, I chose this one for review because it’s largely art-based – and since I’m writing for a primarily English-speaking audience, it doesn’t really do folks much good to recommend an interview book in Japanese. It’s 242 pages long, B&W, and contains a truly astounding amount of design material for some of the coolest, most ambitious stuff that Namco ever produced. Without further ado, let’s look over….

00_art_hyoushiShigeki Toyama Works: Artworks Volume (Toyama Shigeki Sakuhinshuu: Artworks Hen)

Cover image: A sampling of titles Toyama’s talent has touched

Continue reading