Greetings
and Salutations I'm briefly breaking my hiatus today with the hopes
that I continue to produce more posts in the foreseeable future,
though I am still in hospital undergoing cancer treatment and
preparing for possible Stem Cell treatment.
Before
I begin I wish to thank Chris Lee and those at Arcen games for
providing this pre release copy of their latest expansion Starward
Rogue: AuGMENTED.
For
those of you unfamiliar with Arcen Games it is a tiny video games
company founded in March 2009 by Christopher M. Park – CEO, Lead
Programmer and Lead Designer, the company is best known for its real
time strategy game AI
War: Fleet Command
though in recent years the company has undergone financial difficulty
due to poor sales in its last two releases, TheLast Federation
(an absolutely fantastic Strategy in my option and one of Arcen's
best see my first impressions and review Here
& Here)
and Starward
Rogue
a scifi themed bullet hell roguelike combination set in the same
universe and with the protagonist of The Last Federation.
While
both games were of excellent quality their low sales highlighted one
of the many issues small companies face through digital distribution
through platforms such as Steam and how difficult it can be to
advertise. This was especially true in the case of Starward Rogue
which had the unfortunate issue of its release coinciding with a time
when the roguelike genre was been flooded with low quality, low
effort Steam Greenlight games which swamped the front pages of Steam.
Thankfully
Arcen Games returned to their diamond in the rough with regular
updates and content patches cumulating with with this latest
expansion.
Available
from January 24th
2018 for $6.99 Starward Rogue: AuGMENTED boasts a new floor type
named the gold floor with unique challenges and rewards and in
addition also has:
4
new music tracks composed by Pablo Vega and The Overthinkers.
3
new mechs: The Zephyr, The Paladin, and the Warhog.
90+
new items.
30+
new enemies.
125+
new rooms.
8
new room obstacles such as the pulse trap and the flamethrower
turret.
10+
challenge rooms, a new room type exclusive to the gold floors.
6
new minibosses.
9
new bosses.
If
you'd like to learn more please watch the video below or continue
reading for a more detailed review
Presentation
Arcan
Games have always simple “less is more” approach to sprite design
which is heavily evident in Starward Rogue, each player mech and
enemy has been designed with bold simple colours and thick outlines
which really helps them stand out from the darker backgrounds and
glowing energy bullets.
Whilst
it gives them a simplest appearance artistically from a design
standpoint it is an elegant solution to a common problem within most
bullet hell games, even so each of the mechs really stand out
individually and the various droids the player battles whilst having
a unifying theme are quite unique with a minimum amount of use of
recolours by the designer (about 2-3 with most droids). Though if I
have one gripe its that several of the invincible turrets don't
really stand out from the droids to a new player.
The
most identifying feature about each droid are their attack patterns
and the variety of colours and shapes that make up the various attack
patterns, resisting the current tend of over the top effects and
giant particle effects Arcen has once again kept things simple.
Instead the neon glow of the bullets is a suitable level with the
effects not extending outside of the hitbox (something that far too
many game do), also Arcen have not limited themselves to the typical
circles, lines and triangle type of bullets there are some very large
and weird shapes that you'll find yourself running from.
Focusing
once more on those aforementioned backgrounds the artwork tends to be
better shaded and detailed than the interactive elements of the game
giving them a somewhat cartoony appearance in compression which may
put off some but to me was very reminiscence of the run and gun games
of the 80s and 90s such as Alien Breed for the Amiga but
with much clearer HUD design that doesn't interfere with gameplay. Again
both these design choices seems to be focused on ensuring enjoyable
bullet hell style of game play by minimising many of the common
visual problems associated with the genre which I personally
appreciated whilst playing. Believe
me nothing is more frustrating in a bullet hell style shooter then
dying because the bullets were not visible because they blended into
the background or losing of the player character for similar reasons.
With
only 4 music tracks for the levels (not including the boss battle
theme) Starward Rogue did need some additional tracks, while the
small number of floors for each run (5 & 7 respectively) did
mitigate this somewhat it does become noticeable if doing several
games in a row.
Starward
Rogue: AuGMENTED addition of 4 more tracks is very welcome and
personally prefer these new songs to the originals with
EMT-ChillBronze been a particular favourite, but overall when playing
you'll usually be too busy with the action to truly listen to the
music and instead the rhythm encourages a fast paced style of play.
