Running from Race: A Resident Evil 5 retrospective

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The accusation of racism hung over Resident Evil 5 long before its release, but with the game finally being released and the matter having been debated exhaustedly, the dust has finally settled. The British Board of Film Classification even felt the need to pass its judgment on the game,
“As the whole game is set in Africa it is hardly surprising that some of the characters are black, just like the fact that some of the characters in an earlier version were Spanish as the game was set in Spain.”
So, surely the matter is settled. Resident Evil 5 is not racist. But the controversy that was raised by the game is certainly worthy of closer inspection.

The initial images that sparked the issue were of the white male protagonist, Chris Redfield, shooting black Africans. Of course, taken out of context the image is incredibly incendiary, and was certain to cause a reaction. The fact that the people who made the game were unaware as to how many would view these images speaks volumes in itself. As the BBFC noted, the previous game contained Spanish characters, but failed to have the same impact, so the director, Jun Takeuchi, and the rest of the team naively didn’t see how these two games differed. For those unfamiliar with the franchise, the fact that the Africans had been infected by a parasite which controlled them would have been lost. There are a number of points that the reception of the game raised, and the topic is so vast that I will only focus on a few key areas.

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Is it impossible to make a game about Africa without inciting the racism issue? Far Cry 2 also took place in a fictitious African country, in which the majority of the enemy combatants were black Africans, but the race issue wasn’t mentioned by any of the critics. There are several reasons that this may be the case. Firstly, Far Cry 2 is played from the first-person perspective. In Resident Evil you can see the main character performing the actions, but in Far Cry 2 the actual character you choose is never shown beyond the characters select screen. Thus still images of the game alone wouldn’t necessarily have the same connotations as Resident Evil. The character you control can also be chosen from a variety of ethnicities, although again, as they are never seen it is a somewhat moot point. Secondly, Resident Evil is a much higher profile franchise than Far Cry, and thus likely to be put under greater scrutiny. It was always going to be seen by the mainstream media, and therefore the general public. As such, for people unfamiliar with the brand, it was vulnerable to misinterpretation. Finally, whilst Far Cry 2 was fiction it was based on real civil wars occurring in Africa, Resident Evil is a purely fictional game. So, having established that it is possible to set a game in Africa, and that initial reactions to the images rather than playing the game is bound to cause confusion, what other aspects of the game invite debate on the issue of race in games?

Many of the people, who felt that the game wasn’t intentionally racist, still felt that some of the design decisions made within the game were inherently racist. Two particular points drew my attention. The first was that there was no attempt to humanize the Africans, or to show how the parasites had changed them. When you start the game and are walking through the town, there is no attempt by either Chris, or his black female partner Sheva, to converse with the townspeople. Whilst at this point they have been infected, the main characters are unaware of this. The other point was that the third chapter of the game is set in tribal villages. Here the Africans are portrayed in grass skirts, with body paint and brandishing spears. This kind of image again undoubtedly has connotations, and it is quite shocking that Capcom could not have predicted the reaction. The reverting to the tribal costumes is explained through a diary entry by one of the village boys, which implies that it is as a result of the affect of the parasite. This kind of image wasn't very helpful for those trying to defend the game.

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Essentially the reason that many journalists have been frustrated by the debate is that the game never seems to try to tackle the issue or to project a message. Some people were happy enough to play the game and to declare that it wasn’t racist, but there is also a sense that a chance to provoke intelligent debate on a difficult issue has been shied away from. Certainly the creators want no part in the debate other than to vigorously deny any allegations of racism. Instead they have provided us with a number of provocative images and scenarios, and then left them ambiguously open. Indeed the fact that they didn’t try to say anything means inevitably the debate shifts to two other issues; whether the issue of racism can ever be tackled in a mature manner in a game, and to highlight the already obviously racist stereotypes that already exist in games.

Race is such challenging topic, and I don’t believe that a game will have the courage to address it any time soon. Games are so reliant on commercial success, and failure can have such dire consequences, that alienating or offending can have serious repercussions. As for the already established racial stereotypes in games, it’s curious as to why they haven’t really been challenged before, an example being 'The Cole Train' from Gears of War.

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What is frustrating for me personally has been the defense of the game. Whilst the specific points that accusers make may or may not have value, the defense that it is ‘just a game’ is inexcusable. As someone who passionately believes that games have value beyond entertainment, I want games to take on issues and to provoke debate. If the medium is ever to be taken seriously as an interesting way to present narratives and opinions, it needs to embrace controversy with discussion. If it continues to run from race, the medium will forever be limited by the fear of commercial failure.

Beauty and the Big Daddy: A Bioshock retrospective

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Bioshock was a revelation when it was released back in 2007. In a medium often considered to be immature and shallow, the compelling story about the fall of the undersea utopia of Rapture drew critical acclaim and commercial success. This retrospective will look back at two of the most interesting characters in the game; the plastic surgeon Dr. Steinman and the artist Sander Cohen. Their pursuit of beauty and perfection within their respective professions is a fascinating backdrop against which the events of the plot play out.

Doctor Steinman is a frustrated genius. Before the introduction of ADAM, a DNA altering stem cell extracted from sea slugs, he had reached the peak of his profession. But as the player gathers from his vocal recordings scattered around the world, we learn that he is a man constantly in search of perfection, and held back by the limitations of society. Andrew Ryan convinced him to come to Rapture with the promise of being free from the burden of ‘petty ethics’ and ‘morality’. Steinman clearly sees himself as an artist rather than a Doctor, and his patients are merely his canvas on which to express himself.
“When Picasso became bored of painting people, he started representing them as cubes and other abstract forms. The world called him a genius! I’ve spent my entire surgical career creating the same tired shapes, over and over again: the upturned nose, the cleft chin, the ample bosom. Wouldn’t it be wonderful if I could do with a knife what that old Spaniard did with a brush?”

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ADAM provides him with the opportunity to do just that, and the new possibilities that it presents. However despite being given the tools to fulfill his dreams, by the time we meet Steinman, he is a man warped by his inability to create the beauty that he searched for so desperately. He descends from a peerless artisan in his field, to a bitter and petty man, finally aware of the limitations of his own ability but reduced to blaming his ‘canvas’ rather than to accept his own shortcomings. As you peer through the glass to see him at work on his latest failure, he bemoans the subject’s inability to keep still. Then he points three other ‘failures’ his has suspended above his work bench in crucifix poses, decrying the first as ‘too fat’, the second as ‘too tall’ and the third as ‘too symmetrical’.
The scene perfectly encapsulates the reason that Rapture became a dystopia. These people came to the bottom of the sea in order to seal themselves away from the restrictions of the world which they left behind. They came to better themselves, to expand the realms of what mankind was capable of, but in the end their isolation merely highlighted their own deficiencies. Like Steinman, they are left alone, still struggling to achieve the ‘perfection’ which Rapture had given them the opportunity to achieve. The Doctor is oblivious to the downfall of Rapture; instead he is locked within his own world, torn apart by doubts about his ability that he never questioned before he had been given the opportunity to challenge himself. He speaks of a ‘Goddess’ who comes to him and tells him the importance of symmetry, yet him himself decries this quality in one of his failed attempts. By the end he is aware of the futility of trying to surpass nature. The ‘Goddess’ that he was enchanted by was not created of his own hands, and his attempts to recapture that beauty prove an impossible task. The banner of Rapture reads ‘No Gods. No Kings. Only Man.’ This self imposed isolation leads to mankind realizing its limitations, as represented by Doctor Steinman.

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The type of beauty that Sander Cohen seeks is different. Steinman is searching for his own vision of beauty, but Sander Cohen is a man desperate for critical acclaim. It is not enough to create something he loves, it is important that it be universally accepted as genius. But as we learn, Sander Cohen has ‘lost it’, not only emotionally, but also in his artistic abilities. Only the best come to Rapture, but in the highly subjective area of art, Cohen knows that he needs the popularity of the masses. In the world of Rapture, this results in him killing off those who are critical of him. By the time you confront him, he is artistically barren. His art pieces are all costumed frozen people, arranged in various poses. Despite the macabre nature of his pieces, it is clear that there is nothing intrinsically interesting about his work. Death is the only way in which he can express himself, and the only way in which his work can inspire a reaction. His most memorable quote is found in an audio log next to a ‘piece’ entitled ‘the wild bunny’.
“The Wild Bunny by Sander Cohen: I want to take the ears off, but I can’t. I hop, but when I hop, I never get off the ground. It’s my curse, my eternal curse! I want to take the ears off but I can’t! It’s my curse! It’s my fucking curse! I want to take the ears off! Please! Take them off! Please!”
It speaks not only of his madness but his obsessive personality. Whilst you are helping him to create his ‘masterpiece, initially he is delighted with its progress, but as it gets closer and closer to completion his doubts grow and he believes that the character is mocking his work. He become hysterical and tries to kill you, before calming down. When the work is finally complete, he strolls down the stairs to bask in its glory, and his own genius. The frightening figure is temporarily transformed into the comedic. He strolls down the staircase in a tuxedo wearing a bunny mask, accepting imaginary applause from an absent audience as confetti falls around him. No matter his own doubts about his work, as long as he has the praise of the ‘crowd’ he is satisfied. When you go into his personal auditorium, the seats are filled with frozen spectators, always present to watch his performances. Sander Cohen came to Rapture to illuminate it with culture, but instead regressed into creating an environment where he was safe from the barb of the critics. Every night his theatre is sold out, and he is left with the comfort that his popularity will never wane.

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Both men came to test themselves, but both eventually merely exposed their own flaws. Whilst Rapture was established in order to show the capabilities of man, in an environment when man truly has the means to establish the depth of their talent, it only revealed the limits of their ability.

