Showing posts with label Namco. Show all posts
Showing posts with label Namco. Show all posts

Monday, August 29, 2022

Pac-Man World Re-Pac Credits Controversy?

The Rangok Skies controversy was a real definition of controversy over stolen assets that the credits list remains questionable to this day because of the stolen sound effects. That is something the developers have no intention to do something about despite having made some improvements and other changes prior to the game's release. At least, Mojang put in the a fully detailed credits list for sound effects taken from freesound.org that are used for Minecraft and that's appreciated.

In the case of Pac-Man World Re-Pac's credits list, the original developers of the original Pac-Man World aren't credited in the remake and that's a shame and disappointment. I don't know if this qualifies as a gaming controversy or not as there's a chance the developers of the remake will be requested to fix the credits list, just like how the developers of the 8th-gen console ports of S**** Colors added the credits related to Godot game engine in a patch. Believe it or not, for every game made with Godot game engine, the game engine has to be credited no matter what despite it being a free and open-source game engine. At times, there are games that show the Made With Unity logo upon starting up. This lets people know that that game is made with Unity game engine.

Some interesting story prior to the remake's release included the fact that Tommy already sold the rights of the soundtrack to Bandai Namco and the composer is actually Todd Dennis, not Tommy himself. The credits information for the composer circulated on the net has been mostly incorrect and to find a correct one is a challenge to this day.

There are multiple reasons why people were interested in taking a look at Pac-Man World Re-Pac:

  1. It's a remake of the original that came out on Playstation 1 in the late 90s.
  2. Tommy and others under Tallarico Studios were involved in the sound and music department for the game.

The controversies surrounding the Tommy and Intellivision Amico were severe enough that the Amico console will never see a release because of his poor leadership and disrespectful attitude but the latest concern regarding the fact that the original developers of Pac-Man World aren't credited in the remake has attracted the attention of the content creators, fans of the franchise and some original developers. I don't know for sure if even Tommy would be disappointed for this but if it looks like he doesn't care for this controversy-to-be because the remake was released recently on Switch, Sony and Microsoft consoles, maybe his disrespectful attitude is still intact even if the Amico console was pretty much dead at this point that even a family would buy a Switch and play together or something.

Monday, June 8, 2020

Optie Animation's Mope Mope video - "Not made for kids" option reinstated

In June 2, the video was set to "Not made for kids" as if that option was restored after news about the video being falsely set to "Made for kids" by YouTube occurred. Since that false choice made by YouTube last month, the kids were like exposed to such a video like Mope Mope by Optie Animation which is inappropriate for them in the first place according to the official video description. By falsely setting that video to "Made for kids", they sort of dragged Optie into the trouble he didn't intend to land on. The trouble that would affect his YouTube channel for challenging the COPPA law when the video DIDN'T.
Well, the controversy was more or less solved like there's not much to say about in the second part of the blog article about that controversy. The video itself was quite traumatic to children, people can assure of you and the controversy was there for 2 weeks before it was solved.

Sunday, May 31, 2020

Optie Animation's Mope Mope video falsely set to "Made for Kids" by YouTube

What the hell? One of Optie's mature music videos was falsely set to "Made for Kids" because of the visual appeal of the first half? Man, talk about the greedy game of discipline and strictness where the videos are mis-set depending on the content which can be a disaster on the machine learning part. The videos of the family-friendly games are nothing to worry about even if they are set to "Made for Kids" by YouTube but in the case of the videos of the non-family-friendly games like the ones made for teenagers or even the mature ones which are for adults, that may be a different story.
The song, Mope Mope, had made the official appearance in the actual rhythm games on consoles, arcades and even mobile and their music video doesn't seem to be used whatsoever. However, in case of the music video on Optie Animation's official YouTube channel, that is what the kids should NOT view as it contains the scary portions at the second half. Other songs have more mature settings such as Marenol by LeaF, the same composer who composed Mope Mope. For that song, its music video is extremely inappropriate for children but it's not like YouTube will do something about that music video either.
As the music video of Mope Mope was falsely set to "Made for Kids" by YouTube, Optie had the plans to review the decision set by them and even LeaF was aware of the situation that happened a few days ago. Where's the research? HAD THOSE AT YOUTUBE EVEN VIEWED THE ENTIRE MUSIC VIDEO? OR DID THEY NOT READ OR REGARD THE VIDEO DESCRIPTION? To let children watch that music video is like giving them nightmares thanks to false disciplinary actions done on that target audience setting!
iMJaystation has been making video contents that are not inappropriate for children even though his target audience is children all along and he had been called out for challenging the updated YouTube COPPA policies but for Optie Animation's official YouTube channel, the target audience is like to be those who play rhythm games and especially the nerds if you will.

