11 December, 2012

Game Review XXVII: Persona 4 Arena

Hey guys, Seiko Wolf here again with a post in what seems like forever. Forgive me for my time away, but here I am, ready to talk of another title I managed to get my hands on.

Frankly speaking, I heard many good things about the Megami Tensei franchise, notably regarding the spinoff series Shin Megami Tensei: Persona, though I never got my hands on any of the games... until recently. From my Tigercon exploits, another con group Magfest set up a number of games, one of which happened to be P4A, that is Shin Megami Tensei: Persona 4 - The Ultimante in Nayomaka Arena. Stateside, it's known as Persona 4 Arena, hence the aforementioned acronym. To my surprise, the companies behind this are Arc System Works, who are notably known for Blazblue (which is about to hit trilogy status), and ATLUS, a company that worked on titles like Arcana Heart, Catherine, and SNK Playmore's King of Fighters XIII. The latter company is mainly responsible for the development of not only Persona, but many of the Megami Tensei titles. Unlike the Persona titles before it (which were RPG/Simulation games), this is a fighting game that's made in a similar fashion to the visual novel Tsukihime and it's fighter spinoff Melty Blood by ECOLE.

Moving on to the game, the plot involves the P-1 Grand Prix. Following the events of Persona 4, the story takes place 2 months following this games conclusion, and the P4 characters are forced to fight one another with the use of their Persona, all with the intent on finding the host of this event. However, they're not the only ones, as characters from the preceding Persona 3 title join the fray. What's more, there is an android similar to P3's Aigis debuting this title. Originally the arcade version's boss, Labrys is without a Persona, and suspected to be the one behind the tournament... or a hidden side of herself... Other cheracters from the series are involved, some as combatants, some as navigators, and some just for the sake of being there.

This product is the collaboration of ATLUS and Arc Systems, the former providing the story. That means the gameplay was done via Arc Systems, so those who know inside and out the Blazblue series may have an easier time adapting, since the core gameplay is almost similar. It's a mix of that and Arcana Heart, in a sense, with the use of Personas in battle. The stage views and gameplay are designed well, courtesy of Arc Systems. Shoji Megure once again took helm as the music composer. The roster isn't much, though your navigator is selectable. Unlike the RPG titles, you're limited to only one Persona, which is preset, but you can mix and match the color scheme of your character/Persona before battle. During battle, you have 4 cards, which act as a gague for your Persona. Should it get attacked all 4 times, it "breaks", and it's inactive for a short time, similar to Melty Blood's "Circuit Break" trait. Like Blazblue, some attacks can carry a status element, commonly poison, which drains health over time. This is indicated by the coloration of the character sprite. P4A also has Instant Kill moves, which work when the SP Gague is at it's peak level. IT can be refilled with the use of your Persona, or if damaged enough, via the characters "Awakening State when the HP is low (shown by turning orange). If it connects, the move ultimately ends the battle in cinematic fashion, much like the Blazblue series' "Astral Finish". Another noticable trait, aside from featuring an Online Mode, is the Arcade Mode, which is a campaign of sorts. In the beginning, you can only select from 1 of 4 characters, and choices made in the character's campaign can affect the ending to their story, something Persona is known for, as well as Arc's Blazblue. Completion of a character's story will give access to more characters to use.

I have to say that even though I'm coming from under a rock in regards to Persona in general, I grew onto this title rather quick. Characters are designed well, and there are choices a plenty to how you wish to fight. The choice making trait in the game I wish to see more of in some fighters in general, for I only know of this, Namco Bandai's Soul Calibur III, the original Melty Blood, and the Blazblue titles to have this. Beautiful as it is, the only thing I'll say not in favor is how, at face value, it can be possible for a character to be broken, which is something I see common with fighters these days. Right now, I've yet to see this happen, but there's always a possibility, and I'm using past fighters, even Blazblue: Continuum Shift as proof on this. Other than that, there isn't much ill things I can say
about P4A at the moment. Like most games, DLC is available in the forms of glasses, navigators, and color schemes. The X360 version carries a lag, but I want to say a patch was made to fix this, can't verify that yet.

I only had one day with this, but I'll grade it as a 9 of 10. Omitting my earlier statement, I see high potential for this title, and wouldn't be surprised if EVO featured this title numerous times. I hope to play this again relatively soon, even more to own an actual copy.

07 August, 2012

Game Review XXVI: Street Fighter X Tekken

Returning from Otakon, I experienced many things: the Masquerade, meeting the Green Ranger... oh yeah, and playing Street Fighter X Tekken. The game was made as the crossover battles of Capcom's Street Fighter and Namco Bandai's Tekken franchises, though it's not to be confused with the Capcom Vs. series, which pit them with those of SNK Playmore (Capcom Vs. Snk), Marvel Comics (Marvel Vs. Capcom), and Tatsunoko Productions (Tatsunoko Vs. Capcom). Street Fighter X Tekken is a fresh new face which brings those of the Street Fighter and Final Fight games, and pit them against those of the Tekken roster in 2-on-2 matches.