Top five: anime that are better than the manga

What’s that I hear you cry? Heresy? In the same way that, as a rule of thumb, the book is always superior to its movie adaptation, the manga is considered superior to the anime. In most cases I have to agree, but these are the exceptions to the rule.

BECK
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BECK is the story of Koyuki, who at the beginning of the series is a pretty unexceptional 14 year old kid. Through a chance meeting with aspiring rock musician Ryusuke Minami, his life begins to change. The beauty of the series lies in the simplicity of the story as well as how the progression of time is captured. At the beginning of the series Koyuki can’t play the guitar. By the end of the series he is performing at the largest rock music festival in Japan. But it never feels as though the audience is being cheated. He doesn’t just pick up the guitar and instantly succeed, but you really feel his gradual progression and improvement. Like many of the other entries on this list, the primary reason why it is better as an anime is due to the music, and BECK is all about the music. The songs are often repeated throughout the series but they never become annoying. As you see the build up to the performances and are aware of the pressures they are under, the performances are even more electric and passionate. Brainstorm and Spice of Life are particularly good, but also the music that other bands play within the show is very well developed. Like all good anime series, Beck has a fantastically catchy and memorable intro theme song with ‘Hit in The USA’ by Beat Crusaders that really reflects the tone of the show. Finally, if you don’t get goosebumps when watching Koyuki’s performance of ‘I’ve got a feeling’, you just aren’t human. The manga is good, but it really shines as an anime.

One Piece
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Whilst its Shonen Jump peers were also up for consideration (Naruto and Bleach for example), One Piece is the only one that consistently delivers as an excellent anime. The other series has painfully long filler arcs which completely destroyed my interest, but One Piece has never resorted to that trick. Instead the episodes can be delayed occasionally, or the action stretched out a little, but the quality has been kept consistently high. A couple of the story arcs stick around longer than they are welcome though; the Sky Island story arc felt like it was about twice as long as it needed to be. And it is true that many of the episodes have up to five minutes of recap at the being, which can also grate on the nerves. So, why despite these flaws is the anime better than the manga? One Piece nails all the really dramatic moments perfectly. In the Arlong Park story arc, Nami is betrayed by Arlong and is left crying helplessly in the street. Luffy comes up to her, and wordlessly places his hat on her head before walking off to confront Arlong. Whilst essentially the anime is copying a lot of the direction from the manga, the music really adds to the atmosphere of the moment. Similarly, when Robin is about to be taken into the Tower of Justice by CP9 in the Enies Lobby arc, and she screams out to the Strawhat crew that she wants to be saved, the moment is really well captured, and in this case the quality of the voice acting makes the moment more touching. There are a lot of poignant moments in this series, and the anime does them beautifully.

Cowboy Bebop
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It’s not even a fair fight between the Cowboy Bebop anime and manga; the two are completely different beasts. There are only a couple of manga novels and they are meant to be a supplement to the anime. The point is that Cowboy Bebop could only succeed as an anime. The music is such an integral part of the style of the show, that much of the atmosphere is lost without it. The animation is pretty slick too, and the fluidity of the combat couldn’t be represented as well in a manga. It’s actually refreshing to see an anime series that isn’t based on a manga as it shows just how much more creative potential there is when developing a series with the capability of that medium in mind. Directed masterfully by Shinichiro Watanabe, the anime relies heavily on the fusion between the music and the mise-en-scene. Whilst in Cowboy Bebop it is the somewhat curious pairing of science fiction with jazz, in his next series, Samurai Champaloo, feudal Japan was merged with hip-hop. These seemingly disparate elements combining so seamlessly is what makes Cowboy Bebop so good, and impossible to do justice in manga format.

Nodame Cantabile
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Nodame Cantabile, like BECK, is a series about music, in this case classical music, so for similar reasons it makes the list. As someone who enjoys classical music but knows little about it, the manga is quite alienating. There are a lot of references to specific pieces by famous composers, but without a decent knowledge of classical music, it is meaningless. But when you hear the music in the anime series, it is instantly recognizable. The series is interesting in that it sets out to educate the audience about classical music, not only in terms of the pieces, but how well they are being performed. I must confess to being tone deaf, so if it sounds halfway decent I don’t recognize the flaws, but the internal monologues of the characters during the performances are fascinating as they expose the depth of the subject. By hearing these criticisms, you yourself attempt to pick up the mistakes they make, and to form a more critical ear for classical music. Of course, for the uneducated, the show is merely giving you a false sense of competence, but it is satisfying nonetheless. The anime also has to be applauded for having confidence in its audience; at times entire pieces are played against a near static background. You could look at it as lazy animation, but I prefer to think that the series wants you to fully appreciate the music occasionally, without the obvious distraction of the romantic comedy plot line or eccentric characters.

FLCL
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FLCL, or Fooly Cooly, is an anime series that could never be truly conveyed in manga form. The manga novels are interesting, but pale in comparison to the six-part show. Again, the soundtrack is such an integral part of its appeal, and in this case it is provided by the Pillows. And what a genius soundtrack it is. In fact, whilst both the anime and music could be thought of as separate entities, they compliment each other so well that it is difficult not to think of them as intrinsically linked. But besides the music there are several other reasons why this show succeeds as an anime. For one, the show moves at a near break-neck speed. Characters fly into frame, cameras swing round the action, slow motion is used in order to parody the movies of John Woo, conversations overlap and interweave in a complex manner; these are all things that couldn’t be conveyed through manga. In the rare moments of calm, the beauty of the show is also apparent. The colors used in the sky are particularly enchanting, and greatly add to the mood that is being generated. It is a short series, but it is certainly a memorable one, and an experience that could only be created in an anime. And I didn’t try to explain the plot because, frankly, it’s impossible to do so.

Akihabara Guide: pop life department m's (adult store)

So far my Akihabara shopping guide has been focused on video game and anime goods, but I would be remiss in my duty if I failed to mention the seedier side of Akihabara. Well most of Akihabara is the ‘seedier side’ but never mind. So with that in mind let me introduce “pop life department m’s”, a massive eight story tribute to eroticism. Yep it’s an adult store, and an impressively large one at that, crammed full of…potential. I’m not really going to go into detail (for obvious reasons) but you can buy pretty much anything you could possibly imagine in this store, and probably quite a few things you never really knew existed. The impressive thing about the shop is that despite its contents, it doesn’t feel at all seedy, grubby, or horrible a place to go into. It is open, simply designed, and surprisingly brightly lit, so those who are ashamed may want to stay away from this store, and it gives the impression of being a very clean and modern department store. It’s a place where men and women can go alone, with friends, or couples can go together, which is good as there are quite a few stores of this kind which don’t meet these criteria. Something that I have never seen before is that there are many televisions throughout the store screening adult videos. This was certainly a little surprising and disconcerting initially, but sooner rather than later you tune out the grunts and groans. Also worthy of note for ladies who are interested in visiting the shop is that you get a 30% discount off lingerie and costumes if you pose for a Polaroid picture wearing said purchase.
Being the shy type I find it very difficult to go into these kind of stores but for the sake of journalism I did so, and on leaving I didn’t feel the need to have a shower immediately, so I guess that’s a recommendation. If you are interested in this kind of merchandise, or just the curious, then pop life department m’s is pretty much as good as it gets.
To get there go out the Electric Town exit, turn left and walk down the street. It’s under a minute from the station on the right hand side. It's a big green-tinted building with costumes displayed on every floor. You can’t really miss it.

Akihabara Guide: Kotobukiya

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Kotobukiya is a toy store right next to the electric town exit of Akihabara station, and might be the only one you need to visit. Kotobukiya is a manufacturer of many high quality anime and game character figurines and their Akihabara branch store just opened recently. So as you might expect, they have a pretty good collection available. If you aren’t looking for something specific (like life sized Gundams or pornographic figures) this place has a lot of great stuff, and whilst a lot of their stock is related to the most popular anime and manga series which can be bought in most of the big toy stores, they also have some merchandise which few other places seem to have in stock. They have a wide variety of Ghibli goods (including the very expensive, very cute Totoro backpacks), along with Hello Kitty and Disney merchandise at the front of the store. In the back it’s more a hotchpotch of whatever has been released recently but there is an ever-present Final Fantasy section. The point is that whilst it may be difficult to get enthusiastic about a mainstream store in a town that is crammed full of more bizarre and intriguing stores, it is one of the best. There are always things to tempt you and the prices aren’t too bad. The eclectic nature of the contents help too, as it is very interesting to people who just want to dip their feet into the world of Akiba. And as I mentioned there are the occasional gems that show up, such as the Rockman anniversary clothing line and even a replica of the jacket of a character from the (fairly obscure) PS2 RPG Persona 4. So there is always a chance that something you have been looking for will show up there, and even if it isn’t you are unlikely to leave the shop empty handed as the quality of the figurines will impress even those who have no idea what they are related to. It has impulse buy written all over it. For those who do want something a little more… authentic, just head upstairs in the same building. There are several floors of interesting shops mainly dealing in second hand anime goods. Here you will find more of the eye popping goods that Akiba is famous for, as well as shops catering to the more specific needs of their clientele. It’s highly recommended you take a peek up there at least once; the shop selling 80s idol photos is sure to at least make you smile. So, you don’t really need to go far from the station to get much of the shopping experience; downstairs is the more acceptable face of anime fandom, upstairs it gets a little more…serious.

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A figure from Kotobukiya's DOA Extreme 2 line

Game Reviews: Mirror's Edge

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Whilst the original Prince of Persia encapsulated the spirit, it’s only recently that the free running game has truly flourished. This console cycle alone we have had Assassin’s Creed and the latest iteration of the Prince of Persia series. Those two had many similarities, so it’s refreshing to see a new take on the genre in Mirror’s Edge. It was a bold experiment and overall it is a great success. What it does well it does very well, but what it does badly is unfortunately equally obvious.