Gameplay
As
you may have gathered from the review so far Arcen have tailor the
experience of Starward
Rogue to focus on smooth fast paced gameplay and the attention to
detail really shows.
More insane than Boatmurdered is a claim not to be taken lightly
The
controls are responsive and intuitive whether using keyboard and
mouse or Xbox controller, a failure to evade is always in the hands
of the player (or bad luck) and if a weapon is slow to fire then it
is a purposeful property of the weapon. There is no artificial
difficulty via slippy movement or button delay which is a welcome
relief from some of the other examples of the bullet hell genre I've
played, difficulty comes at less player health and fast complex
bullet patterns. (Don't let the video fool you I was playing very
easy mode and the enemy bullets are slowed at that setting.)
With
the three new mechs the Zephyr, the Paladin and the Warhog bringing
the total number of available mechs up to a total of 12, each with a
unique set of abilities and level up options. Those wanting to challenge themselves will
find plenty of new opportunities to experiment with play styles for
these new mechs as each takes an existing play style and adds a twist
to the gameplay.
The
light armed and armoured Zephyr emphasizes fast gun and run game play
ideal for speed runners, the beginning each level with a slew of
bonuses that slowly tick down each minute until they are completely
gone after 5 minutes forcing fast reactions and a rush to the boss.
The
poster boy/mech of AuGMENTED
the Paladin is another close range fighter to join the Flame Tank
though its energy sword allows for greater range with its beam
projection actually striking the enemy with the sword does far
greater damage. Its secondary weapon is an energy shield to soak up
the hits as you move in closer to engage and each floor you begin
with an healing item however you lose 10% of your credits, making it
difficult to save up for various upgrades.
Last
but not least is the Warhog who sacrifices speed for attack power and
begins play with a powerful shotgun, the ability to place a pair of
turrets and a single missile launcher attack that grows more powerful
with each missile collected before its ability of reducing all damage
by 1 is taken into account. This allows the Warhog to steamroll its
way through easier early levels however in the later game or harder
difficulty settings where evasion is key to survive the Warhogs
reduced speed makes surviving a difficult challenge.
This
is not taking account of all the various weapons and upgrades that be
found in the game, Starward Rogue already had an impressive array of
available weapons and items and AuGMENTED simply builds upon this
whilst also patching several of the more buggy items (range
extending/reducing items have all but been removed).
I
personally highly approve of the energy system that the game
implements for its secondary weapons, in many shoot em ups special
weapons are things to be conserved but in Starward Rogue the energy
for these secondary weapons replenishes each floor which actively
encourage experimentation and replayablity.
Likewise
the new enemies and floors some of which were designed by Arcen games
own Starward
Rogue community
all further this aspect which is Starward Rogues greatest strength
though this does come at cost.
At
its heart Starward Rogue is a very short roguelike favouring short
gaming sessions rather than the long playtimes or endless grinds
other roguelikes often prefer, only 5 floors of action or 7 once the
game has been successfully completed three times. This
one huge unlock contains lots and lots of new content within the game
but then there are only a few other things with no visual feedback
when the player finally unlocks them.
However
this new content is most focused on additional enemy variants and the
developers are on record stating “ That's something we'd like to
improve in the future, if we can.” AuGMENTED
fills the gap with its new golden floors and new challenge rooms but
overall there are still a few weaknesses.
While
the story for this style of game is usually a excuse plot Starward
Rogues initially builds up to be something more, unfortunately this
suffered from the funding issue during the development and now there
is still no real plot or explanation within the game of Rodney or the
monolith even to the ending which was lacking. The developers had
expressed a desire to fix this with AuGMENTED if time and funding allowed but from my experience no development has been done however
if sales do well I certainly see Arcen games returning to Starward
Rogue to finally fix this detail due to their respectable history of
support for their older games.
Overall
Starward Rogue is a game that wants the player to enjoy the journey
than focus on the finish, players expecting a grand epic of a roguelike may be disappointed by the lack of story detail and simplistic level system but those wanting a arcade style of play more reminiscent of the bullet hell genre will not be left wanting. This latest release of AuGMENTED really
does help fuel the adrenaline fuelled action in this quirky
combination of genres.
Pros
Well
developed blend of genres taking best elements of the bullet hell
and roguelikes while removing the worst.
Unusual
genre combination (originally) and is still one of the best examples
of the style to date.