Thursday, February 6, 2020

Windows 10 IOT in arcades

A few years ago, Taito started using Windows 10 IOT on the on-going Type-X3 machines running the Nesica X Live 2 service before other companies started using that OS on their newer arcade systems. Konami's already doing that with the new Bemani PC for Beatmania IIDX Lightning Model cabinet, Namco's already doing that with BNA1 ever since two years ago and Sega's already doing that with Sega ALLS. The strange thing is that there are two different versions of the same game by Bandai Namco in the arcades with one of them being on the newer machine with newer contents.
Tons of games have been doing that and the same may go for some of Konami's rhythm games in the arcades in a different way in which new arcade systems apply to the new cabinets while the game is more or less the same with the one on the new cabinet having new features and its own exclusive songs. DDR A20 and DDR A were on-going simultaneously although DDR A20 is a sequel. At that time, DDR A20 was Japan-exclusive until it was released on the previous arcade cabinets and the arcades outside Japan although the palette is blue-ish instead of gold.
Then, about Nesica X Live 2 and All.NET P-Ras Multi 3, certain fighting games are re-released for those services with minor changes although the ones on All.NET P-Ras Multi 3 will have additional characters to match the console/PC releases or something like the upcoming Under Night In-Birth Exe:late [Cl-r] which will be released on PS4 and Switch as console releases with one additional character. There are even indie games that will be released in the arcades via All.NET P-Ras Multi 3 like Sound Shooting and Rolling Gunner to name a few.
There's also Exa-Arcadia which welcomes indie games although All.NET P-Ras Multi 3 may or may not take advantage of their capabilities for indie games on it. The rules are that games released on Exa-Arcadia must have exclusive contents. Anything that's exclusive to the arcade version cannot be implemented back to the previous versions. Somehow, the mobile version of Aka-To-Blue won't be discontinued after all although it won't have any support whatsoever. They had plan to discontinue the game on mobile in favor of the arcade version but that plan was scrapped. I guess that scrapping the mobile version of the game after the arcade/console/PC version is a sellout idea or some sort. The cartridges have some proprietary connection although nobody knows if there will be security features inside them.
I don't know if I get to see Exa-Arcadia games in the local arcades but if I happen to find them, I should be able to play them.

Saturday, October 27, 2018

ATGames' Bait & Switch

In regards to the Bandai Namco Flashback Blast which recently came out in various stores in the US, there was a controversy surrounding the version differences as well as the emulation issue. Firstly, when the product came out, both store versions had the home console versions of the games with one of the games being different depending on where you've bought that stuff from. What attracted more attention is that two reviewers had reviewed two different versions with one of them being given the product containing the arcade versions of the games as proven in the screenshots. Unfortunately, the one containing arcade versions cannot be found at all as all you get is the one containing home console versions.
John Hancock, the victim who was given the one containing the arcade versions as the review copy, was DECEIVED. It took him a few days for him to realize this after reviewing the product. It appears that ATGames had given reviewers like him the superior quality version that runs smoothly with customers getting an inferior performing one which obviously pissed them off. There are emulation issues plaguing the product that contains the home console versions. Not to mention that the screenshots DO NOT MATCH what's shown on the gaming screen whatsoever. A huge problem is that how shady the business practices are from ATGames as if the reviewers get given the superior performing version of the product while customers are given the inferior one so that it can be mis-reviewed or something. That caused John Hancock to be blamed or lose trust to people over that situation but thankfully, even he was PISSED and warned you NOT to buy that product at all costs.
There has been tons of Namco compilation games you can get but Bandai Namco Flashback Blast is the one you should avoid LIKE A PLAGUE! They surely contain the arcade versions although the 32-bit console versions have screen differences like the vertically-oriented games having shifted things over while retaining everything else from the arcade versions.
The worse thing was that ATGames blocked those who criticized their practices on Twitter as if the company thought the criticizers were trolling or something. If's there are professional criticisms thrown at you, all you have to do is analyze on what goes wrong and see if you can address the criticisms.