Faith, the main character, is a runner, commissioned to deliver important packages whilst escaping the attention of the authorities. In the game you control Faith as she leaps across buildings, traverses through the city, and infiltrates high security buildings. The unique aspect of this free-running game is that it is played through the first person perspective, and it proves to be an inspired decision. Personally I have traumatic memories of the terrible platforming segments in Turok Dinosaur Hunter back on the N64 so I never felt that platforming translated well into the first person perspective. Mirror’s Edge however, dispelled that prejudice. I always felt as though Faith had a physical presence and was more aware of how much space she occupied. Consequently it seems easier to judge precision jumps and at what point Faith needs to jump at the edge of a building. This is due in a large part to her arms and legs constantly popping into view, whether she is desperately failing to grab at a ledge, or vaulting over a fence. This sense of physicality is enhanced with the fluid animation of her limbs as well as the grunts and gasps of exertion she makes as she navigates the environment.

The perspective also makes the experience much more immersive. Smoothly leaping through the world is an exhilarating experience, and few games have managed to relate the intensity of the character’s experience. As Faith runs her panting gets louder, the wind whistles, her arms pump vigorously and speed lines appear on the edge of your vision. When Faith falls from the top of a skyscraper, the player too shares her sense of panic and helplessness; her arms flail wildly, she starts to black out, and the rushing sound as you head to the ground, abruptly ends as you hit the pavement. Very few games are as immersive to the senses as Mirror’s Edge.

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It is also impressive how the concept of free-running has been distilled into the game, whilst making a few necessary sacrifices. You know roughly where you are headed due the way in which the level design funnels you in a particular direction, but there are multiple ways of getting from point A to B and a lot of the pleasure in the game comes from finding new ways to approach seemingly insurmountable problems. That said, the game utilizes ‘Runner’s vision’. Certain parts of the environment turn red as you approach them to indicate that they can be used, and often they are a recommended route. It is a necessary evil as often in the game you are being chased, and with no clues as to where to go, it would be an exercise in frustration. The option is available to turn off ‘Runner’s vision’, but unless you are making a second run through the game or really love a challenge, I don’t suggest you do so.

The presentation of the game is beautiful. Rarely before have I seen a designer’s vision so perfectly portrayed in a game. The environment are so simple, minimalist even, but no less beautiful for it. In an unfamiliar game as unique as this one, the last thing the player needs is to be distracted by unnecessary NPCs or clutter in the environment, and Mirror’s Edge strips away the fat to leave a bold, clean world. The color schemes are vibrant and used in area related blocks in a way that really adds to the atmosphere of the game. They are complimented by excellent lighting effects which play off the simple nature of the environments and color scheme. The music is ambient, but haunting, again reflecting the other qualities of the game. One of the best things about the game is the harmony between the presentation and the gameplay; they compliment each other perfectly.

But unfortunately for the many things it does right it also does many things wrong. The combat in particular is frustrating. The problem with free-running games is that it is hard to distill that feeling into the combat experience; both Assassin’s Creed and Prince of Persia failed to do so. Mirror’s Edge tries to, but also comes up short. The appeal of the combat system is that it can be short, in which you disarm and dispatch an enemy in a blink of the eye. The bad point is that it is very frustrating and you will die a lot. It’s upsetting when you flow through a level flawlessly, only to be stuck in a locked room with enemy soldiers that you have to defeat in order to progress. I repeated these sections of the game significantly more than the free running elements, which is somewhat missing the point of the game. The gun controls are awkward, but that is forgivable as this is a game which is much more satisfying to complete without using them, and the game rewards you with a trophy/achievement for doing so. So why not make the hand-to-hand combat easier and more entertaining if you want to encourage the player to use it? Ultimately the combat just stretches out the game, which may have been a conscious design decision as you should be able to clock it first time in around six hours. Some may balk at that number, but for those who really enjoy free-running, the game has a lot of replay value due to its extensive time trails and speed-run modes. I didn’t mention the plot because it is not worth doing so, and the strangely animated cutscenes also didn’t appeal to me. They seem incongruous to the rest of the game and so are better ignored.

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Mirror’s Edge is a truly exhilarating game and captures the parkour spirit excellently, so when the game deviates from that, it loses a lot of its appeal. Combat is not fun, and when you occasionally get stuck on a platforming section, it feels frustrating. But the core experience is so well portrayed that you can forgive it. It should be noted that those who suffer from motion sickness may have trouble with this game. That’s how immersive this game is. On second thoughts, those who suffer from vertigo might want to give it a miss too.

8/10

How not to inadvertantly insult someones dead grandmother and other tips about eating in Japan

The basic act of eating food in Japan is a social nightmare for the unprepared. I’m not even talking about the obvious language barriers, or ordering something that turns out to be very much alive and kicking, more that making an accidental gesture could be interpreted as insulting your fellow customers' grandmothers. Yes we are foreigners, and yes we don’t know any better but still, it’s good to make an effort. So without further ado I present to you the top tips for eating in Japan.

Use chopsticks at your own risk

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As cultured, blog-reading, modern types like ourselves (pat yourself on the back in a smug way), we can use chopsticks. Sure we might handle the damn things with all the skill and grace of an infant, but we persevere, and are always mortified if we are offered a spoon and fork. But no matter how confident you are, you might want to reconsider those shameful implements of ingestion, because by using chopsticks you could inadvertently be mocking sacred Japanese culture. You see, chopsticks are involved in traditional Japanese funeral ceremonies. Basically you should never pass food to someone from chopstick to chopstick as during the ceremony bones are passed in this manner. Similarly, stabbing your chopsticks into a bowl of rice so that they stand up is a big faux pas as it is symbolic of another action within the funeral ceremony. So if you want to accidentally defile the most hallowed and somber traditions in Japan, go ahead and use chopsticks. For those who don’t, a spork tucked in your pocket will be your best friend.

Don’t mix and match
Even the Japanese admit it is a somewhat homogeneous culture. Doing something that obviously differentiates you from the norm will undoubtedly attracted unwanted scrutiny. Be careful with your condiments. Each one has a specific food that it is meant to go with. Failure to combine the correct ingredients results in shame. I’m a bit of an uncultured philistine at times, and I like putting soy a sauce on my rice. I have done it since I was a kid and I will be damned if thousands of years of Japanese custom will change that. But every time I do so, the gasps of shock and bewilderment around me are audible. It isn’t as though I have flashed anyone, but you would be hard pressed not to assume that if you heard their reaction. I have had soy a sauce with my rice almost every day at work for almost two years but it never fails to generate the same response. For those who like tomato ketchup with their rice I suggest that you go to restaurants armed and prepared to defend yourself.

Whatever you eat is the most delicious thing you have ever eaten
Japanese TV has a strange obsession with food. Travel shows are essentially based on what different food you can get in which region. The sightseeing is merely a way to kill time and build up your appetite between meals. In fact, if at any time of the day you turn on a television in Japan and there isn’t a food related program, check the weather forecast to see if hell has indeed frozen over. If these shows teach you anything, its how to display your affection for your food. Affection is not strong enough a word; it borders on erotic. Inevitably the celebrity will take a long and considered mouthful of whatever delicacy they have in front of them, and then the ritual begins. Their face will scrunch up and contort as they masticate, etching itself into a look of ecstasy, or extreme constipation. Then their eyes will slowly open with hints of tears in their eyes as though they have just gazed into nirvana. Finally they will bellow out their approval and gaze around wide eyed in wonder, with the most sincere, convincing look on their face. The biggest culprit of this is Ishi-chan. The man was obviously born to eat, and whilst he is pretty convincing, I can’t possibly believe that curry rice could be as delicious as his voracious endorsement would make it appear. He could eat a packet of crisps and make it sound like it was sirloin steak.

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Be a rice snob
It could be because I’m not Japanese. It could also be because I’m a smoker and have destroyed my taste buds a long time ago. Whatever the reason, rice doesn’t taste of that much. Its good and I like to eat it, but anyone who tries to convince me that one brand of Japanese rice tastes significantly different to another brand of Japanese rice is in for an exercise in futility. Sure, the difference between American, Thai and Japanese rice is obvious, but that’s as discerning as I get. With that in mind it is always slightly curious for me to see entire isles in supermarkets dedicated to countless different types of rice. More crazy to me is just how much the price difference can be between the cheapest and the most high quality rice. Mention koshikiri rice to Japanese people and they start waxing lyrical about its flavor. I would be shocked if they could pick it out in a taste test.

Beware of recommendations from ‘friends’
Friends, we are led to believe, are wonderful, supportive philanthropists who just want to see you happy. In reality they are evil, malicious monsters who enjoy nothing more than to see you squirm. Japanese friends are no different. Thus when we went to an old fashioned izakaya (bar/restaurant) and I asked my friends to order something for me, a plate of fried frogs' legs appeared before me. After seeing their barely contained mirth, I bluntly declined. They weren’t going to eat the bloody things either, so they remained on the table for the rest out the night as a kind of grim centerpiece, and a reminder to be a little more specific when asking people for recommendations.

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Touching has never been so easy, or so fun!

