Bayonetta Game to Get Anime Film


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“Let’s dance boys!” — Bayonetta

One of the most entertaining and fun games of this current generation of consoles that I’ve ever played came out in the Spring of 2010. The game I speak of is the hack-and-slash title Bayonetta from Platinum Games. It’s a game that was born from the hyper-kinetic action game series Devil May Cry. In fact, the game’s designer was also the designer for the Devil May Cry series and it shows in this heroine-led title.

As I had mentioned on a very early review of the title, Bayonetta is quite the over-the-top game with unique-looking visuals and imagery that combined Judeo-Christian art designs with the anime-inspired aesthetics that has been the design staple of the Devil May Cry series.

I was actually surprised that the game didn’t get an anime series right away to complement it the way some Japanese games tend to get when they become popular. Yet, despite waiting over three years to get one fans of the game will finally have their wish.

Bayonetta: Bloody Fate is an anime series due out this November from studio house GONZO. It looks to be an adaptation of the game’s storyline and will have Fuminori Kizaki of Afro Samurai fame in the director’s chair. The art design of the series will lean heavily on the game’s original character designs by Mari Shimazaki which should be good news to Bayonetta fans everywhere.

The trailer for the anime already hints at using the fan service moments from the game that made the title so popular but at the same time so controversial within some of the gaming community. The anime will be shown in a limited release in Japan this November with no word yet on whether it will make it over to the West in one type of release or another. I bet on it becoming a video release down the line.

Source: Anime News Network

Artist Profile: Yoshitaka Amano


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Yoshitaka Amano, born 1952 in Shizuka, Japan, is one of Japan’s most-renowned artists and illustrators. He also began his career as a character designer for early anime shows like Speed Racer, Gatchaman and Tekkaman. He would continue to build on his portfolio of unique character designs for anime, video game franchises and Japanese pop culture art.

Amano-san has pointed out Western artists such as comic book artist Neal Adams as an inspiration in his own style which when combined with his knowledge and appreciation of the classic Japanese hard woodblock printing known as Ukiyo-e would lead to one of the most unique character styles in mainstream pop-culture.

Yet, Amano-san will forever be known for and continues to be popular for his work in helping design the characters for the the video game rpg franchise known the world over as Final Fantasy.

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Trailer: Titanfall “Gamescom Gameplay”


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Titanfall is really turning out to be one of my most-anticipated game titles of 2013.

It’s the very first title for Respawn Entertainment. A studio made up of the people who first created the Call of Duty studio, Infinity Ward, and who ended up being fired (or leaving to follow their fired leaders) by the powers-that-be who held sway over Activision. There was talk about whether Respawn Entertainment would ever get a chance to show Activision and it’s detractors that they still had what it takes to succeed in the first-person shooter market dominated by three titles (Call of Duty, Battlefield and Halo).

Titanfall looks to dispel such notions first with a triumphant return to this summer’s E3 where they revealed the title to everyone to much acclaim. Now we got to see more of the gameplay itself both in mechanics and graphics at this past week’s Gamescom 2013 over at Cologne, Germany.

The gameplay trailer pretty much dispelled whatever doubts I might have had about this title and now has my money ready to be exchanged for it when it comes out for the Xbox One (for some on the PC or Xbox 360) in early 2014.

Sneak Peek – Dying Light (Dev. by WB Games / Techland)


Like Daniel Craig’s character in Layer Cake, I had this plan of getting out of videogaming. I haven’t been amazed with the way the industry is moving, and there are only a few remaining games I know I want to play before finally hanging up my controller. Splinter Cell: Blacklist is next week. Grand Theft Auto V is next month, along with NHL 14. I felt that after these 3, I could walk.

And then this happens. Dying Light, under development by WB Games and Techland is a mixture of Zombie Survival and Freerunning. Using the first person design EA started with Mirror’s Edge (how I love that game), Dying Light puts you in a world with the infected. While this sounds a lot like many of the survival games of recent memory, this game adds an angle with it’s nighttime sequences that start to feel like I Am Legend. Zombies that normally shuffle and drag their feet during the daytime become parkour ninjas at night, running just as well as you can over obstacles and the like (from what I can tell). I’m not sure how the story is going to explain that one, but the dynamics of it feel good, and personally, I’m just happy that anyone was able to apply the freerunning system of Mirror’s Edge to a different environment. Let’s hope they’ve also dealt with the long load times that plagued that game. So much for getting out.

 

Dying Light is due out sometime in 2014.

This video was originally posted on IGN.com.