Thursday, February 8, 2018

Dragon Ball FighterZ

So my initial impression when discovering Dragon Ball FighterZ is that it is a hybird between Guilty Gear Xrd and Marvel vs Capcom 2. It's a 3-3 fighter in the same way as Marvel vs Capcom series and the 3D graphical style is like Guilty Gear Xrd but superseding. It has some elements similar to other famous Arc System Works fighting games and especially that the Super and Instant Kill moves take the 3D animated scenes to the next level. Even the match's intro and outro are superseding at best like the fighters clash in 3D animated scene while the announcer is saying out the match quotes for instance. In Guilty Gear Xrd starting with Revelator, when the round is being announced by the announcer, the camera moves down from top to bottom before the round starts.
For Story Mode, it is sort of like Guilty Gear Xrd's Story Mode where everything is 3D animated but even better as Guilty Gear Xrd's Story Mode has some minor flaws like the separate windows of characters talking to each other like it's a different and unusual way to advance the visual novel gaming to the next level. It's kind of like two different screens of characters in different scenes talking on the phone or something. Also, there will be battles in the Story Mode in Dragon Ball FighterZ although the flaw is that you'll end up fighting clones or some sort. For Street Fighter V and Marvel vs Capcom Infinite, there are battles where you end up fighting enemy guards, enemy soldiers or even brainwashed dolls for SFV in addition to the standard battles. Why put in enemy soldiers or guards as fighting game opponents? A scene of characters tackling those enemies should be enough or perhaps, a modern 2D beat-em-up game where the camera switches to 3D mode for conversation and 2D mode for gameplay.
Graphics-wise, the game uses Unreal Engine 4 and it has superseded Guilty Gear Xrd in various ways. If there were problems in 3D character models for Guilty Gear Xrd, then the workaround the developers came up with was the swapping of parts of the models or something. Another challenge is that the characters may end up clipping through each other when they get too close during the fight. Through similar graphical techniques, the cell-shaded graphics match the modern Dragon Ball cartoon shows quite well although I might have seen portions of the classic Dragon Ball cartoons back then in my childhood. One thing I can recall is the scene where Goku's body was swapped by some opponent. Another thing I can recall is the Ginyu Force whose introduction is ridiculous.
It's a massive improvement over the previous Dragon Ball games developed by Arc System Works on 3DS. This one's a big effort from them and as of this writing, it seems that they need more time on creating assets for other characters for Blazblue Cross Tag Battle which is half-finished by the time of its release in terms of character roster. Not to mention that the game's release on PS4, Xbox One and Steam with Unreal Engine 4 has proven the amount of graphical potential done to it while retaining the similar techniques as Guilty Gear Xrd. Why can't Blazblue Cross Tag Battle go next-gen like it's beyond me? I mean the assets are one-era behind for Blazblue Cross Tag Battle although I don't know if the sprites will have much higher resolution or some kind.
Dragon Ball FighterZ is a must buy for fans of fighting games and Dragon Ball franchise. It may have finished off Marvel vs Capcom Infinite through its badass concepts and is said to be one of the best modern Dragon Ball fighting games for years to come.

Friday, October 23, 2015

Taiko No Tatsujin V Version

Taiko No Tatsujin reboot is in the arcades in Japan and Asia starting from four years ago with the Japanese release with the Asian version being released last year but it appears that my country is not getting the latest Taiko No Tatsujin game which is the one in HD widescreen and that's a shame. Thankfully, the upcoming Taiko No Tatsujin game for the PS Vita might have popped up in the Asian PSN and I tried out the demo like it's the first Taiko No Tatsujin game I have ever played. I can assume that the PS Vita version should be out in the local retail stores in this present time. The PS Vita game of Taiko No Tatsujin is similar to the one on the PSP where you press on the corresponding buttons on time to the music. I guess that physical buttons are much more preferred as the screen is somewhat too small to incorporate the touch screen elements like the IOS and Wii U versions have.