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Jubeat is a fun new addition to the admittedly already overcrowded arcade rhythm game scene. Whilst it was released last year I only got a chance to try it myself recently. The beauty of the game lies in its simplicity. There is a 4x4 grid of touch panels and you have to hit the relevant panel when it the word ‘touch’ appears on it. And that’s pretty much it. Occasionally you will be pressing several panels simultaneously, but this game is about quick reflexes, or if you are a serious rhythm action aficionado, memorization. Like all good music games you really feel as though you are tapping out the rhythm of the song, and as you play you will recognize the patterns that a particular song has, making it possible to predict where the next ‘touch’ will appear. There is local competitive mode and for those with an e-Amusement pass it will save your stats and allow you to play others online. Its only 100yen for three songs and so simple and fun that anyone can, and should give it a try. If you do want to try it out though, you should bring some headphones, as the game requires you plug a set in to hear the music. It has a decent selection of J-pop songs (and bizarrely Y.M.C.A. too), and if you see it I strongly recommend you give it a go. The machine looks pretty ominous, but overcome your trepidation and you see that it’s as easy as, well it’s as easy as pressing touch panels I guess!

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The Japanese train techniques for getting a seat!

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The ‘coma victim’
Easily the most common miscreant. When there is an elderly person, on the brink of a heart attack, (barely) standing in front of you, knees buckled in an effort not to collapse, how could you not offer them your seat? By feigning sleep of course. Often used in conjunction with the ‘Rushing Bull’ technique, the perpetrator will sit down then instantly fall into a coma. The best of them manage it in a single, smooth continuous move in which as they slump into the seat, their head lowers, their eyes close and their hands clasp their bags protectively before they even land. From this point nothing will prompt them to stir from their slumber. No taps on their shoulder, subtle digs at their kneecaps, or even the crumpling to the ground of someone who fought in wars for the youth of their country, could shift them from their state. Until they get to their destination and miraculously wake instantly from their seemingly eternal slumber and hop off the train, carefully stepping over the corpses of those they could have saved by offering the seat to, had they unfortunately not been ‘asleep’ at the time.

The ‘rushing bull’
When the train arrives at the platform and it is obvious that there will only be a limited number of seats available to those entering the train, even a culture founded on respects collapses. Your body aches after a hard day at work and the red mist descends. You have to get a seat not matter the cost. No one deserves to sit as much as you. You lose your mind. So when the doors open, the ‘rushing bulls’ burst forth. It doesn’t matter if they have been at the back of the line, or if there are people getting off the train at the same time, they charge forward forcefully but with a steely single-minded determination that couldn’t be disrupted by the impact of a meteor. When onboard they spot a seat and literally break into a sprint to get to it, ignoring the person lowering themselves down in the squat position over their prize. Once seated the ‘coma victim’ or ‘mother goose’ techniques follow. However one of the most satisfying sights on God’s Green Earth is the sight of the ‘rushing bull’ failing. Beaten to their prize they stare at the victor with venomous malicious intent, before scowling theatrically and storming off.

The ‘mother goose’
The favorite technique of gaggles of old women. One member of the squad, the ‘alpha old woman’ if you will, is tasked with the well being of the other members. She can usually be spotted by the determined sparkle in her eyes and has usually only had one hip replaced. She starts with the ‘rushing bull’ technique, but rather than sitting down, she forms a protective blocking stance to prevent passengers coming down the train from the other direction. As she does so the ‘chain’ of her squadron rolls in behind her like a well oiled machine, and spreads out, claiming all available space. When the ‘mother goose' is satisfied that all of the squadron are in position, she relaxes her stances and the group sit down simultaneously. When performed by the best, the ‘mother goose technique’ is truly breathtaking, an exercise in timing, discipline and teamwork.

The ‘plague rat’
What can you do if there are no seats at all? For most Japanese people intimidation isn’t an option and aggressive eye-contact has little effect on someone using the ‘coma victim’ technique. For many the ‘plague rat’ is the most viable option. Having carefully chosen their prey (the weak-willed, the hypochondriacs, the narcissistic youths) the ‘plague rat’ will hover over them uncomfortably closely. From that point on a constant barrage of hacking coughs, epic sneezes, nauseating sniffles and tremor inducing clearings of the throat will wrack the body of ‘the plague rat’. Even the hardiest of souls cannot bear that intense scrutiny of their character, and little choice remains but for the prey to stand up defeated as the ‘plague rat’ claims its spot. The defeated party may pretend to check the subway map, or to look out the window, but it is a feeble attempt to hide the shame in their defeat.

The ‘vulture’
The vulture is a cerebral creature, scanning the seats constantly in search of an opportunity. Experts in body language, they search for any sign that someone is about to leave the train. The snapping shut of a cellphone sounds like a starter’s pistol to them. When they have ascertained a likely departer, they position themselves on the opposite side of the door to which the departer will exit the train. Then as the departer stands up, they slip into the seat, like a snake sliding into a river with barely a ripple breaking the surface. I was once a victim of a particularly cunning vulture. I was seated and spotted an old woman close to me who was clearly in need to a place to place her weary bones. I got up and tapped her shoulder. When she turned around I offered her a seat and gestured to the seat I had vacated. Which was now occupied. In a flash the ‘vulture’ had struck and instantly slipped into the ‘coma victim’ technique. It was awe-inspiring. In the blink of an eye space had been filled with matter. Steven Hawking would be baffled by the unsolvable nature of this physical anomaly.

Game Reviews: Resident Evil 5

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The latest game in the Resident Evil franchise is also one of its best, but it doesn’t stray too far from the formula established in Resident Evil 4. This is by no means a bad thing as that was one of the best games of the last generation and Resident Evil 5 has enough new elements to keep it interesting. It is somewhat puzzling that so many have seen fit to see the similarities to the last game as detrimental given that 4 was such a dramatic departure from the structure of the previous games. Resident Evil is hardly Dynasty Warriors.

The standard control scheme is almost identical to Resident Evil 4, and those who played that will instantly feel comfortable. Those who didn’t may initially feel frustrated by the somewhat cumbersome movement and the inability to move and shoot at the same time, but whilst it is arguable that Capcom could have altered the controls, they didn’t, and it doesn’t really harm the game. There is an alternative combat control method that feels a little more similar to Western action games as it incorporates a strafing mechanism, but it is essentially the same.
Many things in fact feel the same. The Spanish village has been replaced with an African locale, but it is very familiar. There are also a couple of set pieces that are likely to give the player a sense of dejavu, particularly at the very beginning of the game and near the climax. Continuing to point out the similarities would be a fairly pointless exercise however, so let’s move onto what is new.

Your partner, Sheva, is undoubtedly the most significant addition to the game, and in single-player mode she proves very valuable. The actual game play doesn’t change significantly but having another character to look out for gives the game a little more depth. The A.I. is pretty spot on, and you can be expected to be rescued by her as much as you will be protecting her. Whilst the story is Resident Evil has never been particularly enthralling to me, at least having another character to interact with fleshes them out a little more and prevents unnecessary monologues. The significance of your partner becomes more interesting with the online cooperative mode, with one person controlling Chris and the other controlling Sheva. As is so often the case it is much more fun to play with a friend than alone. Capcom clearly approached the game with the online in mind and it shows as the game is designed very well to incorporate two players working together. It’s easy to jump into a friends game or host your own and item management is well implemented. So, whilst in single player mode it may seem too cumbersome to switch weapons and items around, it was a necessary evil given that the game needed to function smoothly in co-op, without one player pausing the action to mix their herbs.

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The addition of the partner also leads the game further away from the horror genre and firmly into the action camp. At the time, the original Resident Evil was pretty terrifying but there was never a moment in the game where I felt tense or afraid. Panic is certainly something that you tend to feel and the bosses can be pretty disgusting, but it is clearly a different beast to the earlier games. Very rarely will you find yourself low on ammo, and rather than avoiding combat you usually have to defeat a certain number of enemies before being allowed to progress. When the action is done as well as this there can be few causes for complaints, but it would be nice to see these mechanics in an original IP, whilst reverting the Resident Evil franchise to the survival horror genre in future iterations.

The game looks incredible as it always has done, and really sets a standard for current generation games. The environments are richly portrayed and the detailed way in which the African shanty towns, local villages and dusty landscape truly justifies the choice of setting. The route is linear, but so pretty that it seems less important. It allowed the designers to focus on making everything look as good as it does. The texture of the characters’ skin is particularly impressive, although the facial and mouth animation when the characters speak is a little clumsy. Clearly a lot of effort was put into it, but the characters’ mouths move in a very exaggerated manner which is unsettling. The quality of the voice acting has improved a hell of a lot since the early games, but the dialogue itself has improved less so. It’s not as god-awful as it used to be, which is somewhat a relief I guess. The voices of all the new characters are really good, but the star of the show, Chris, is obviously made of wood. I suppose with a body like a bison on steroids you can’t expect the wit of Oscar Wilde.

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Worthy of note is the Mercenaries mode that is unlocked after completion. An expanded version of the one in Resident Evil 4, it is especially entertaining in duo mode, thus giving the game a lot of replay value. With instantly accessible online leaderboards for both the solo and duo modes, there are plenty of reasons to keep going back to it. I finished the game in just over ten hours, but due to this, the sheer number of unlockables, and the constant stat-keeping the game does, it is much more replayable than many other games. The soon to be announced DLC is also a mouthwatering prospect given that it is hinted there will be online versus and survival modes. Capcom should be commended for keeping what people loved about the last game, but giving it all the online bells and whistles that gamers now demand.

So, Resident Evil 4 part 2? Yes, but so much more than that. The addition of the second character and how well that has been implemented changes the game for the better. This is as far as Capcom should take this formula for Resident Evil, and if the makers are to be believed then the next game will be very different. This is definitely the right idea as I can’t imagine that a similar game would still spark the same enthusiasm. Resident Evil 5 is an excellent action game, honed close to perfection and polished till it sparkles like a diamond.
9.0/10

Game Reviews: Prince of Persia

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Prince of Persia is a game that is riddled with strange design choices, repetitive elements, frustrating game play mechanics and American actors. Yet despite all its drawbacks, the game is a wonderful, fun and relaxing experience. I often get distracted when a game has obvious flaws, but Prince of Persia manages to rise above them and it proves to be a return to form for the series.