Capcom Announces Breath of Fire 6


…and kids will be playing it who weren’t even born yet the last time Capcom gave us any news about the status of the main series. Yes, some time next year Capcom will be releasing the first new major title in their petrified RPG blockbuster series since 2002. Western fans have no guarantees just yet–it was only announced for Japan–but there is at least some hope now that Ryu and Nina will be reborn in English once again. The announcement was made yesterday at Capcom’s Network Game Conference, and it’s hard to say just how excited we ought to be. An abandoned western fanbase has been dying for a decade to see classic RPG series likes Breath of Fire, Suikoden, and Final Fantasy reborn or in the latter case resuscitated, but that does not necessarily mean Capcom is going to see a western market or throw enough weight behind this game to effectively appeal to it. Breath of Fire did persist in Japan, like so many other former great franchises, in the form of low budget mobile game spinoffs, and if that remains the most lucrative outlet for JRPGs, then the significance of that 6 next to the title (as opposed to say, 4 Dragon of Ultimate Death 7 Quest Episode 3), might amount to little more than a half-hearted pitch to sell a few more copies. Breath of Fire 6 appears to be technologically bridging the gap between the mobile market and more sedentary gaming, with a touch screen mobile device interface that will also be designed to function on a PC as the same game–not a port–with transferable save states.

It will be worth keeping an eye in the months to follow on just how much Capcom markets this game. If they expect the 6 to sell itself and do little more to promote it, we probably shouldn’t expect (or even necessarily desire) a port. But if they make a big deal about it, then get excited, because I doubt they would put forth all of the necessary effort to create a legitimate, worthy installment to the Breath of Fire series and then forget to ship it overseas.

Real Time Combat Tutorial–RPG Maker VX Ace


I mentioned back in January that I had purchased RPG Maker VX Ace, and then I never said another word about it. Well, it hasn’t been collecting dust. I decided to take a break from my current game project to make a little combat tutorial I thought might be useful.

RPG Maker is an outstanding product, but it heavily favors the classic Dragon Quest-style RPG. My project has a futuristic cyberpunk setting, so a lot of my options are limited. There are some fantastic sci-fi tile sets out there (I am eternally in debt to Celianna’s Futuristic Tiles–well worth the $19.99), but the non-fantasy battlers selection on the market was still dismal last I checked. With VX Ace’s default combat system out of the picture for me, I had to get a little creative. I’ve been trying to develop increasingly more complex in-map combat sequences, and I thought it would be a fun break to make a little demo of the Region exploitation that’s been empowering it all.

In this video, I employ Regions, Game Data variables, and the Get Location Info function to generate a map in which combat events are triggered by the player’s location in relation to a moving enemy. You might notice I overlooked a few commands in the victory sequence that will prohibit the player from winning while facing down. Simply copy and paste the previous conditional, change the direction fix from up to down, and switch the jump direction from -2 Y to +2 Y.

I noticed this video sometimes ends early for no apparent reason in its embedded form. You can view it at its proper length of 19 minutes directly on youtube if it’s not working here.

What I Played Today: Tomb Raider (2013)


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I hate to call this a “review”… because the game came out months ago, and I just now finished it. By now, probably everyone who is interested already knows that this game exists, that it is awesome, and that it needs to be played. But we here at The Shattered Lens also exist to serve the conservative buyer, the type who wonders to themselves “Is any single player game worth $60 anymore? How much of that $60 is being taken up by a Tomb Raider multiplayer nobody asked for or wanted?” “Oh God, another Tomb Raider?” I imagine that last line being accompanied by an outward eye roll, but with a quiet inner voice whispering, God, I hope it does not suck.

Well, fortunately for that tiny segment of the population… I am here to help you. I finished Tomb Raider today, and I have plenty to say about it, some of which I’m going to truncate in acknowledgment of the fact that this take would be a lot fresher if I’d written it two days after the game came out. I pre-ordered it. Obviously, there is no excuse for my having dismissed the game for even an instant. Now, with all that preamble managed…

Let’s look at Tomb Raider.

Of olde, Tomb Raider was a PC (first) and Console (adaptations, later simultaneous releases) puzzle / platformer game that starred well-endowed protagonist Lara Croft as she went about exploring ruins of the ancient world. As with any good “archaeology” narrative, the lines between historical fact and myth are blurred, and Lara would go on to discover things like oh, I dunno, the lost continent of Atlantis. The games focused heavily on platforming with some puzzles, which had (unfortunately) been forced into a relationship with a perennially awkward and not-optimal combat “system” which allowed for varying degrees of athleticism and varying degrees of inaccurate bullet spraying.