Wednesday, October 21, 2015

Synchronica by Bandai Namco

Taiko No Tatsujin franchise is highly popular in Japan and besides that, there's also the spinoff rhythm game from Bandai Namco for the arcades which is Synchronica. It's sort of like Osu/Elite Beat Agents but there are differences in the gameplay. There are notes where you have to drag from start to end point. You don't have to follow the path directly but you must make sure that you reach the end point in time and reaching there too late will result in breaking the combo. You can reach the end point as fast you wish and stay there but sometimes, portions of the path notes will be shown that you may have to follow along from start to end like one of the beatmaps of Namco Original songs. Also, the game makes use of multiple touch points that you may have to tap on two or more notes that appear at the same time to the beat. Other notes like normal and hold notes are self-explanatory.
I don't know if anyone may port those beatmaps from this game to Osu! simulator on PC or perhaps mobile devices but let me warn you that it is pretty much illegal to port them to simulators like that just because of similar game play. We have already seen a warning elsewhere stating that it is kind of illegal to port Bemani songs and their notecharts directly to LR2 or something as a way to avoid getting the simulator developers getting sued or something but who cares.
There are also songs from other Bandai Namco games like always such as the ones from Idolmaster series, Taiko No Tatsujin as well as the songs from other rhythm games not made by Bandai Namco as part of the rhythm game crossover festival or something and right now, that crossover is going second round where songs from other games were already available recently.

Sunday, October 11, 2015

Idolmaster Cinderella Girls Starlight Stage

Well, this one may be the answer to Love Live School Idol Festival which was released two years ago and the interface during gameplay is somewhat similar except that everything else is different such as the gameplay, the room management which is unnecessarily social-ish, 2D and 3D graphics modes and so on. Idol Chronicle by Taito already has the 3D graphics which may render non-current Android devices incompatible with it as it takes up more resources that way but it should be able to catch up with Playstation Vita rhythm games made in Japan like Project Diva series, Persona 4 Dancing All Night, Utakumi 575, etc. This may have superseded other idol themed rhythm games on IOS and Android with so much exclusive features like multiple graphics modes, room management, multiple technical workarounds, etc.
Unlike Idolmaster Shiny Festa which has mini OVA animations included in the game, this one is based on the TV animated series which is based on the mobage of the same name. Like the Idolmaster TV animation series which is closely related to the Idolmaster games, the concept is the same for this one although the idol characters that will be in both this game and the TV animation counterpart are based on the popularity as like Starlight Stage, the original Idolmaster Cinderella Girls surely has tons of characters represented by cards.
The Communication Mode is sort of like the Story Mode which contains both the Main Story and the Side Story known as Story and Idol respectively, the Idol Mode is obviously the card management mode where you can level up various cards in your collection and the Room Mode is going all Farmville-ish indoor where you can decorate the producer's office in the enterprise of 346 production. Who thought the Room Mode was a good idea for this game? You can't decorate the offices like that. Unlike Love Live School Idol Festival, the story modes will sometimes give you multiple options similar to the main Idolmaster games. So be warned, making a bad choice will result in a bad communication. There's also the affection stuff but I don't know if that is similar to or different than the bond bonus from Love Live School Idol Festival.
Other factors in unlocking the songs include the Panel Mission which is kind of like the mini-quest, upping the producer rank, buying additional songs through the Jukebox and so on.

Lastly, like Love Live School Idol Festival, there will be plans to arrange the songs that are available in this game although I don't know if the songs from this game will have the same copyright level as Love Live School Idol Festival songs as not all songs are necessarily from the TV animation. There may be cases where gameplay videos of some songs are completely muted not because they are from the TV animated series or something. Also, like other idol-themed rhythm games on IOS and Android, this one remains in Japan for some reason so don't expect a global release.