Ubisoft really nailed the aesthetic style of this game. The franchise needed reinvigorating after the Sands of time trilogy and they have created their own very recognizable feel that makes it stand out from its predecessors. Cel shading has been done many times before, but rarely so beautifully and effectively as this. The Prince and his female companion Elika are vibrantly portrayed in a way that completely complements their personalities in the game. The Prince, sporting a bright red and blue bandana, and a what appears to be a snakeskin waistcoat, grins and wisecracks throughout, but is scarred enough to hint at his checkered history. Elika’s white laced top highlights the ethereal nature of her character, but the tightly cut clothing also displays her playful and mischievous side. The designers should be commended for managing to create characters that reflect so much of themselves in their appearance. The levels look gorgeous, especially when you are staring out over the vistas from a vantage point, and the contrast between the purified and corrupted land is well depicted in the lush greens and the sinister darker tints. There is no escaping the fact that all the levels have a pretty similar look, despite being set in varying locations. You will be doing a lot of wall running, and there is only so much you can do with a wall I guess. The music compliments the visuals by soaring dramatically at the appropriate points without being especially memorable. Instead it just adds to the atmosphere created by the visuals and provides a pleasant backdrop as you look out over the beautiful world. It also evokes the Arabian theme of the game, which is admittedly something that I occasionally forgot, largely due to the banter of the two, very clearly American, protagonists.

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It is strange that in an action game the dialogue and delivery should come under such scrutiny, but in Prince of Persia it will strongly influence how you feel about the game. The voice actor of The Prince, Nolan North, is also the voice of Nathan Drake from the Playstation 3 game Uncharted. It is very obvious. And the personality of The Prince is similar to Nathan Drake. Very similar. It is incredibly distracting, and I don’t remember another example of this that I have experienced previously. Most of the lines that The Prince says would sound equally natural coming from Drake. But those lines are delivered very well and it does add to the charm of the game. Likewise Kari Wahlgren as the voice of Elika turns in a great performance and adds a lot of depth to her character, but the two of them seem very incongruous to the situation. They are just so damn American, when the two characters are quite clearly not. Some of the banter feels like it has been transplanted from a sitcom. The light hearted banter also sits somewhat uncomfortably with the serious nature of the situation, and Elika in particular often juxtaposes a melancholy or dire assessment of the situation with a quip or sexually suggestive remark. Her character struggles to be believable as she schizophrenically jumps between being a strong heroine, chastising mother figure, playful vixen and pure temple maiden.
Despite this the exchanges between the two are loaded with wit, charm and a lively chemistry. If you can just go with it, you are likely to enjoy the game much more.

The game makes itself very easy to enjoy, actually. The wall running, pillar leaping, and pole swinging all flow together beautifully in the game and you are able to traverse large areas of the world smoothly, easily and with a lot of style. It really moves beautifully and as you put together longer chains of acrobatics your satisfaction and exhilaration grows. This game just doesn’t want you to stop. In fact, the criticism leveled at the game by many is that it is too easy. The animation is a little too canned, the progression is a little too smooth, the timing is a little too forgiving, and the whole process feels a little too automatic. Those points are all absolutely true, put it isn’t detrimental to the experience, and rather it enhances it. If you want to play a tough, gritty, game then play Gears of War. The Prince is all about elegance, the joy of traversing the environment and keeping you moving.
Until you get to the combat. This is one of the poor design decisions I mentioned earlier. Just why the developers felt the need to stop you dead in your tracks whenever you get into combat, in a game which is all about free flowing acrobatics, is a mystery. Why did they make The Prince feel like his is wading in treacle as soon as he has a sword in his hand when for the majority of the game he leaps imperiously across the landscape? Why limit the attacking options the player has depending on the state of the enemy? The combat is simply uninteresting, and the only positive note is that if you get to the standard enemies before they manage to form you don’t have to fight them at all. This is offset by the fact that you have to fight the same bloody bosses over and over again. In the same way as Assassin’s Creed it’s clear that they haven’t yet figured out how to merge the free-flowing running with the combat. We can only hope they stumble on the formula sooner rather than later.

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The Prince of Persia is the perfect antidote to the slate of dark FPS games that crowd the games market. Light and airy with relaxing but genuinely enjoyable game play, it serves to remind you that games can be fun without feeling the need to punish your mistakes. But then it makes you collect five hundred light orbs in order for you to progress.
And that sums it up really. It’s a game fraught with paradoxes. Free-running with stifling combat; Arabian atmosphere with wise-cracking Americans; varied environments with repetitive game play.
Is it fun? Thankfully yes.
8.5/10

Top five: videogame women to warp the minds of teenage boys

Lara Croft – Tomb Raider

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Right, I got this one out of the way as soon as possible. The most obvious but most iconic choice has to be Ms. Croft. But whilst I could mention how she gave a generation of young men unrealistic expectations of womanhood, she also confused developing minds in other ways. Who knows how many dedicated their studies to archeology only to discover that it didn’t involve gun slinging adventure and excitement? Who knows how many impressionable young Americans really believed that English women could be stunningly beautiful, elegant, intelligent and rich, rather than girls that down pints of larger like water and can open beer bottles with their teeth? We may never know. But the ramifications could echo for decades to come.
Lasting impact: Archeologists finally had two role models, Indy and Lara.

Chun-Li – Street Fighter

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Ah, Chun-Li. First love for many a videogame nerd. How many young men were smitten by the Asian Beauty and decided that their future lay in the East… ah, that includes me I guess. At a time when graphics were just becoming good enough to render a woman that looked like a woman, Chun-Li stood out. ‘Stood’ being the operative word, because Christ, look at the size of her thighs! How many ex-boyfriends are still recovering in hospitals with shattered pelvises? Certainly she needs at least two seats on a bus. Those thighs put Roberto Carlos to shame. It was from Street Fighter, not Friday XIII, that teenage boys learned that sex could lead to death.
Lasting impact: White men in Japan.

Ivy – Soul Calibur

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Ivy just looks damn ridiculous. Her clothes contain as much material as a tea towel and yet it mysteriously keeps everything in place. And when I say everything, I mean that this woman has enough breasts for an entire strip club. I can’t imagine how the designer of Ivy can go home to his wife and kids and look them in the eye. But we know all this already. So how did Ivy really warp the minds of the youth of tomorrow? Well, come on, the dominance issues, the husky voice, the obvious wig (silver hair?), the heavy make up, and a body that is perky beyond the laws of nature; that is a ladyboy. Those kids who really, really dug Ivy and didn’t know why would only find out when they got old enough to find Bangkok, and their true selves.
Lasting impact: The resurrection of the Thai economy.

Kasumi – DOA Extreme

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If anyone has played DOA Extreme, do not raise your hand. For the love of God, never own up to that. You never, ever want to admit that you have bought and played that game. No matter if you claim that you are really into beach volleyball as a serious sport, or if you try to say that you find the game funny, not sexy, you still bought it for the breasts. So, the problem is that those are definitely not breasts. One breast cannot bounce upwards whilst simultaneously the other goes downwards. They do not have the consistency of jelly. Finally no woman with breasts that large could walk, let alone play beach volleyball. Sadly that is not the reason that Kasumi and her friends warped young minds. It was because they made you think volleyball was actually fun. The women who partake in that sport do not look like the DOA girls. They look like real sports women. So when there are lots of people watching volleyball at the Olympics, people believe that the sport is actually becoming popular. They fail to see the disappointed scores of young men in the crowd.
Lasting impact: Volleyball inadvertently becomes the most popular sport in the world.

GLaDOS – Portal

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The final entry in the list is also the one that stands out the most. Unlike the other ladies, GLaDOS isn’t an unrealistically proportioned vixen intent on corrupting the minds of the youth of today. In fact, she isn’t even a lady at all. But it would be churlish not to include her as she has perhaps the most devastating impact of them all. Voiced beautifully by Ellen McLain, you are guided through the world of Portal, comforted by her as your guiding voice in an unfamiliar world. Until you realize that she is crazy and intent on murdering you. In years to come the lasting impact will be devastating. Betrayal encompasses everything that men fear the most. Starting out as a maternal figure, this betrayal will surely lead to serious trust issues with parents. The revelation of the extent of her madness, culminating in screaming rage will no doubt lead to uncomfortable flashbacks when arguing with a girlfriend. But more affecting will be her attempts at manipulation, at times comforting, cajoling, threatening, and insulting.
Here is a quote from her to chill even the hardiest of souls.
"I'd just like to point out that you were given every opportunity to succeed. There was even going to be a party for you. A big party that all your friends were invited to. I invited your best friend the companion cube. Of course, he couldn't come because you murdered him. All your other friends couldn't come either because you don't have any other friends. Because of how unlikable you are. It says so here in your personnel file: Unlikable. Liked by no one. A bitter, unlikable loner whose passing shall not be mourned. 'Shall not be mourned.' That's exactly what it says. Very formal. Very official. It also says you were adopted. So that's funny, too."
The next generation of adults is going to have serious trust issues with women. After all, they are all trying to kill you.
Check out the final credits song she sings on youtube, called ‘still alive’. Poignant, witty and frightening, but still it is impossible not to be charmed by one of the most interesting women in videogame history.
Lasting impact: Lots of very rich psychiatrists

Mascotpedia: Domo-Kun

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A face that might be familiar to even those not based in Japan, Domo-Kun has been sweeping the world. I for one have no idea why, but never mind. Yes he is pretty cute, I guess but a Japanese mascot that is cute is like a dog with a tail; hardly the rarest thing in the world. Still as one of the more pervasive mascots in Japanese culture he definitely earns his place in the Mascotpedia. However, I had no idea what the hell he actually was. Whenever I saw him the closest approximation I could make is that he/she/it was turd with teeth. Seeing as this was unlikely for a TV station’s mascot (although perhaps not impossible in Japan) I decided to head to the most unreliable source of information on the internet to do my research; wikipedia. I came away more confused than I was before. Here are some choice pieces of information.

