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News: Bangai-O HD Bursting Onto XBLANews: Bangai-O HD Bursting Onto XBLA IGN posted some impressions of a pre-alpha version of Bangai-O HD: Missile Fury, coming to Xbox Live Arcade. It sounds like the new game stays true to the formula used...

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News: Super Robot Wars L ScreenshotsNews: Super Robot Wars L Screenshots To accompany the latest promo video, 4Gamer has a veritable onslaught of in-game screenshots for the upcoming Super Robot Wars L. From Macross Frontier to Dancouga Nova,...

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Videos: Super Robot Wars L PVVideos: Super Robot Wars L PV The upcoming Super Robot Wars L has received its first promo video (which was shown at C3xHOBBY over the weekend). Despite the nice new Macross Frontier shots, the remaining...

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News: Virtual On Force at TGSNews: Virtual On Force at TGS Amongst a bevy of other games, SEGA will also have a playable version of Virtual On Force at this year's Tokyo Game Show. Whether they'll have any of HORI's sticks at...

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News: Gundam Extreme Versus at C3xHOBBYNews: Gundam Extreme Versus at C3xHOBBY 4Gamer has a nice bit of coverage on Gundam Extreme Versus' presence at this year's C3xHOBBY. Despite the presence of Kazuki Yao, the voice of Judau Ashta (amongst many...

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Features: Gungriffon – The Forgotten Conflict

Posted on : 16-11-2009 | By : Cacophanus | In : Features

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gungriffon_highmacs1.jpgAs a developer GameArts are known most for their work on the wondrous Grandia games as well as their input to the Silpheed series, but they’ve also produced a rather well wrought selection of mecha games too.

Specifically, the four Gungriffon games that have graced multiple consoles over the years. These games pre-date From Software’s perennial Armored Core series but due to a number of factors, both cultural and financial, the games have never quite garnered the appreciation they so sorely deserved.

This is not to say that the Gungriffon games haven’t been critically lauded over the years but they haven’t reached the broader appeal that something like Heavy Gear did for instance, despite both series sharing similar base rulesets for the mecha. Amusingly, the design of mecha themselves has often been mistakenly attributed to be Western in origin, despite the obvious linkages to Ryosuke Takahashi’s VOTOMS series, something that again Heavy Gear shares. As such, we’ll delve into the series as a whole and examine what has made these games remain such a cult hit.

Features: An Interview with Junji Okubo

Posted on : 27-09-2009 | By : Cacophanus | In : Features

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junji_photo1A few years ago I was lucky enough to interview a then aspiring mecha designer by the name of Junji Okubo. At that point his work included games like Tekki (aka Steel Battalion) and the Gundam remake For The Barrel. His designs were unique as they depicted machines that looked almost palpably real. Since then Junji has worked on a few anime works, notably that of Appleseed Ex Machina and Viper’s Creed and also contributed to games such as Infinite Space. It seems that his work is finally garnering the appreciation it so sorely deserves.

Not long after this interview was conducted, Junji contacted me to let me know that he was publishing a book of his work and that could he use the interview I did. Naturally, I was happy to oblige. So the following interview is the English translation of the one you read in his book, Izmojuki Industrial Divinities.

Enjoy!

Features: Transformers – Robots in Demise

Posted on : 14-09-2009 | By : Cacophanus | In : Features

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transformers_convoy1.pngLike many of my generation, I grew up watching a lot of cartoons. One of which was Transformers and like with many shows of that era many of my childhood friends owned the toys as well. We would play Autobots and Decepticons in our respective gardens, re-enacting the aeon long struggle between mechanical good and evil. Of all the mecha franchises birthed in Japan, Transformers is one that has the greatest amount of cultural common ground in the West; there’s an almost implicit understanding of how these fictional living machines operate.

Yet, for all this commonality the vast majority of the games that attempt to re-produce those afternoons of toy robot battling end up being disjointed and functionally quite fractured.

I’ve already covered something similar about the various Macross games, as that franchise has a very close mechanical linkage to Transformers, but the issue here isn’t a technical and logistical one but a cultural one in regards to the ability of learning from what has gone before.

Features: Bangai-O Origins

Posted on : 08-09-2009 | By : Cacophanus | In : Features

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bangaio_tamashii.jpgThere are few games developers in the world that engender such a fan driven fervour as Treasure. Their games are revered in an almost monolithic sense, beacons of taut gaming functionality they distill the mechanics of a game into something palpably cogent. However, there are a few instances amongst their creative portfolio that have wider cultural leanings.

I am, of course, referring to Bakuretsu Muteki Bangai-O. A series of games featuring the titular mecha, Bangai-O, as it sprays a colourful 2D world with a vast array of homing missiles and lasers. The initial functional impetus for the game was outed as being that of the Sharp X1 title Hover Attack but in a more recent interview, this was merely a partial catalyst as it became clearer that the main influences took on a far greater role.

Specifically, three anime series were cited in the interview; Macross, Layzner and Ideon. For those that have been reading the column regularly, I’ve already covered the effect of each of these series (here and here). Now it’s time to see how these influences actually manifest themselves in a gaming series such as Bangai-O.

Features: Zone of the Pretenders

Posted on : 08-09-2009 | By : Cacophanus | In : Features

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zoe_vo_edit.jpgIn December of 1999, SEGA released a nigh-on arcade perfect port on their ill-fated Dreamcast for Virtual On Oratorio Tangram. Like the Saturn port of its precursor, it also featured a bespoke controller to emulate the arcade version’s original setup: a pair of twinsticks. It was critically lauded by almost all Japanese (and many Western) publications and did quite well in terms of sales too.