Thursday, May 1, 2014

Sailor Zombie AKB48 Arcade Edition

OK, this is like the weirdest or wackiest idea I have ever seen. Idols from the popular idol group being turned into zombies and you have some weapon to purify them like turning them back to normal? In addition, there may be monsters to deal with with the same weapon and there's some weird/strange rhythm game element in this game. I don't know how the gameplay works on the music side but there should be something to shoot at to the beat.
The gun controller is the freaking ship weapon controller similar to the ones from the previous Namco lightgun games taking place inside the spaceship. What kind of concept/idea is that from Bandai Namco? Were they thinking wrongly or what? Or maybe, you're in the vehicle equipped with those weapons, shooting zombies and driving at the same time? I don't know if this is the flaw or perhaps the good move for me but this licensed game was recently released in the arcades in Japan.
Perhaps the game based on the popular idol group may look quite interesting but this is not the first game Bandai Namco was involved. There were previous games on the PSP and PS Vita about having a date with one of the idols but then, implementing the real life idols in the game like that is not quite easy as if there may be too much of real life graphics and FMVs going on. Perhaps you may be better off communicating with the fictional idols as a producer and that is something Bandai Namco is going in the right direction.

Friday, March 28, 2014

Pac-Man Museum Obtained!

OK, this may be another recent purchase from Xbox Live Marketplace. Certain of which in this compilation are already damn hard. Pac-Man Arrangement on the other hand is freaking pixellated. Pac-Man Battle Royale is much funner in the arcades and mobile devices than on the home console. Pac-Attack doesn't seem to be using emulation whatsoever so the screen fading is damn smooth.

Sunday, March 9, 2014

Namco's Wonder Momo Reboot

One more gaming announcement I forgot to blog about. It's the reboot of the 80s game that was played before in my childhood. I couldn't get past the final stage as I didn't know which weakspot of the final boss was the real weakspot. Also, having to attack that weakspot is not easy even in Wonder mode. The game was damn difficult back then that I wasn't able to complete it.
The reboot of the game is based on the web comic at Shiftylook website where you can read it. The web comic is still on-going and it is based on the original game, if not the reboot of that game itself. The web comic features the new generations of the same characters in addition to the original generations fighting the invaders. Sure, unlike the original game, the invasion is real. Even the original protagonist spent tons of time fighting those invaders back then according to the web comic and after repelling the invasion, she eventually retired. Back to the present, it seems that the original protagonist who is the original Wonder Momo is back, fighting alongside her daughter who is the modern-day version. But be warned, the reboot has dark spoilers as if we may end up comparing this to other animes we know of so we're not gonna tell you what these spoilers are in this blog post.
There's also the animation based on the web comic but there are some downsides. First, the voice-acting for some characters is crap as if the voice-acting is done by some newbies or something. Second, the episode list is incomplete but I don't know if the anime will be on-going or not as if you're better off reading the web comic instead of watching that. Third is the disadvantages taken from the web comic version. The first disadvantage of the reboot is that having unlimited time of Wonder Mode can cause the hero to go as dark as evil as the modern-day Wonder Momo already is at the homeworld of the invaders. Second, there should be an interview or speech introducing the new heroes in addition to the originals. You know, they should let people know about that so that the people can continue supporting them. Third, it's kind of pointless to have a robot version of those hero itself and because of its existence, things are getting out of control that such controversies happen in the comic.
So, back to the reboot game. It is promised to be less difficult than the original game and the graphics are looking cartoonish for sure in next generation. It will be available for PC and Android this year. It has the enemies taken from the web comic and the original game but obviously, the story is based on the web comic so the game is taking place in many real locations unlike the original game which is nothing but a school cultural festival performance playing the same super-hero kind of show.
You can get the original game on PC-Engine or the Wii Virtual Console which uses the arcade version instead as the PC-Engine version is kind of repetitive when it comes to sound-effects. Was there a reason not to put in the voices for PC-Engine version back then when comparing it to the arcade version?