1. Domo-Kun is a strange creature that hatched from an egg and can only say his own name.
2. He lives with an old rabbit that watches TV in a cave.
3. Also in the cave live two bats, one of which has a drinking problem.
4. Domo-Kun sees pixies that no one else can see.
5. When Domo-Kun is nervous or upset he passes gas.

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Which all sounds to me like Domo-Kun is a ‘special child’ who comes from a broken home. Some things are best left alone I guess. But I will admit; he is really cute.

Top five: most unlikely Disney characters fighting in Kingdom Hearts

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Mickey realised he had wandered into the wrong game

The Kingdom Hearts series is conceptually one of the least likely collaborations in video game history. Oh sure, the combination of Disney and Square-Enix characters is a mouth watering prospect for their many legions of fans. Meshing two of the most influential pop culture giants in the world can’t really be seen as a poor marketing decision either. This franchise was born to print money, and it is just a relief that they happen to be very good. But the fundamental concern, the real elephant in the room, is that you have to have Disney characters that can kick ass. Of course there are many, that make appearances in the series that should be able to hold their own (Aladdin, Hercules, Jack Sparrow to name but a few) but this list is not dedicated to them. This list is for the most unlikely Disney characters to appear and purge the world of the evil ‘Heartless’. I restricted it to characters that actually fight, thus unfortunately depriving myself the chance to highlight Winnie the Pooh’s disturbing and rather haunting level. Before this series was released it would be impossible to imagine Goofy smashing in Sephiroth’s head with a shield. How times have changed.

Ariel
The Little Mermaid is first up on the list. Whilst she is a headstrong and undoubtedly brave character in her movie incarnation, it is still a mildly disturbing sight to see her fighting in a pitched struggle alongside you. Unlike the other Disney Princesses in the game, she is out there kicking ass and taking names. If it weren’t for the hideous musical sequences in the game she would almost be worthy of respect.

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Dumbo
Dumbo is available as a summon character in… wait, what? Dumbo? Seriously? Yes, he is only a summon character, but… Dumbo? Yes, he only shoots water at enemies rather than stamping them to death, but still it is odd to see the self-conscious elephant with a traumatic past let rip and take his rage out on the Heartless. Dumbo… dear lord

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Donald
Now Donald is almost acceptable. True, put him next to Sephiroth and he looks a little out of place when the opera music strikes up. But everyone knows that Donald has anger management issues. When he has his hissy fits he looks like he might threaten to do some serious damage to your little sister. I almost gave him a pass. But he is the magic user. Berserker Donald I could get on board with. Donald as Vivi? Not so much.

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Goofy
Goofy, as his name clearly implies, is famous for being a bumbling, clumsy, walking-talking parody of inbred hicks, with the IQ to match. Except in Kingdom Hearts where he is the Captain of the Royal Guard, and a stalwart battle hardened veteran of the ongoing struggle against the Heartless. So, whilst he may spend much of the cartoons in which he appears looking for his shoes or other such hijinx, here he uses his shield attacks to muscle his way through the demonic hordes. Blimey.

Mickey
Or rather ‘King Mickey’ in the game. Yes everyone’s favorite mouse had to be included on this list. For whilst we usually see him in short cartoons doing… well very little actually beyond speaking in a squeaky voice, in Kingdom Hearts he is the ultimate Badass. He is Disney’s equivalent of Cloud, the character whose mere presence is enough to stir the fan base into a frenzy. You spend the whole of the first game looking for him, and when he finally appears his entrance is nothing short of spectacular. Clad from head to toe in a hooded leather jacket, he bears more resemblance to Neo from the Matrix rather than the genial rat with the most famous ears in the world. Oh, and just to cement his God-Like status he spends the second game saving your ass whenever you get in trouble.

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Peripheral Vision: Hori Real Arcade Pro Stick 3 Street Fighter IV Edition

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I purchased my first arcade stick, the Hori Real Arcade Pro Stick 3, with Street Fighter IV. So whilst I have little to compare it to, I can that it is very impressive. For those interested in doing so it is very easy to take apart and customize. Judging by how Street Fighter IV has brought arcade stick modding in the mainstream, that may be more than a few of you. This thing is a real tank with a very solid feel to it, and certainly heavy enough to cause serious damage to anyone clumsily dropping it. You have been warned. The stick itself has the traditional ball tip, and it feels nicely resilient; it rotates smoothly and it is definitely a little looser than those in the Street Fighter 4 arcade cabinets. Of course this can be adjusted through modification. The buttons feel solid and satisfying, but the layout in which the buttons arch slightly may not be to everyone’s taste. The arresting artwork of The Street Fighter IV edition adds a classy look, especially when compared to previous efforts such as the Soul Calibur stick, and it includes the panel stickers detailing the fighters’ move lists that you see in the arcade. The stick can be changed to represent the D-Pad, left or right analogue stick for those interested in trying to use it in other games. The Auto Fire function is also present for those still having trouble pulling off their ‘hundred-hand-slaps’. The USB cable that it connects it to the console is long enough to cover any situation, unless you really want to play from far across the room. I’m sure there is a reason as to why it is not wireless or Bluetooth, but it is a minor inconvenience. So far it has survived 50 hours of playtime with no noticeable problems and is pretty much the best option for those wishing to recreate the arcade experience within the comfort of their own home. At 8000 yen for this edition though, it can only really be recommended for those who are sure to get a lot of use out of it.

Do's and Don'ts for Achievements and Trophies

The current generation of consoles has made significant advances over the previous ones for many reasons. Online play has been advanced significantly, and download titles on Xbox Live Arcade, PSN and Wiiware have provided new ways in which to experience games. However one of the most important changes this cycle, has been the integration of Achievement points on the 360, and, belatedly, Trophies on the PS3. I don’t consider myself an Achievement/ Trophy ‘whore’ (someone who plays any kind of game in order to get them) but I do feel they have changed the way I play games. When integrated well, these rewards can expand the longevity of a game, encourage the player to try new things within the game, and challenge the player to attempt more difficult goals than they would have otherwise attempted. When integrated poorly they can frustrate, irritate, enrage and disappoint. This list is a guide for developers; the do’s and don’ts for implementing these rewards in order to significantly improve the experience a player will have with their games. Those who are shining examples will be praised and perpetrators of poorly thought out rewards shall be named and shamed.

DON’T make them impossible
This should be obvious, but sadly some developers have decided to make achievements that are impossible. GRAW (Ghost Recon Advanced Warfighter) contains an achievement which requires you to be top of the worldwide leader board, in both solo and team boards. It’s frankly ridiculous, and whilst there are many other examples of impossible achievements (reaching the maximum level with every class in FFXI) this is one of the worst.

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New Achievement Unlocked: You have no life

DO give them for game progression
When playing through a single player game, achievements or trophies should be given for progressing through the game to give the player an added sense of satisfaction, as well as in order to gauge how far they are. Most games do this (COD series, Prince of Persia are two examples), and you should have at least 20-30% of the rewards by the time you finish the game on the default setting. ‘Finishing’ Pixel Junk Eden earns you one measly bronze trophy. Ouch.

DON’T make them a collectathon
Collect 800 orbs in Crackdown. Collect 1001 light seeds in Prince of Persia. Lazy and poorly thought out trophy requirements like these simply force the player to use an FAQ and become more frustrated.

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You may as well have a 'Pick up all the sand in the desert' Trophy

DO encourage players to try everything the game has to offer
I loved playing Metal Gear Solid 4. I have never once touched the online component within the game. There are no Trophies in MGS4 at the moment, but Konami have just revealed an expansion to the online game. If they really wanted more people to play Metal Gear Online all they would have to do is include a few Trophies that rewarded players for trying it. I and many others would for this reason alone. Perhaps it’s somewhat cynical, but considering that a large percentage of the people who own MGS4 never play online, Konami would be fools not to do it.

DON’T put the reward out of the control of the player
In FIFA you get a reward for competing in an online match with 19 other players at the same time. This is incredibly unlikely to happen. In MK VS DC you have to win 25 ranked matches consecutively. Very, very hard but possible nonetheless. That is until you learn that if you lose a connection in a fight, or an opponent quits mid-game then your tally is reset to zero. Basically you are reliant on playing 25 opponents consecutively who are worse than you, have perfect internet connections, and are not assholes. Impossible.

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Would you trust these kids not to quit a match? Hell, would you trust them not to stab you to death then steal your wallet?


DO make them appropriate for your audience
Avatar is perhaps the most renowned game for having the easiest 1000 points, and achievement whores have flocked to it as a result. But primarily this game is targeted at kids; therefore I see no problem with making them so attainable. Kids’ games should have easy achievement points, and shouldn’t encourage them to play for eight hours straight (which is rewarded in other games). Street Fighter IV on the other hand has very difficult achievements but they are squarely aimed at the hardcore gamers who will relish the challenge. My 58% of trophies on Street Fighter IV is more a source of pride than the Platinum Trophy I got from Dead Space.

DON’T force your customer to buy additional content in order to get all the rewards
It is poor customer service, cynical, and just plain rude to require your ‘valued’ customer to shell out more money to get everything out of the reward system. Hang your head in shame Prince of Persia and Bioshock.