Wide
array of weapons and foes to test them on without the worry of ammo
constraints.
Catchy
fast paced music that suits the games theme and feel well.
Great
for short gaming sessions.
Good
modding community with developer feedback.
Cons
Visual
style can be unappealing to some with its simplicity.
Story
features not implemented due to lack of funding during initial
development but may be patched in depending on success of latest
release.
Due
to point 2 completion of game may feel unrewarding for those wanting
more beyond the gameplay.
Success
can be luck based.
Level
up system may feel primitive to those wanting or used to a more in
depth system
Relatively
short gameplay for each individual run with no apparent unlocks for
completion of the runs (beyond unlocking a 7 floor run).
Greetings
and salutations over the last few years Steam either listening to its
maturing user base (or simply motivated by money) has become slightly
more lax in regards to more adult rated games that focus on sexual
rather than violent content.
In
this series of reviews I am going to be focusing on a small publisher
SakuraGame (not to be confused with Winged
Cloud who create the Sakura
series of games), this small publisher has released a variety of
cheap content of various genres ranging from simple erotica to
undoubtedly a hentai game with quality wildly fluctuating between its
smaller developer studios.
Hell
Girls is a R18 puzzle RPG created by SakuraGame that prioritizes
match 3 strategy over speed, in a similar vein to other match 3 games
such as Puzzle Quest the game is heavily focused around turn based
combat by matching icons to perform certain attacks.
Coining
a term from a fellow reviewer AthravanHell
Girls match system could be described more accurately as link
& match in that you can make long chains of matches going in any
direction with a simple premise of longer the chain, greater the
effect. However simply creating a long chain is not enough each of
the three available characters has a unique bonus that triggers from
the special spellbooks that are created from long chains and often it
is more tactical to make chain the length of the spellbook you need.
I
certain agree with Athravans own comment that 'Making combos and
setting up the board for something massive is genuinely
entertaining', it adds a level of tactical depth to the match 3 genre
that is often lacking. In addition each character is focused on a
element and attack style theme with the ability to learn and equip
various usable skills which add further options and variety, this
also applies to the various mixture of foes who usually have 2 to 4
different methods of attack each making each monster encounter
tactically varied and rather challenging when these monster types are
grouped together in a string of fights in a single encounter.
Not
all the mechanics are great however, the additional RPG element comes
in levelling which increases your stats such as defence and damage as
expect, as experience points are spent individually by each character
while supporting varying ones play style it leads to a long grind for
Soul and Money. It is also responsible for the sudden spikes of
difficulty where certain encounters are simply impossible until the
character has progressed several levels forcing you to replay levels
even further.
Each level does have a series of typical challenges such as moves taken, items collected and number of enemies defeated so occasionally this does force a player back to these levels once their characters have developed to achieve a better rating.
Further
unlocks include alternative costumes mostly in the design of bikinis
and other fan service outfits though each has its own powerful effect
and downsides. There is no mandatory requirement to use these however
and the default armour will serve quite fine.
The
story in game is told sporadically and honestly rather badly if it
wasn't for the steam store description I really would not know
anything about it and even then it is rather vague:
Three
mysterious families are blessed by the gods to give birth to girls
with powers over fire, ice, and lightning every century. Their
powers are unknown to others, but they will be called by the gods to
travel across Hell and Earth, slaying monsters to save the world from
being swallowed by Hell’s corruption.
Finally
the visual in the game are quite good in all honesty, the 3d models
for both the girls and the enemies are quite detailed with minimum
clipping observed. The few scenes with artwork are of high quality
but it is just a shame its all fan service and drives away more
customers than it attracts.
Pros:
Good
quality if cliche artwork and character design, with impressive 3d
model detail for its production value.
Enjoyable
and varied mechanics with various levels of customisation.
Art
gallery options.
Reasonable
game length.
Easy
to pickup and play, no punishment for failure.
Energetic
and upbeat music.
Variation
on the match 3 genre.
Publisher
gives acknowledgements to those who helped with the game.
Steam
Cards and Achievements.
Cons:
Fan
service is laughable and sadly stereotypical in design, too much and
embarrassing for the average player and too little and tame for
those looking for a more adult game.
Level
grinding required.
Mechanics
have variety but are rather shallow and many enemies are recolours
with higher stats.
Sudden
difficulty curves due to RPG elements.
Game
occasionally forces you to play as particular characters against
enemies that their playstyle is weak against.