If fighters weren't supposed to have stories, then this game broke that rule, and pretty hastily at that. Apparently, the plot this time around involves a box named Pandora (how original...), and it has caught the interest of everyone from both sides. In a race to Antartica, two fighters you choose duke it out against two others, all the way to the box, and pending on who you choose, a certain baddie from either franchise awaits you, though you can also play as them. Hence the early part of the game's title, it plays like Street Fighter IV, but it's not a copy-and-paste scenario, as there are some debuting elements as well. Tekken characters adapted to this system with familiar moves performed in the similar fashion. It's charm comes from the Cross Arts (a 3-meter extended Super Art) and Cross Assault (2-on-1 beat down.)

The controversies surrounding this comes from the on-disk DLC and the lack of 4-player functionality for Xbox 360, despite being advertised beforehand that it was possible. So in essence, with the inclusion of exclusives (which I'll go into in a little while), Microsoft got sold short while Sony gained much to work with. Currently, Microsoft Xbox 360 and Sony's PlayStation 3 and PlayStation Vita (handheld) can play this game. Just as well, PC has theirs which is essentially the Xbox 360 version condensed. The Apple iOS is getting their own version for the iPhone/iPad, following in the footsteps of Street Fighter IV. The exclusives for the PS3 and Vita versions features Cole McGrath of Sucker Punch's Infamous series (which has exclusively worked with Sony in the forms of Infamous and Sly Cooper), the Japan-exclusive PlayStation mascots Toro and Kuro (who fights akin to Ryu and Kazuya Mishima respectively), Pac-Man from the arcade game Pac-Man (appearing on Mokujin in a redesigned Pac-Man World form) and Bad BoxArt Mega Man (added as humor or some other reason, it pissed a lot of customers off.)

It played pretty soundly for the most part, despite I only played the X360 version. Some features like the Quick Combos weren't necessary (performed by pressing down on the left/right stick.) And what I played wasn't the COMPLETE set, omitting those of Cody, Guy, Lei Wulong, and Christie Montiero, among other noteworthy characters. The DLC for them should be out about now (I could be wrong, though...) Of course, this is just Capcom's version, with Namco Bandai involved in terms of licensing their characters. Whether it's being worked on now or not, but the latter company is making their own version titled Tekken X Street Fighter, and I'll cover that as more info comes in.

For the most part I'll call it a 7 of 10, 7.5 max. Maybe down the road, when I see and play the others, I'll give you my final verdict.

Game Review XXV: Tekken 6

Tekken is a fighting series that has been around since the first PlayStation. Who would have thought that it would see numerous titles since then. One of the latter entries is Tekken 6, which makes it's first Tekken debut on Microsoft's Xbox 360.

Set after the events of Tekken 5: Dark Resurrection, Jin Kazama has defeated his great-grandfather Jinpachi Mishima and took control of the Mishima Zaibatsu. His first act: ignite a war on the world. The only one opposing him is his father Kazuya Mishima, who places a bounty on him after taking over G Corporation (the company that "revived" him in Tekken 4.) In response, Jin launches the 6th King of Iron Fist Turnament, in which naturally many fighters take part, some of them new entries. However, the game's story doesn't deal with the tournament, but rather a Tekken Force rebel who goes against them. The leader of this rebellion is the mysterious Lars Alexandersson, who ends up losing his memory during a raid in a Zaibatsu lab. There he meets the android Alisa Boskonovitch, made as the daughter of Dr. Boskonovitch from the earlier games. The story is fleshed out in the Scenario Campaign mode, that was made from that of Tekken Force (Tekken 3/Tekken 4). While you can choose anyone to play as, the story revolves around these 2 characters. Aside form the skills of the fighters, you can use weapons to plow through the masses of opponents. With an update, it can become an online Co-Op Campaign.

Aside from Alisa and Lars, a few other new faces join the fray. To start, while not NEW, Jack-6 enters in after it's predecessor Jack-5 from the previous tournament. An actual new comer is Leo, who has a bone to pick with Kazuya as to what happenes to Leo's mother. Speaking of a bone to pick, because of the death of his sister as a war casualty, Miguel Caballero Rojo seeks to destroy Jin for his injustice. Bob enters to shock the masses show his massive weight and dazzling skill. Zafina is introduced as the guardian of a family grave. Inside that said grave is the giant Azazel, the game's non-human antagonist and final boss. With the exception of Alisa and Lars, they surfaced in the arcades of this game. Later, Tekken 6: Bloodline Rebellion came out with the two on the roster. The console game is more or less the full package.

