February 2007

Anime-based video games are a dime-a-dozen nowadays. Considering the accelerated popularity growth of Japanese animation being localized and ported to our shores it is no wonder that such video game spinoffs, a traditional supplement to the Japanese videogame market, have begun to trickle here as well. This should really be no surprise; after all, even our own animated feature films have their videogame counterparts. Ice Age, Chicken Little, The Little Mermaid, Ducktails, and so forth all the way back to the early days of the 8-bit Nintendo Entertainment System have all had their videogame spinoffs. Japanimation has such a large following in America now, though, it only makes sense – at least economically – to start bringing such games into the North American mainstream.

Unfortunately, this is a double-edged sword. Such titles – and this is true of games based on North American animated films as well – run the gamut of awful to awesome. You have some very high quality titles such as Super Dragon Ball Z, perhaps one of the best fighters for the PlayStation 2, and some rather piss-poor titles such as One Piece: Grand Adventure.

Inuyasha: Secret of the Divine Jewel leans more toward the latter category. It is, overall, a sub-average game that does more to frustrate than engage players, particularly those that are not intimately familiar with the popular anime series of the same name. For starters, players are given an entirely new, original character to play around with – instead of requiring that the player use one of the protagonists from the series, the series characters instead become a supporting cast for Janis, the new female protagonist created for the purpose of this game. Though others tend to frown upon this design decision, I rather appreciated it. The world of Inuyasha is robust enough to support characters other than the ones featured in the anime, and I find it troublesome to play as an already-established character in an RPG. RPGs are about building and evolving one’s character throughout the course of a game, and usually an A

Root Beer Tapper

February 23, 2007

I’m not going to hide the fact that I’m virtually inept at arcade games. In fact, I might have only been to a single, albeit defunct arcade in my life. That said, it’s hard not to be familiar with the usual classics like Pac-Man, Donkey Kong, or Space Invaders. Root Beer Tapper, however, is one of the games that I never heard of until it hit Xbox Live Arcade, but apparently it’s one of the big ones. I suppose root beer was big in the 1980s. At any rate, upon first playing the game, it’s easy to see why the game is a classic, with a simple design but complex difficulty. Like many classic arcade titles, Root Beer Tapper will only last a short while, but it is also a faithful and challenging addition to the Arcade line.

The concept of Root Beer Tapper is simple. As some sort of Mario clone masquerading as a bartender, you are tasked with providing customers with their tonic of choice: root beer. That’s right, all the tough cowboys and aliens love to down that non-alcoholic alternative to actual beer. Your customers will continuously move down four different bars demanding their frothy substance, which you will need to send down the bar stand. Successfully sending a drink to a person will send them flying back, hopefully through the door where they won’t bother you for a while. Sending a drink flying off the table or letting a customer make their way to you will end in a lost life. The ultimate goal: clear the bar to pass on to the next stage.

The game itself proves to be quite difficult. You will begin in a saloon serving cowboys, which is simple enough. The next level, the sport stadium, considerably ramps up the difficulty, while the punk bar is even harder. I can only imagine how difficult the last bar, the alien bar, is, since I can’t make it there for the life of me. Truth-be-told, Root Beer Tapper‘s difficulty will probably frustrate some people, as the only way to progress is to eliminate all patrons from the bar, meaning you could potentially go forever if not for the fact that the game’s speed will eventually do you in. Still, arcade-lovers will probably adore the difficulty.

Being a classic arcade port, Tapper is light on the game modes and will last a fairly short while unless you’re devoted to getting to the very last bar. There are some co-op and online multiplayer versus modes thrown in to give the game a little more substance, and the achievements also help to give the game a little more life. Unlike many Arcade classic titles, Tapper doesn’t have the option for updated graphics, but really, the game looked good enough then, and even now, it doesn’t really need to look better, so no problem there. There’s also a small but kind of neat touch that the developers took by letting the right analog stick act as the A

The Need for Speed series is special. It’s special in the sense that EA makes one of them every year, and yet, only seem to make a meaningful entry into the series every couple years. Last year’s Need for Speed: Most Wanted did a good job of trying to update the series in a way that helped bring the Need for Speed title a bit more credibility, and for the most part, it succeeded much more than the Underground games ever did. Now, a year later, we get Need for Speed: Carbon, which serves as an excellent example of meeting low expectations. All things told, Carbon seems to take the Need for Speed series nowhere, and while the game can be entertaining in its own right, many of the new additions aren’t very compelling. The multiplayer options have improved, but aside from that, many of Carbon‘s elements, including career mode and new game play ideas, fall flat.

Carbon seems to be the first Need for Speed title to directly tie itself to its predecessor. The story is continued from Need for Speed: Most Wanted as you drive in a BMW M3 GTR, which you won back from Razor in the last game, towards Palmont City. It’s not long until Sergeant Cross, the police chief now turned bounty hunter from Most Wanted, catches up and totals your BMW. You’re soon introduced to Darius, who informs you that you’ll be working with him to take out the three rival gangs in the city and rebound from your run-in with Cross. As time goes on, you’ll uncover a lot of the underlying plot behind Carbon, which includes you escaping the city one night after a massive police bust some time ago. Thus begins the career mode.

Career mode is ultimately similar to many of the previous Need for Speed titles. Notable differences include a return to urban street racing as well as night racing, but the biggest difference in Carbon is probably the street racing gangs that control territories throughout the city. At the start, you’ll have to compete in races in territories in order to obtain them for your gang. Once you’ve taken over all of the territory from a gang, you’ll have to race against the leader of said gang. Repeat four times, and you’ve essentially got Need for Speed: Carbon‘s career mode in a nutshell. It can often times feel a bit dull, and it also seems a little shorter than in previous games, which, given the dull nature, may not be such a bad thing.

There are some additions as well as omissions with the race types. Drifting has made a return after being absent in Most Wanted, and there are a few new online modes like A

It’s hard to believe that Final Fantasy, the most inappropriately-named RPG series in history, is picking up as much steam as it currently is, regardless of the overwhelming critical success of the recent Final Fantasy XII. Final Fantasy VI Advance marks the fourth A

Fuzion Frenzy 2

February 23, 2007

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