Steam
recommendations feed changed to focus on anime from playing this one
game.
If
you'd like to see more check out my video below:
If
your looking for the decensor patch it can be found on the download page.
Created
by 773 Cherry Tree High Comedy Club mixes up the RPG Maker formula
creating this RPG/Visual Novel crossover. Indeed Cherry Tree High
Comedy Club is all but unrecognisable as an RPG maker game and is
regarded as one of the most impressive examples of what the software
can be used for outside of its more traditional game styles.
Comedy
fanatic and high school student Mairu Hibisu has decided to set up a
comedy club in her school, but the school rules require a minimum of
5 students to set up a new club and Mairu is 3 people short! Spring
break has just started and Mairu has until the end of April to
recruit the 3 new members she needs to start the club or her rival
Chitose will have the last laugh!
Hard to believe this is a RPG Maker Game
The
gameplay focuses on story through character interaction as you walk
around town, meet people, and try to talk to them and make friends.
Mechanically this is done by levelling your conversation skills in
different subjects by reading magazines, attending talks or watching
television/movies. Each of the 6 possible candidates that are introduced throughout the month the game takes place in have their own preferences in topics with some topics earning their friendship quicker while others simply waste the little time you have.
It should be said though that the conversation system is somewhat simple and in some ways quite unfair, the method of learning which topics are worth while for each person is down to a mixture of random chance through causal conversation (e.g. chatter that does not take time or contribute to friendship), educated guesswork from observing the various cut-scenes or simply using the option after which the result is recorded on the persons profile page in the options.
However as each major conversation option can only be used once per person other than the gossip option which can be used repeatedly (and is nearly useless) this information only helps in subsequent playthroughs, though the new game+ option is only accessible if a minimum of 3 people are convinced to join the club otherwise its a simple restart after 3 to 5 hours with none of the conversational skill levels or information gathered.
I do like the various menus and huds in the game, the various comments often brought a chuckle
Speaking of skill levels even if you guess the favoured topics of your would-be members if the topics level is rather low you will have little gain in friendship making the most ideal method of play spending the early game addressing the additional minor needs such as completing homework
on time, earning money while minimizing your fatigue level, and taking advantage of free methods of levelling topics before focusing on just 3 people to join the club.
The result of this is a average of 2 to 3 playthroughs to get the best ending where all six candidates join the club though as there is no player input to the story the player will be forced to repeatedly watch the same cut scenes and dialogue.
The story isn't bad by any means, each character has their own goals and personal issues that they want to address but what stood out was that our protagonist Mairu Hibisu (or Miley Verisse in the westernised version) doesn't magically solve everyone's problems. In fact in most cases problems still exist but the various characters take their own steps towards fixing them, Mairu simply acts as a catalyst through her actions or occasionally a throw away comment that has a deeper affect than she realises. Its a nice alternative to much of today's story telling but does have the affect of making the game feel a little shallow and short with the Player an observer rather than having any actual effect.
For a game about Comedy and whose menus and descriptions are filled with small titbits of amusing descriptions the dialogue itself is relatively lacking in these regards in both the original and westernised versions with Mairu's outlandish behaviour often been used as a source of comedy (like most high school animes) but often falls a bit flat of the mark. In the westernised version is in the same vein as the Ace Attorney games more effort has been put into gag names and hand waving why obviously Japanese elements such as a shrine are in 'America' which might amused some players but personally this has always been a particular pet peeve of mine.
Pros:
Nice
visual art style through the game and a clear informative hud with
lots of little details that contain much of the games humour.
Visually
attractive and clear in design for menus and most mechanics are
explained adeptly in easy to understand tutorials.
Unique
gameplay, suitable for younger audience.
Choice
between westernisation version and original names and references.
New
Game + Option (if completed with minimum requirements)
Steam
Cards.
Cons:
Music
is short, lacks variation and obviously loops.
Average
playthrough length dragged out by skill grinding, this is also made
further problematic by the fact that certain conversation topics are
far less useful than others and certain actions are quite pointless
with little benefit.
Appalling
westernisation version in spite of Ace Attorney inspiration.
Very
little actual gameplay beyond "Go to location and select
option" which quickly grows repetitive.
Very
limited re-playability with the game easily completable in two
playthroughs depending on which skills have been improved in the
first playthrough.
Player
feel like an observer to the character due to having next to no
input on story events.