The thing with the Virtual On series though is that they’ve always been focused around human multiplayer. In that regard they are practically peerless. As to their singleplayer “experience”; it’s almost been an oversight.

Even Hajime Katoki’s mecha design was forcibly restrained for the various Virtuaroids, as the 1995 original had very stringent polygon counts which set the aesthetic. The first two Virtual On games in fact are almost exercises in functional minimalism.

Yet Virtual On, as a series, has had a remarkable amount of design-based progeny over the years but in the case of Oratorio Tangram such “offspring” would only be a few years away.

Cue Hideo Kojima…

Features: Virtual Ontaku

Posted on : 07-09-2009 | By : Cacophanus | In : Features

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shirokis_temjin_katoki.pngI first played Virtual On years ago now, originally on the Saturn port in fact. I look back at that with some disdain admittedly, as I later but quickly realised that the arcade original, with its wondrous twinstick control setup, was a far superior game. The arcade version took me a few months of practice to get into, mainly because the nearest arcade was an hour’s train ride away and I was still at the tender age that meant I didn’t have a driving license.

Once I’d learnt the basics I decided to create a club in a fairly central London arcade (London being in the UK, in case you’re wondering). It was imaginatively titled the London Virtual On Club, or LonVOC for short.

It then appeared that my practice had been pretty thorough, as my subsequent skills were rather potent against the new club members (all of whom were keen to best me, but in the non-Xbox Live smacktalk sense). We were also later graced with the only arcade cabinet of Virtual On Oratorio Tangram (M.S.B.S. 5.2) in the UK, which was a lot of fun.

Considering the recent announcement of Oratorio Tangram coming to digital download, it seems only fair to cover a series that made me travel halfway across my native country just to plumb credits into an arcade cabinet (a cabinet I later ended up owning, as you probably know already).

Features: An Ode to Sandlot

Posted on : 07-09-2009 | By : Cacophanus | In : Features

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sandlot_logo.jpgHere’s a low-down of a rather wonderful Japanese games developer by the name of Sandlot. Officially formed in March of 2001, they approached the genre of mecha gaming with quite literally a new perspective.

In 1953 a budding manga artist, by the name of Mitsuteru Yokoyama, penned a series that would be responsible for laying the foundations of a pop-cultural phenomenon that has now lasted over half a century. The series involved a young boy remote controlling a giant robot by the name of Tetsujin 28-go (translated as Iron Man 28 and released abroad as Gigantor). This focus of the boy controlling a huge mecha from ground level was clearly an inspirational one in the case of Sandlot’s genesis.

For almost all but one of Sandlot’s games they have a very similar gameplay implementation in regards to the player viewpoint, that of a boy on the ground looking up at an immense mechanical behemoth (or at the very least a discernable sense of scale to the gaming proceedings).

It’s also interesting to note that this mechanical inspiration has consequently spawned a more successful series of games.

More after the jump…

Features: The Last Boost

Posted on : 06-09-2009 | By : Cacophanus | In : Features

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omega_boost_front.jpgIn 1999 a developer renowned for its pedigree in creating driving simulators ventured into pastures where high speed mecha roam. The developer was Polyphony Digital, the game: Omega Boost for the original PlayStation.

It was possibly the most accomplished implementation of mecha themed space combat yet achieved.

The player had control over the titular mecha, the Omega Boost, and were able to acquire targets in spherical 3D at incredible speed. Considering the aesthetic influences from anime such as Macross, it was unsurprising that Shoji Kawamori helmed the mecha design with his regular finesse.

Many assumed that the game was an offshoot from Team Andromeda’s seminal Panzer Dragoon series, as the beautifully insane homing lasers were in similar effect. It became an almost apocryphal tale, that was supposedly wholly without credence.

Well, Yuji Yasuhara would probably disagree…

Features: Armored Hardcore

Posted on : 06-09-2009 | By : Cacophanus | In : Features

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aclr_game.jpgYou’d think that a dedicated gaming intellectual property that affords immense creative freedom on the part of the player would be championed outside of Japan as well as within. While the latter is certainly true, the former is sadly not the case.

Admittedly, From Software’s Armored Core games have often received rather disappointing localisations and non-existent marketing but some balk at the series’ ongoing complexity, both in terms of the controls and intricate customisation.

The truth is that these games have a very traditional learning curve in effect and not just as a series but for each and every game. In the current climate of zero effort rewards maximum enjoyment, Armored Core is decidedly antagonistic in its approach on making the player learn the game. In many ways, the Armored Core series is the spiritual successor to games like Assault Suits Valken.

Anyway, here’s more history on the older Armored Core games than you shake a reinforced ceramic composite stick at (oh, and each of the gameplay screenshots double as links to in-game footage in case you’re wondering).

More after the jump…

Features: Macross Pioneers

Posted on : 05-09-2009 | By : Cacophanus | In : Features

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macross_ace_frontier_cover.jpgWhat with the latest TV series, Macross Frontier, finishing a fairly recently ago and the new PSP game Macross Ace Frontier being released with another on the way, it seems that now is a good time to talk about a series that has often been given a somewhat unfortunate gaming treatment.

Of all the mecha franchises out there Macross is one of the most badly represented. This isn’t because developers want to sabotage the series but more down to the fact that each Macross game is actually comprised of three disparate gaming genres all vying for dominance via one control method.

To clarify, Macross is a series based around love triangles, giant aliens, music and, of course, planes that can transform into large robots. Naturally, each game focuses on these variable fighters, which results in a game that has to offer control for each of it’s three modes; fighter, GERWALK and battroid.

To say that that this is a pretty tough undertaking isn’t in any way an understatement. It’s actually, almost utterly impossible.