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Bastard

DO make them original
In Noby Noby Boy you get a Gold Trophy for eating the words ‘Noby Noby Boy’ in the in-game instruction manual. Stupid, yes. Impossible to guess, again the answer is yes. But I don’t see a problem with games having interesting, bizarre or funny achievements. In the Simpsons Game you were rewarded with 5 points for pressing the Start button. Many games have 0 point achievements to highlight when the player is particularly unskillful.

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Any excuse for another Noby Noby Boy picture!

All achievements are not created equal; that is fine. The important thing is not the grand total, but how much enjoyment, pride and satisfaction you gained through getting them. Games that exploit the system to gain more money, waste time, or leave a bitter taste in the players’ mouth shouldn’t be tolerated because this system has the potential to make the game a better experience for the player. Publishers, don’t abuse it.

Otakupedia: Disney Otaku

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He is smiling so much because he makes more money than half the countries in the world combined

Is there a more frightening sight in this world than seeing an army of Japanese school children charging round Tokyo Disneyland wearing Mickey Mouse ears? Yes, but only if for school children you read middle-aged women. Whilst Disney is undeniably American culture, Japan has taken the mascots of the House of Mouse much further into their bosom. For Whilst you might fully expect to see an elementary school kid decked out in Disney memorabilia, it would be somewhat more surprising to see a full grown adult sporting the same style. Enter the Disney Otaku.

The affection for the Disney brand felt in Japan is entirely different from other countries. In Japan Disneyland is as much a hot date spot as it is a family trip. Taking your special someone to the Magical Kingdom represents a commitment in a sense, and conveys the depth of feeling you have for the other person. And although people may claim that they love characters such as Stitch, or Jack Skellington, that doesn??t necessarily mean they have watched the movie in which the character appears. It??s fairly difficult to pinpoint exactly why the Disney brand is so beloved in Japan, and certainly the attachment seems to be to the brand rather than any specific element. Its cute seems to suffice as an explanation for either gender and the young and the old alike. True Japanese Disney Otaku express their love not through knowledge, but through merchandise. The more you buy, the more you love. Still it may be disconcerting the first time you notice that the prim and proper housewife standing next to you has just pulled out a Minnie Mouse pencil case. Bedrooms of Disney Otaku tend to look pretty similar; as if a small hurricane of pink merchandise has flown through, leaving its mark behind.

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True romance can only be expressed through matching plastic wristbands

So it is certainly stretching the definition of Otaku. After all, Otakus are usually defined by the depth and breadth of their knowledge on a particular subject. However ask these people certain questions and the extent of their devotion becomes clearer. Thanks to the yearly pass to Disneyland it is possible try and spend more time in the land of make believe than in real life. I girl I knew claimed to have been about three hundred times in one year. Top that anime geeks.

Recommended research: Disneyland, Disney Sea, and almost any shop in Japan

Only you can stop the Dragonball movie

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The greatest threat to the relationship between Japan and America

I had a rather terrifying conversation with a friend of mine last weekend. Some Japanese friends were planning to see the soon to be released (and soon to be awful) Dragonball Evolution movie and asked me if I also wanted to go. Somewhat shocked I asked why they would want to see the movie, and their response was they wanted to see how bad it would be. I told another friend of mine and she agreed, saying that she was certain that it would be horrible, but apparently just how horrible was what piqued her interest.
This is bad news people. The movie will be released in Japan roughly a month before in appears in America and Europe. It seems that Japanese people are intent on seeing one of their most beloved franchises bastardized and humiliated by Hollywood. It is as if the whole country is slowing down their car to take a look at the train wreck that is the upcoming movie. I pray that my friends are not representative of the opinions of the many but rather those of the curious few. Can you imagine the potential tragedy and misunderstandings that could be caused if the film proves to be successful in Japan? It could be launched in America as ‘The number one movie in Japan’ thus sounding like a ringing endorsement from the people who should know best. Then, having garnered more interest through its high flying status, it could conquer America, and then the world. Sequels could be made under the confused notion that people actually enjoyed the first one, and no doubt people would continue to go, likely in order to determine if it could be possibly worse than the previous one. More beloved Japanese franchises could be picked up then mutilated by Hollywood executives looking to repeat the magic formula. Where would it end? A live action One Piece? Doreamon becoming like the Garfield movie?

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DONT LET THIS HAPPEN TO DOREAMON

Only you can stop this nightmarish post apocalyptic future Japan. Do your duty and ignore this movie.

Mascotpedia: Anpanman

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Anpanman is very very popular. In fact, popular isn’t even the word for it. He is simply everywhere, and he is as much as part of Japanese culture as sushi is. So when you manage to tear yourself away from the mountains of merchandise and take a minute to actually think about it, why is he so popular?
Well that I don’t know but I do know that if you simply explain the concept of Anpanman without context and especially without mentioning that it is a cartoon, well it sounds frankly disgusting. His head is made of a jam bun. He goes around saving people. His head is fully detachable and replaceable if he is damaged. If he wants to help starving people he can tear off chunks of his head for others to consume.
So perhaps in our current global economic crisis rather than some jackass show-boater like Superman, we need Anpanman to make sure that we don’t starve to death. We all know that comics contain sub textual meanings, the X-Men was about racial intolerance, Spiderman represented the trials of puberty, so perhaps we should look at Anpanman in the same way. Rather than a simple cheerful kids show, Anpanman is secretly preparing us for the horrific eventuality that in order to survive we must resort to cannibalism. That’s right kiddies, watch and learn because one day when the shit really hits the fan and you haven’t eaten for days, just close your eyes, hum the theme tune from Anpanman and you’ll find the strength to do the unthinkable…

Top five: signs that games have made you socially inept

So you like games but you haven’t cottoned to the fact that they have been seeping their way into your subconscious, turning you slowly but surely into a socially incompetent cancer on society. Whilst your friends and family have drifted further and further away from you, you have barely noticed, diving deeper into the murky depths of solitude. Take comfort in the warm glow of your TV screen, because these five signs indicate that video games have turned you into a someone unable to communicate with normal people. Well, it was very hard to trim it down to five and lord knows I have displayed some of the symptoms myself but take heed of these five and watch out for any manifestations in your or your friends. You can be cured.

You refer to online friends as if they were ‘real’ friends

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A picture of you with your friends

I can understand if you might be pissed with this one. In the age of Facebook practically everyone is an ‘online’ friend. Or maybe you feel more connected to the people in those anonymous chat rooms with whom you banter. They understand you. Just because you have never met them face to face doesn’t mean you don’t know them, right? Well, no. Leaving aside the obvious point that whilst you think you are talking to a twenty year old girl called Britney, you are actually talking to a forty-five year old man called Kevin, what is more likely to irk your flesh and blood friends and family is when your refer to them as though you actually met them. Example:
‘I was just chatting with x_cloud_solider 11’ last night.’
‘I was playing with my mate last night, but he kept on killing me.’
If you are saying this kind of stuff to people who have no idea what you are talking about, you definitely come off as strange. Say it to people who do know, and they probably won’t be interested anyway.

You try and get your non-gaming friends into games

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'Look Mum! You can cook in this game!

I suspect many of us have been guilty of this at one point or another. You simply cannot comprehend why someone would have no interest in games whatsoever. Your Mum must like Cooking Momma! It’s in the title! Your girlfriend surely would love the simple elegant beauty of Flower! How couldn’t she! Your Dad is kind of interested in history so he has to find the prospect of blowing up Nazi’s in Call of Duty mouthwatering! Except sometimes they don’t. Some people just don’t like games, and as utterly ridiculous as that statement sounds, it’s true. Even that game which are so cute cool and cute that non-gamers must inevitably fall for its charms (yes I’m looking at you Little Big Planet). So next time you feel that you ‘just have to show your Mum how good the graphics are in your new game’ bite your tongue. She doesn’t make you go to her pottery classes.

You cancel arrangements with real friends in order to make virtual appointments

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Just another Saturday night with the lads

Next Saturday is your friend’s birthday party. Unfortunately that happens to clash with a date that you and your clan had planned a raid in World of Warcraft. How do you decide? Well if you still have aspirations of being a real human being you choose the former. For those who choose the latter, you are already halfway down the slippery slope. What is so confusing to your ‘normal’ friends is that they don’t understand the peer pressure. Miss this raid and you have let down everyone in the clan, and could be even isolated by your online friends. Unable to cope with the potential consequences, you put on your best sick voice and call to cancel your last chance at human interaction.

You have very selective memory

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That red glow is your internal alarm telling you that Killzone 2 has just been released

You can remember the worldwide release date of Resident Evil 5 (March 5th). You know what your Achievements/Trophy score is (Level 7 61%). You know the names of the eight Bosses in Mega Man 2 (Bubble Man, Air Man, Quick Man, Heat Man, Wood Man, Metal Man, Flash Man, and Crash Man). You even know that Mario was named after Miyamoto’s landlord. But remembering that trash day is every Tuesday is impossible. And whilst you are very excitedly waiting for Resident Evil 5’s launch on March the 5th, it slips your mind that is also you and your girlfriend’s one year anniversary. Or that you were supposed to visit your Uncle in hospital. And why, when I can easily recall complex passwords that must be input into coded security doors in games, can’t I remember my bank card number? I guess that you only remember the really important things in life. Like the fact that the Pikachu evolves into Raichu.

Real girls can’t compare to game girls

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Game Reviews: Flower

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Flower (or Flowery in Japan) encapsulates the real point of downloadable games. Like Braid did last year, Flower gives us something truly unique which would likely never have reached the hands of the many had it not been for the maturing of the digital download service. Let’s be grateful that it did because PSN has finally found its defining game.