Money
and items do not carry over in New Game +
TLDR:
A wonderful example of what can be done with RPG Maker but with
limited replay appeal and gameplay. Recommended as sales
purchase. If
you'd like to see a more example of the game check out my video
below:
Or alternatively the Lets
Play can be be found Here
While I have already mentioned some of the games I came across at MCM London Comic Con 2017 there are quite a few more I simply can't discuss in any real detail, there was a distinct lack of advertising material this year with few flyers or leaflets and many others were on handhelds with mixed advertising around them so there wasn't much to take a photo of.
So here is a quick run down of what else caught my eye:
With Cooking Mama on the 3DS it seemed business as usual with the new game focusing on sweets and deserts though I was unimpressed by limited choice 60 different recipes to create though its boast 160 different mini-games did catch my eye (though I personally hate any mini game that requires blowing into the microphone).
Harvest Moon Lil’ Farmers on the other hand was quite unexpected, going in blind I quickly discovered that the game was a collection of stripped down and bluntly dull mini games aimed at young children presumably toddlers given the simplicity.
Finally the strangest game released for the PS Vita by Rising Star Games Drive Girls, an action and
driving hack ‘n’ slash hybrid uou can play as one of five different Drive Girls and transform from superheroine to
supercar and back again, as you smash through wave after wave of
mechanised Bug enemies in both arena and race course based combat.
Featuring a single
player campaign it also boasts local and online multiplayer for up to four
players, players can boost the Drive Girls’ stats in the garage by tuning and
customizing their ride with new parts and decals using the
currency earned after every mission. The tighter your tuning, the more
protected the Drive Girls are against losing their armoured clothing in
combat though if this feature remains in the Europe release I will be most surprised.
Farpoint VR by Impulse Gear
Alas I was unable to play this due to my unfortunate motion sickness that I get whenever I play VR games but the display was rather impressive (though I refused to take photos of those playing as I was unable to obtain permission from them beforehand) and it looked like an excellent first person shooter from what I observed. The controllers have a rather cheap plastic look to them but I can't deny they seem functional.
The second major VR game been advertised I was significantly less impressed by its fiddly looking controls and game making features (thus this may have simply been a result poor set up by those running the display.) The gameplay certainly seems to revolve around playing with friends and learning the various orders in which the ships systems need to be implemented, as the trailer was rather uninformative I've placed a link to Ubisoft's Lets Play below:
As you can see this is an example of the game play in its best conditions but I certainly think that much of the charm would be lost playing with strangers, for anyone looking for a non VR alternative to this then I recommend Artemis Spaceship Bridge Simulator.
ARMS By Nintendo
ARMS is a fantasy boxing game which is seen as many as a spiritual successor to Wii Sports Boxing due to similarities in controls and playstyles. In ARMS the left and right Switch JoyCons are your boxers left and right arms respectively, this control method can be affect your play style as weapons on each arm can be differently equipped. For example a Boomerang on your right arm and glove on the left arm.
Unlike earlier available demo's there are now 5 characters to select from and after a small tutorial you are put into battle with a choice of 3 weapons per arm.
Punching like Wii Sports Boxing is done by moving one’s hands in a similar fashion, with the
position of fists contributing towards techniques, such as movement,
blocking, and even the direction of blows like curving your punches.
During your fight you can build up a meter which enables you to use
“Flurry Attack” by pressing ZL and ZR.
The trailer while amusing is rather uninformative of play so the link below is the 2017 E3 presentation on ARMs:
Splatoon 2 By Nintendo
Admittedly the first I had heard of its release, the sequel to the popular Splatoon was on demonstration at MCM Expo and was set up to have up to 8 players per single match.
Chatting with a few others who took a moment to try the game, Splatoon 2 feels
more like an expansion than a sequel to the Wii U original as the
graphics are only slightly touched up (though the fluid effects are impressive as ever) though it also boasts some new weapons and some new arenas.
Now if it included local coop or V.S. then I may consider it an improvement on the original.
Mao Mao Castle by AsobiTech
Those older gamers amongst us may remember the Space Harrier series of games which for a time in 1985 dominate the arcade and home consoles, Mao Mao Castle harkens back taking heavy inspiration from the games design whilst modernising it and making it non violent.