Tomb Raider (2013) is built on a more stable foundation. The game here essentially plays like any third person shooter you know of – there are plenty of chest-high obstacles available to shield you from enemy fire, ammo can be found everywhere (I’d say there’s a real argument that the game offers way too much ammo to the player, in fact), and like any good shooter in the Call of Duty era, you have several weapons that can be aimed down their sights and fired accurately at a precisely determined target. Not bad, right? Actually, it improves from there, hybriding in several elements that fans of the wildly popular Batman Arkham: (whatever) franchise. Lara, like Batman, learns skills and acquires new equipment as she proceeds through the story. That stuff can be used to go back and open up previously inaccessible secret areas and retrieve formerly inaccessible historical relics (though, to be honest, very little serious backtracking is required even if you intend to complete 100% of the collectibles). Lara has a predictable array of athletic moves at her disposal, including running, jumping, and climbing (including climbing-with-an-axe-climbing [the axe doubles as debatably Lara’s most powerful weapon]) as well as being a 100 pound girl who also happens to be qualified to pass the Presidential Fitness Test (try to outlast Lara Croft doing pull-ups. I dare you.) The action reminds me of Batman or Assassin’s Creed in the big picture, but the devil is in the details, and those details really do a lot to differentiate Tomb Raider from the gameplay that definitely influenced it.

Tomb Raider (2013) takes place on a lush, temperate island in the Dragon’s Triangle (a real-life region of water which extends from the southeastern Japanese coast toward the Phillipines) that was home to the ancient Yamatai civilization. Things immediately go totally awry, of course, and the rest of the game chronicles Lara’s individual journey to survive her experiences on the island – something complicated by savage and seemingly malevolent storms, and the discovery of a whole nation of crazed cultists who call the island home. Your mileage will probably vary with the actual storyline, particularly the endgame where Lara discovers the truth behind the island’s various mysteries (no fear, Lost fans, it’s all spelled out in the end!), and with the supporting characters, who are pretty one-note. To be frank, the supporting characters just don’t have much to do with this story, which is all about Lara Croft.

Lara herself is characterized extremely well, both through the excellent voice acting of Camilla Luddington, as well as through her physicality. As the player acquires new skills for Lara, she becomes demonstrably more capable in the game… and also more brutal. I have heard it argued that the game is diminished by the extent to which Lara – who has a hard time with the first occasion on which she kills another human being to survive – indulges in increasingly brutal violence as the game goes on. I would argue the opposite. I thought the game was very effective in putting myself in Lara’s shoes, so to speak, from the way the camera hovers close to her to the way she talks to herself, trying to encourage herself in grim situations, and reflecting on the madness and horror in which she has become buried. Far from objecting to Lara’s thought progression – and “morality” progression, if you want to call it that – I found myself snapping earlier than she does, at one point cursing her enemies and resolving to destroy them. Perhaps all of that pales in comparison to what I think is the strongest, best, part of Lara Croft’s character, however: Lara is never a victim. During the game, she is captured more than once, and encounters a variety of terrible situations, some of which she needs a little (very little) help to escape. But time and again, Lara draws deep into her own reserves of resourcefulness and willpower and not only extracts herself from increasingly dangerous situations… but attempts to drag the other survivors of her wrecked ship, and their would-be rescuers, with her to safety.

Fans of the series who were primarily interested in the puzzle-solving action of previous Tomb Raider games are almost certainly going to find this game a bit of a disappointment. Certainly, there are puzzles around – particularly in the optional ‘Hidden Tombs’ which can be completed for a bounty of salvage parts and experience points to upgrade Lara – but they definitely aren’t the core focus of the game in the way that they have been in previous titles. Once you have learned what to look for in the environment, the method of advancing through each open-roam area should be fairly obvious – it’s simply up to you to make the necessary jumps, climbs, etc. to reach your goals. It’s worth restating that the combat is quite a bit smoother than it was in previous installments, with obvious influences from other modern shooters giving it a much more polished feel. You may occasionally find the combat difficult, however, depending on your personal ability at sneaking around the island and murdering guards noiselessly (or avoiding them entirely). I consider myself good at stealth mechanics, but that I often prefer a straightforward solution if it will save me a lot of time (this goes triple for games where I know I’m going to be running around searching for collectibles. Better to just wipe out the whole population of badguys so they can’t harass me later).

Oh, and as for those pesky collectibles? There are a lot of them, and some of them are super hard to see in the game environment, but don’t go rushing off to find a game guide just yet… The game contains plenty of ways to find them (try setting a waypoint on the object of your desire and using Lara’s “Survival Instincts” if you really get stuck!) between the treasure maps and some of the skills you can purchase for Lara.