Thursday, March 6, 2014

Galaxian 3 Obtained

Now that was some satisfactory from me when I played this compared to Starblade 32-Bit version. What's better is that you get the amount of Photon Laser/Blaster settings to explore with such as the 4 balances like Normal, Power, Rapid and Wide, and the speed of the crosshair. Of course, with those 4 balances you want to choose from, there's no way you can rapidly tap the fire button like that if you're going for Normal, Power or Wide. Perhaps, it may be pointless compared to the arcade version. You can try Rapid, but the downside is that you don't cause so much damage to the enemies quickly. The AI may be there as to require teamwork but rivalry in this game is unnecessary as this is not the way to fight the enemies out to save the day like that when inside the ship that shares the same shield. Sure, you and the other gunners are sharing the same shield that great teamwork is required for survival.
And since this was recently released on PSN, expect shitty movements due to the use of the D-Pad as there's no way you can use other types of controllers for that. For Starblade 32-Bit version, the firing is like crap and there's no way you can rapidly tap the fire button for faster firing rate, and the collision between your laser and the enemy is terrible too. Galaxian 3 for Playstation surely fixes them as if you can tackle the enemies properly and the firing rate is not bad thanks to the amount of Blaster settings available you can choose from before starting the game.
In comparison to the arcade version, you get up to 4 players compared to 6 and the left and right parts of the entire arcade screen are cut off for the console version as seen in the FMV view mode where you can simulate the arcade hardware test in the console version.
Downsides of the game are the unnecessity of rivalry, the lack of autosave and the minor flaws in the FMV for both games.

Tuesday, March 4, 2014

Pacman Museum for XBLA, PSN and PC

A few years ago, there was Pacman Battle Royale on the arcades which was the 4-player vs game where you have to munch your opponent's Pacman after munching the large dot that makes yours bigger. The graphics are based on Pacman Champion Edition but the downside is that the arcade hardware is PS2 based although the game itself is widescreen. What were they thinking technically when it came to a recent simple arcade game like that a few years ago? When that game is being part of this game compilation, it is going to look like a joke graphically and especially when it runs at lower resolution unlike Pacman Champion Edition and its DX counterpart. Personally, DX edition is more fun to play but I still have yet to buy the full version of it though.
Other games include Pac Attack Megadrive version Pacman PSP Arrangement and other classic games out there. Damn, that PSP arrangement as if its soundtrack is kind of repetitive compared to Galaga PSP arrangement whose soundtrack is surprisingly good. And of course, why do I have to play that again when I already have Namco Museum Battle Collection on PSP? The graphics are already at the PSP level and they will not look that good to the HD consoles.
Well, that is like two news merged into one. One for Pacman Museum recently released last month and the other regarded Pacman Battle Royale.

Saturday, January 25, 2014

Starblade PS1 version obtained

Man, what happened to the 32-bit versions? Why is the arcade version better to play? Well, let's see the flaws.
  1. Additional bullshit coming out of nowhere: While additional voice clips are added which make it a nice move, what the hell is up with those sound effects coming out of nowhere? How could they take the clip from some superplay video from the Starblade laserdisc and then put it in the game? Can't they put in those voice clips without putting anything else?
  2. Boss Self-Destruction: You can't believe that Namco has turned this arcade game into an FMV game for the 32-bit version probably due to the fact that the entire graphics are put into the video. It's fine to make things choppy but you know what's really wrong with this move? During boss battles, there's no way to take short time or longer time to destroy the bosses such as the power source of the Octopus weapon and Iceberg Control Center as well as the enemy flagship commander. Instead, they're parts of the FMV and the time for boss destruction comes in after how exactly long the time for boss battles takes.
  3. Firing input is awful: You're better off playing this in the arcades, PS2 as part of Tekken 5 or the Wii. Even if you turn on the rapid fire cheat, it doesn't help out in destroying as many enemies as you want for survival. There may be a workaround in using the mouse or Playstation flight stick for better movements but it cannot be same for immediate input response in firing at the enemies.
  4. Awful collision between your lasers and enemies: This flaw and the previous one when combined will take up beyond a few credits you're given. It's kind of difficult to destroy the enemies that take up several hits, the enemies you want to reach, the enemies that are parts of the environments and the amount of projectiles that are thrown at you.
There's the Mega CD version of the game which is better than the 32-bit versions and the past version you could buy instead although it still uses FMV sequences but in a better way. Other than those, you're better off playing this on the PS2, Wii, the arcades and mobile via a discontinued compilation app. From what I saw from the Wii version, you can use the Wii remote as moving the flight stick.

Saturday, November 30, 2013

This year’s TGS with PS4, Xbox One and GCCX game

Well, the recent episodes of Game Center CX might have made me blog about the Playstation 4 and Xbox One’s Japanese releases. Sure, they will be released in Japan next year but as of now, there may be western-made games for both consoles so we may to wait for the games for those consoles made in Japan. We don’t know what those games are at this moment but the preview at this year’s Tokyo Game Show might be a nice opportunity.