Trying my own hand at the game I attempted to match some of the high scores in order to win a copy of the game, Asobitech had the LEAP motion controller on show to play the game, which
you hold your hand and move it over the sensor to move the cat and make
a fist in order to use the dash features. Unfortunately I was both too tired and completely clumsy with this method of motion control to get anywhere near the top scores but it certainly let me appreciate the games mechanics.
Winner of the Castle Game Jam 2016 Mao Mao Castle is expecting release on Android and iOS and the demo is available on their website.
Agents of Mayhem is a spin-off of the Saints Row series, taking place after the "recreate Earth" ending of the Saints Row IV expansion, Gat out of Hell and frankly as a Saints Row Fan I found myself eventually despising it shortly after playing through the two mission demo at MCM London.
I won't go into too much detail here as I have enough to make an article and a half of criticism but ultimately I found myself bored senseless while playing as did my friend who actually left halfway through their play through unable to stick it out until the end. The combat was over the top visually flashy but mechanically poor to control, confusing and tedious compared to the Saints Row games but it wasn't until making several of the characters PREORDERDLC BY SUPPLIER it finally earned my utter disgust and hatred.
Finally below are some of my favourite cosplays of this year:
Optimus Prime:
Shovel Knight:
Monster Hunter:
Legend Of Zelda: Windwaker:
And finally anyone there may have seen myself and my friend from Buzy Bobbins as the Sorceress and Rannie from Dragons Crown.
Greetings and salutations once I again I return from MCM London with mixed but mostly positive results, for you long time readers you may remember that last year was my first timeattending.
For those of you unaware of MCM, the MCM London Comic Con is a multi-genre fan convention held in
the London Borough of Newham twice yearly, usually on the last weekend
in May and October. Interests range from Anime to video Games, tabletop roleplay games to cinema it really is a varied event with talk panels, video game previews, various celebrations of eastern culture and more cosplayers than you can shake a stick at.
A quieter moment of MCM
Let me say now that I had intended to post this a little earlier in the month but upon my return home from the comic con left me wiped out and the growing stress on the election was a distraction to say the least.
Arriving at London unable to secure our previous hotel our group was staying at a shared apartment which in all honest turned out to be not only cheaper but also far nicer and closer to ExCeL London.
Now it must be stated that after the Manchester Bombing things were a little more tense on arrival this year with additional security everywhere but to their credit this did little to interrupt travel through the London.
Travelling to the ExCel via DLR on the Friday did come with its own set of problems with works under way at the Custom House stop, thankfully the organisers had foreseen this and arranged staff and directions at the following stop Prince Regent. While this was highly effective there was some confusion in staff instructions regarding allowing visitors to "Swipe Out" at the station causing issues with travel payments resulting in some overcharging costs for many people initially myself included.
This was thankfully rectified by some very kind and helpful people at Transport For London who had a brilliant support number and we highlighted the issue on the MCM facebook page with advice for others in the same predicament.
The bag checking queue...
The security staff inside the ExCel were organised extremely well,
courteous and generally well humoured to those in costume, even with
hundreds of people streaming in the queues were kept short and were no
more than 15 minutes. Later we discovered that initially there was intended backpack ban but with the hot weather the health risk of people not carrying bottled water and the general inconvenience to the public it was decided against.
and the rest of it on the quiet Friday start.
Now to avoid simply reiterating my post from last year I am going to make a few comparisons to my previous experience:
The Map
Just to highlight what I said last year:
I found the map near useless apart from from a general
gist of the layout, just look below to see what I mean:
Front with map
Back with panels and events
Now the astute amongst you may already notice something important
missing from this map, that's right there is no key referring to the
numbers listed on the stalls apart from the big name logos. In addition
there is no reference to the ExCeL London own hall numbers or the
entrance area so it is extremely easy to get turned around and
disorientated due to the similarity of the stalls and lack of directions
posted about.
There is a key but its inside the 140 page advert and article event
magazine which also has a copy of the map located between pages 62 and
65, after another advert the key is listed BY ALPHABETICAL ORDER OF THE
STALLS which is bloody useless unless you already know what stall your
wanting to find beforehand. I'm looking at the damn key to find out what
471 is not the other way round. The panel event program is also a
nightmare to find and read through in the magazine with information
scattered between articles so at least the map was an improvement in
this regard.
In short just as bloody useless this year with all the same problems.