For me, even as a fan of both puzzles and previous installments… I really loved Tomb Raider (2013). This is one of the best pure single-player experiences I’ve gone through in a while (and, it’s worth noting, the game is not short by any means, although obviously it could be completed much faster than I managed if you were avoiding collectibles and time-killing puzzles). I encourage any of the remaining fence sitters to check this one out.

Quick Peek: Metal Gear Solid V: The Phantom Pain


I love the Metal Gear Series. I think I once spent a whole hour trying to read one of the really huge documents in Sons of Liberty. I remember seeing the first ad for the original game on the back of a comic book and geeking out at all the gadgets you had. Binoculars, sweet. Mines, cool. Night Vision Goggles, omigod!! Metal Gear is where stealth games basically started, the way I see it. Guns of the Patriots was the reason I bought a PS3 and it’s nearest competitor, Splinter Cell was the reason I picked up my first original Xbox. I’ve played every main game.

To go over the entire story of Metal Gear is a project in and of itself. For the sake of the trailer below, understand that Metal Gear Solid IV: Guns of the Patriots was the last story for Solid Snake (known as Old Snake in that game). This game focuses on his father, Big Boss, who was the hero of my favorite game in the series, Snake Eater. This time, Big Boss is brought to Afghanistan via Revolver Ocelot to rescue someone named Miller, among a million other things. I’m under the impression that this perhaps was the Miller from the original Metal Gear Solid (though I think maybe he’d be much younger here if that were the case).

You’d think that a new MGS wouldn’t have much to bring to the table, and that they covered just about everything. The new open world sandbox format is very different from the linear set up of all the other games. Even Guns of the Patriots, with it’s huge maps was still confined to something of a smaller space. And man does it look fantastic. Basically, what you have is Red Dead Redemption in a Metal Gear Universe.

I have no idea what The Phantom Pain refers to, though I’m already curious about the cast of characters in this one. I was hoping for a cast that was a bit more over the top in nature. Also of note is that it doesn’t appear that David Hayter is voicing Snake anymore, with Konami pulling a Ubisoft and going with a total changeover in the same thread of Splinter Cell: Blacklist. Ubisoft dropped Michael Ironside for a new vocal and motion capture talent.

Either way, MGSV is shaping up to be interesting.

Trailer: Bayonetta 2 (Official E3)


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The first Bayonetta game from Plaitnum Games was and continues to be one of my favorite games for the Xbox 360. Released for both the Xbox 360 and PS3, Bayonetta was a uniquely imaginative hack and slash title that took what was best of the early Devil May Cry series and a game that was so over-the-top that it charmed the pants out of anyone who remotely even tried playing it.

So, it was with heavy heart that when the sequel was announced as being funded by Nintendo thus making it exclusive only to the Wii U console system. There was much ranting, raving and railing at Platinum Games selling out and that the game will not be the same in the House of Family-Friendly Nintendo.

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Well, the first trailer for the game was shown at this week’s E3 in Los Angeles and it looks like Bayonetta fans have more to cry about because it looks like Nintendo didn’t screw it up by putting a leash on Platinum Games. Bayonetta 2 looks just as crazy as the first title and even the title character’s new look has won her old fans over.

Now the question is whether the game will sell to warrant a third game, but one for all systems. With the lackluster sales numbers of the Wii U since it’s release here’s to hoping that every Wii U owner buys this game.

Bayonetta 2 is set for a 2014 release.

Mirror’s Edge – Dice’s E3 Reveal


One of the best surprises for me during yesterday’s E3 show was the announcement that another Mirror’s Edge is on the way, though no date’s been set for release. It’ll be out “when it’s ready”, which leads me to believe that they still need to form a story around the visuals. Hey, At least Dice is giving it a try. That’s more than I can ask for.

Mirror’s Edge was a quiet release in 2008, a first person platformer that implemented some the same Parkour elements as the Assassin’s Creed series, though with more concentration on the techniques. While the graphics were simple and polished, that sense of vertigo from staring over the edge of a drop was always there (for me, anyway). The only drawback to the game were the loadtimes in the elevators. Hopefully, on the next gen systems, they’ll find a way around this. This trailer seems to focus more on the fighting than anything else, and it’s nice to see that, but I’m hoping that in the future, we’ll get to see some of the level designs and perhaps some added features. If they can get Rhianna Prachett back on board for the story (who had a lot of success with the recent Tomb Raider game), they should be fine.

Looking good so far.