In addition, at Bandai Namco booth, there will be the third game based on the TV show that will be available next year on Nintendo 3DS. Interestingly enough, it is developed by G-Rev in which we know them for their games like Border Down, Under Defeat, Senko No Ronde, etc. It’s not the first time that the TV show was involved at Tokyo Game Show though. There might be previous games based on that show for Nintendo DS where you play the retro-style games. Well, the show is all about the challenge of completing retro games within 24-hours or less or the challenge will be the failure. The main objective is to beat the game with the true ending but doing so will not be an easy task so the hints are provided during the show.

Tuesday, September 10, 2013

Playstation 4 to be released next year in Japan

Alright, there are tons of Japanese-made Playstation 4 games coming as well as the console itself to be released next year so we may have until next year if we want to play them out once they are released in Asia as well. Sure, not all Japanese games are released in Asian regions un-translated or something.

Various examples I know of include the new EDF, new Dream C Club, new Idolmaster, new Phantom Breaker, new Guilty Gear and so on. Of course, out of these here, I may be interested to take a look at the new Idolmaster and Phantom Breaker games for the Playstation 4 that will be released next year.

OK, I don’t know why the conference about these took place yesterday like I supposed it should be taking place earlier or later than yesterday as I’m frankly sick and tired of everything C****-ish. It’s a serious damage to my brain like I can’t even do well ever since like few years ago. Maybe I should have avoided anything special about September 9 and moved on.

Wednesday, July 17, 2013

Xevious 3D/G+ Obtained!

What's exclusive in this compilation is that Xevious Arrangement and 3D/G have the arrange soundtrack in addition to the original. However, the FMV videos are likely to be different than the arcade version of Xevious 3D/G although I don't know what's with the ending, like shooting at the giant ancient symbol on the sandy ground to summon the beam that wipes out the enemy fortress in space. Maybe this ending is what STH4E2 ending should have been in the first place like getting out of the Death Egg II and returning back to the planetary surface and if you have all the emeralds collected, you can use them to wipe that out.
Unfortunately, the PS1 version of Xevious 3D/G has even more flaws than ever. It has lack of graphical and environmental details as well as the blocky looking polygons compared to the arcade version. Also, the effects are mostly polygonal like there's no signs of sprites being used in the game. Also, when I played Xevious 3D/G on my Playstation Vita, there was a huge amount of lag in Area 3 when going through those rotating ring shaped wooden stuffs where there are still ground enemies to take out.
I may be glad to see this having come out in the PSN Store for Playstation Vita. Also, thankfully, there's auto-firing for easier playing. Video captures of the gameplay with arrangement soundtrack will be on my YouTube account soon after this blog post.

Thursday, November 29, 2012

Additional songs in Project Diva F

Tell Your W****, anyone? Previously, it was in the new Taiko No Tatsujin game in the arcades and 3DS and now, Project Diva F is finally getting one as the song list in the game looks kind of disappointing or so. Another song is Sweet Devil and both of these will be coming in Playstation 3 version of the game and I don't know if they will be available as the DLC for the Vita version. At least, the Edit Mode is still the workaround if they are not available.

In addition, Popipo Special Edition will be available as the DLC for the Vita version with two cats from Everyday Together program on the same console. This was already announced by Sega that this DLC will be available in December 4th.

Thursday, September 13, 2012

Idolmaster Shiny Festa September Update

There is a new feature called Star of Festa Mode in which this five day event is locked until you earn enough fans and improve your idol unit rank. Well, this one may seem to be easy enough because it’s a different game than the original Idolmaster series where you have to manage the idols you want and besides, the games are in Japanese entirely.

According to the details from Famitsu magazine, each day in this new mode has three songs to play. The third stage is an idol battle where your idol unit group will battle live against other idol groups but who knows what’s with Project Jupiter nowadays after getting out of 961 Productions due to finding out the tyrant and nasty actions of President Kuroi. If you defeat the rival idol group, you’ll get the business card as a reward. The mode takes place over five days where votes are cast on which idol unit is the best so your job is produce well and make sure you can defeat the weaknesses that are going at you and other fans.