Stalls:
Thankfully far more variety this year, only a single major stall focused in Pop Figures much to my relief and while many of the stalls of the previous year returned there was far more variation between their stock. A few stalls did earn my ire however with blatant absurd pricing and lets just say if I was selling my PS1 game collection for the amounts they were charging I would be a few thousands pounds better off.
Pokemon plush were everywhere this year
CEX also didn't make a reappearance this year which was for the better, last year they had annoyed me with their loud music blaring out over the hall drowning out the various talks and panels and while GAME was there they didn't take up nearly as much space this year. Unfortunately also missing were table top roleplay stands as not a single one was available this year, but in their place the Lincoln Steam Punk Society had turned up much to my surprise and were advertising The Asylum Steampunk Festival later this year.
All in all a major improvement from the year before especially since more of the hall was available this year there was far more space between the stalls so the horrible overcrowding of last year wasn't an issue at all much to my delight.
Just a small amount of the manga on offer
I also ran into some old acquaintance from the Sheffield Space Centre, this was my main source of anime and manga growing up 15 years ago and
it was great to see them still going strong today as they always stocked a large variety of comics,
manga, anime, even figures, model kits and table top roleplaying games.
It was great to see them with a stall at MCM London this year and I
discovered yet another niche manga series through them Monster Hunter: Flash Hunter.
I highly recommend popping to their store if in Sheffield or checking out their website.
Video Games:
This year there were no major video game talk panels though a smaller stage had been set up by Rice Digital covering a handful of games, when generally this layout worked well the sound team really dropped the ball on the Saturday and a lot of the commentators were inaudible.
It would of also been easier to hear if the esports commentator just behind the panel had shut up for 5 minutes.
With this said there were two games there were two games covered that stood out to me:
Akiba's Beat:
Akiba's Beat is an action role-playing video game for the PlayStation Vita and PlayStation 4 video game consoles, a spiritual successor to Akiba's Trip: Undead and Undressed and the third game in the Akiba series its focus is to highlight the music culture of Akiba during its story.
In all honesty after the highly quirky arcade action and self acknowledging parody humour of the second game Akiba's Beat just came across as dull, slow paced and honestly rather boring in it mechanics, with very little originality that the series had previously been know for.
It seems that many other reviews agree with this observation.
Advised Strong Language.
Project Rap Rabbit
Project Rap Rabbit is a global collaboration between Japanese
developers NanaOn-Sha (PaRappa The Rapper, Vib-Ribbon) and iNiS
Corporation (Gitaroo Man, Osu! Tatakae! Ouendan), and UK-based publisher
PQube Ltd.
Having developed some of the most revered music games of all time, they're committed to creating the greatest rhythm-action videogame in
history with a new rapping adventure than infuses the best ideas from their
past with innovative mechanics that they hope will go on to shape the genre's
future forevermore.
However not everything is going as planned as the Kickstarter for the project is woefully underfunded even with 2,549 backers only £129,806 of £855,000 goal has been reached and with only 10 days to go they have finally releasing a gameplay video of Rap Rabbit which is too little too late.
As one backer states:
Here's how this will go.
There will be this big unveiling of the gameplay video tomorrow.
People from all over show up on this KS page as a result. They'll
immediately notice that, after 3 weeks, the game is not even 20% funded,
and that there's only a week and a half left to raise the remaining
80%. Maybe they'll hit that Remind Me button, but at the end of the day,
they aren't gonna pledge.
Building up the Thunderclap, and hyping up the unveiling of the
video, are both things that should have begun weeks before the campaign
launched. Matsuura-san, Yano-san: PLEASE relaunch this campaign. Suspend
it early so whatever resources you allocated to this one can be
reallocated to the next one. But unless you have a massive E3 presence
planned, there is no way this game is being funded with this particular
campaign.
As a backer myself I totally agree with this prediction, there has been a complete failure to market the game to the community or the gaming media, I MYSELF have made seeming the only post on Reddit about the project (at the time of my posting) and I can help but feel that somewhere along the line the PR just flopped.
Just behind the Digital Rice Panel
Other than Digital Rice the Esports community really were making a hit
with Tekken 7 with a massive set-up and tournament over the weekend and
Guilty Gear XRD Rev 2 was making its own impact on its admittedly much
smaller collection of consoles. The halls also boasted various arcade machine set ups with a one company selling the cabinets it was displaying, though I think the real moment that stole it was the Gandalf V.s. Gimli on the dance machines.