Made by That Game Company who previously made flow, it is another offbeat title that promotes relaxation and abstract concepts that are not usually explored in games. Unlike its predecessor though, Flower is actually a far more structured experience, with a more clear purpose and ‘gamey’ aspects that make it more enjoyable to play. It may seem like hippy nonsense, but beneath its beautiful exterior beats the heart of a true game.

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Flower is a game about the dreams of various flowers. What that means is that you get six different levels followed by a playable credit sequence. To its credit each level is very different from the others and each has a theme and corresponding changes in game play and the way in which you traverse the environment. I’m not going to spoil the narrative for you, which is an achievement in itself. For such a simple game about flowers you wouldn’t think that there would be a plot to spoil, but that is yet another way in which Flower astounds the expectations of those expecting little more than a pretty tech demo.

Controlled through six-axis motion, the game also proves to be justification of that function's integration into Playstation controllers. It is impossible to imagine how the game could control as well on another kind of controller available currently, and it would be a poorer experience as a result. It controls perfectly, not in terms of accuracy, but in immersing the player and reflecting the movement of the petals in the breeze.

When talking about the game, the creator, Jenova Chen, mentioned that he wanted people to experience Flower in the same way as a movie. Both the length of the game (roughly 2 hours) as well as in the emotional response it manages to evoke in the player represent this vision coming to fruition. Rarely before will you experience such a wide variety of emotions in such a short space of time in a game before, and the euphoric feelings that the soaring petals can produce are quite surprising. The music and sound effects mirror that emotional response.

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The only criticism I can offer of the game is that if what you have read above sounds like namby pamby girly nonsense, then you probably won’t like this game. If chainsawing a man in half in Gears of War gives you uncomfortably erotic feelings then give it a pass. If the only game you own is Madden, then you can stick with that. If you think it sounds like pretentious bullshit and are fearful of the ‘video games are art’ argument cropping up again, you may find it hard to get into it. For everyone else, get Flower.

10/10

Game Reviews: Far Cry 2

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Far Cry 2 is by no means a bad game. In fact even within ten minutes of playing the game you are left with the impression that Ubisoft Montreal has crafted an absolutely stunning world in for you to explore. The opening sequence is well thought out, showing off the majesty and splendor of the rolling African plains as well as setting up the political backdrop and highlighting the tensions between warring factions in the fictional country. Essentially this displays the strongest aspects of the game, it’s realistic and vast open world, but these two factors also lead into some of the issues with the game.

For those who haven’t heard of the franchise before, Far Cry was originally a PC FPS that eventually made its way to multiple platforms. The first game was developed by Crytek, who also made Crysis, but they were not involved in the sequel. Despite this, Far Cry 2 looks amazing. It is hard to convey through words the attention to detail that has clearly been placed into the title but I would be remiss in my duty not to mention the amazing way in which the sky is rendered. Bioshock had its water effects; Far Cry 2 has its sky. The shadows and the hue of the soil changing due to the time of day are mesmerizing effects, and there are many other examples of this kind of polish which give the game its immersive feel. Strap a camera to you character, hop in one of the many vehicles that populate the environment and you have a game that effortlessly could surpass Sony’s Afrika. So, having waxed lyrical about its beauty, unfortunately I must turn to the game itself.

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Before I come across as too harsh in my criticism I should note that I am certainly not the intended audience of this game. Whilst I play first person shooters by no means is it my favorite genre. And there is little to criticize in terms of the way in which the game controls. The weapons, for as long as they last, are satisfying and require skill to use. The aiming is fine, shooting is fine, it’s all fine. The problems with the game are all based on its unique selling point; its realistic open world and sandbox style environment. So brace yourself because here comes the criticism.

First, those guns that I just praised? That would be all well and good if they didn’t nearly instantly rust in your hands. In an effort to inject ‘realism’, the guns that you pick up from enemies are not new and pristine and are prone to jamming. Fair enough, but the rate at which they degenerate is ridiculous, thus being counter productive to the integration of the 'realism'.
The enemies are particularly frustrating, not because of their difficulty but rather because a realistic FPS open world game is inherently flawed. If you drive along the road (which you have to do a lot) you are likely to end up in one of three combat scenarios:
1 – A random car will pursue you
2 – You will come under fire passing through a checkpoint
3 – You will attack the three guards that are guarding a safe house

That covers most of the game. And these scenarios can be dealt with in a near identical manner every time, in some ways echoing a JRPG grind. Except that you get no reward for taking on enemies, thus making fleeing from and avoiding combat more of a priority. And everyone attacks you on sight without hesitation, which is patently ridiculous as sometimes you are working for them. Whilst the game does promote the concept of using stealth in order to map out enemy positions and carefully plan your assault based on those observations, there isn’t really much benefit to crawling around in the grass for 20 minutes first. It is easier just to take a truck with a mounted gun and storm the place, producing the same result in a fraction of the time. Or you could simply run up and knife people as I resorted to for the majority of the game after seeing weapons instantly rust in my hands.

Oh and the stunning effects that I mentioned before? Well they are great when they don't have a bearing on game play, but I have a feeling that the malaria effect was so good that they decided to integrate it in the game, no matter what. Your character contracts malaria which is basically a flimsy way of introducing variety into the missions (which it doesn’t) by going to pick up medicine from refugees. Seemingly at randomly your character has an attack which involves debilitating the player until they take their medicine. Which is interesting, except that in a game which is apparently so based on strategy, to have an element of pure random chance is frustrating. Having a malaria attack whilst you are swimming, for example, or when you are surrounded by enemies hardly endears the game to the player.

So having got all my bitching off my chest – no wait not yet. The characters are dull, and interchangeable, entirely unmemorable; your ‘friends’ are stereotypes bereft on individuality beyond clothing and accents; you yourself lack any personality or interesting mannerisms beyond the ability to collapse of disease and constantly get rescued by the man you are supposed to kill (with very little motivation as far as I can discern). I have more but I think you get the point.

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The point is that despite its problems it is an incredible game and Ubisoft have to be credited for their ambition and execution, but until they find a way to solve the problems that come with created an open world FPS, then they will only continue to produce wonderful games with irritating flaws.

7/10

Game Reviews: Call of Duty: World at War

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Despite heading into the well-tread ground of World War II first person shooters, Treyarch have made a highly polished and well presented experience that brings a few new elements to the table that discerns it from its many peers. For those who are disappointed that the franchises goes back to familiar territory, they should at least appreciate the effort that has gone into rebuilding the reputation of the much maligned studio following Call of Duty 3 and the incredibly popular and critically acclaimed Call of Duty 4 by Infinity Ward. From such a damning handicap they should be praised for what they have achieved.

The game is set, as usual, from multiple perspectives, in this case from an American soldier fighting in the Pacific conflict, and a Russian soldier defending his homeland before marching into Germany. Whilst the Russian perspective is well presented, it still feels like very familiar territory. Only a few moments stand out in a plot that has been covered many times in games. The Pacific theatre has been done before, but not as often and never as well as this. The unique way in which the Japanese fought, using more guerrilla tactics and ambushes, gives the game a slightly more interesting change of pace and the element of surprise leads to a tenser atmosphere. For example the fact that many enemy combatants will charge at you from the undergrowth screaming at the top of their lungs is very unsettling. These elements are well conveyed in the game, and the jungles make a welcome change from the war-torn cities that make up much of the Russian campaign. That isn’t to say that the Russian perspective isn’t good, just more predictable. The storming of the Reichstag has rarely been done better.

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As I mentioned before, the presentation really is top notch. The between level cut scenes are atmospheric and the voice of Kiefer Sutherland adds gravitas to the, admitted already somber tone of the game. The set pieces, though not as memorable as those in COD4, still are better than those of its peers and whilst the characters (apart from Mr. Sutherland) and forgettable, the atmosphere created by the environments more than makes up for it. The unremittingly bleak and visceral nature of the conflict comes across in the casual, and at times graphic depicts of violence that reflect the reality of the conflict, but for the squeamish like myself, it can be a little too disconcerting.

But try as I might to dance around the issue, the comparisons with COD4 are inevitable. Besides the excellent flamethrower, most of the weapons feel unsatisfying and less effective when compared with their modern counterparts. A stupid argument you could fairly say, the authenticity of the game relies on accurately recreating these weapons. True, but at the end of the day, this is a game, and they should find a way to make it more fun to shoot somebody. The level design is less interesting too; often you are funneled in the same route each time with little option on how to approach a situation. COD4, whilst also being very scripted, nonetheless gave you the impression that firefights could be approached in multiple ways. My main bile however, concerns grenades. Also an issue in its predecessors, the sheer number of them being hurled at you with unnerving accuracy was my greatest frustration playing the game. When you run towards an exploding grenade and have little chance of reacting, it feels as though you are being cheated, and that your previously careful approach has been undone by a moment of dumb luck. Realistic yes, but enjoyable no. And when ramping the game up to veteran you are likely to find enemies who ignore your comrades and focus obsessively on you, as well as a logistically impossible amount of grenades landing at your feet at the same time, adding to the sense of injustice.

Multiplayer is much like COD4, which is to say excellent, and co-op and competitive co-op are fantastic additions to the game which should now be a standard for first person shooters. But the real gem to be found is the Nazi Zombies mode (unlocked after playing through the campaign) which is a survival mode not unlike the Horde mode in Gears of War 2. Very fun and endlessly repayable with a friend, this addition alone adds so much to the game that you should considering picking it up.

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Not that you need much encouragement. Judging by the spectacular sales the game has racked up Treyarch can feel very satisfied having been dismissed pre-emptively by many journalists. The challenge is to make another game, most likely again revisiting WWII, which maintains these standards and adds enough to the formula to keep us interested.

8/10
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thedogbarks

Author:thedogbarks
A blog dedicated to video games, akihabara, and everything otaku. Please leave comments to keep me motivated!

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