New features came in with this one. To start, the destructive environment that opens a new area of the stage. If timed right, it can extend combos. The "bounce" trait in juggles also enters as another extension of damage output. So after being slammed to the ground, you can still beat down your opponent. Item Moves are equipped via customization, and can be used to hit an opponent. Some of those are done as match-enders.The customizing has also been 1-upped, as you can configure what your fighter wears to a fight. Speaking off, there are a few new alternate outfits in here. Jin's 3rd outfit was made with the help of CLAMP, while Lars features a different outfit created by Masashi Kishimoto, well known author for the Naruto series (which he wore as a guest character appearance in Naruto Shuppuden Ninja Storm 2.) T-shirt company TapouT also game a little something to Bryan Fury, King, Craig Marduk, Armor King, and Ling Xiaoyu as their 3P costumes.

Tekken 6 had it's bashings, but once again, a solid fighter and one to easily immerse into. I give it an 8 of 10. Could go higher, but on the Xbox 360, execution is rather difficult (though I personally have no issues with it.)

16 March, 2012

Game Review XXIV: Angry Birds

I know some of you are possibly thinking "Why in the hell is this joker posing about Angry Birds?" Reasonable question, I admit. Until recently, the though of playing such a widely received app never even dawned to me. Alas, I somehow got into it, and the game is kinda fun, once you sit down to play it. There are many versions of this, even an Angry Birds Space was recently announced. And some people actually parody the concept.

I don't know much of the Angry Birds background, but to my understanding, hence their name, the birds are PISSED that some green pigs would just swoop in and swipe their eggs for their own. Naturally, when people steal from you, it's obvious you would get upset, and these birds are no exception... except these flightless buzzards make those pigs PAY! And that's where you, the player, come in. Using 5 different birds at your disposal, you bust down obstacles and give those pigs what they deserve!

The interesting part about it all is that save for the default red bird, you get various abilities with them, with the click of a button. The score system tallies up on how much property is destroyed, the killing of the pigs, and just how many birds left unused. While the premise is simple, later in the levels it requires strategy... and a bit of luck.  This is one of those games where motor skills can come in handy, and that's especially true given that in each level, you're given the birds to use, as well as how many are allowed to be used. If a pig still remains, you fail the level. Even the social site Facebook has an Angry Birds game, with power-ups, avatars, and an exclusive level. Chrome, a browser from Google, also feature this as an app. Taking it on the go requires either of these platforms: the Apple iPhone, Apple iPad, or an Android phone and/or tablet (I've yet to see it on android tablets yet, but I'm sure it's possible.) The handheld devices can play the original game, Angry Birds Rio (a tropical take on the game, made from the Disney/Pixar film Rio), and Angry Birds Seasons (A game that was originally Angry Birds Halloween, but was constantly updated, and even features the Year of the Dragon with the Mighty Dragon available.)

From Finland to US, I would never expect a foreign game such as this would become so addicting, and with good reason. I place this title as a mighty 10 of 10, seeing as how that like most games that's on such platforms, it's a must grab. That said, it's obvious as a game, it's a pretty damn fun one to play.

02 March, 2012

Seiko's Message in Response to the Controversy of FGC

Seiko Takeda-Wolf here again, with another post. This isn't like the post I normally do, but  I feel as that, as the problem has raged on for this long, I must address my two cents on the FGC, that is Fighting Game Community, and the bully-like, sometimes sexist remarks normally said by others, but not at all condoned by important figures of it. I've posted it before in my main blog Seiko's Otaku Pad, and eventually will go vocal about it on the Wolf Vlogger, but I feel as though with this one, it fits right at home. So without delay, let's talk.


The Problem:
Though it has gone on for a while, it recently came to my attention that the FGC is in disarray over some remarks said at 2 events streamed for the said community. The spark of this came from the streaming series Cross Assault, a a live event series broadcast on the net that promotes the upcoming game title Street Fighter X Tekken, which releases this month and made by Capcom. Now then, apparently on that show, there was a little talk going on involving Team Tekken's Coach, Aris, and one of the players of the said team Miranda, or Super_Yan, as she's called. Aris made some rather... distasteful remarks, such as guessing her bust size during a broadcast (which already warrants a red flag for most people), which ultimately made her forfeit a match in which her supposed opponent gave her prizes out of concern (how thoughful of him.) Natrually, Aris' words sparked an ongoing controversy that erupted within the FGC, following an article on Kotaku which covered the whole incedent. While she felt that the community was responsible, she directed her aim of guilt towards her team coach, who is, as described by people within the community, naturally like that with anyone. Debatable statement maybe, but since then Capcom has since apologized, despite the people of Cross Assault not representing the company themselves. It's also surmised that Aris, too, has apologized for his actions, but this is just as well debatable based on his exact wording in that apology.

You would think with that done, the issue would be put to bed, but no, not so fast. Wednesday Night Fights, or WNF, a streaming podcast produced by Level|Up, and sponsored by FGC website Shoruyken (SRK) was another venue in which distasteful commentary was made. After pointing out what was said, through various areas, especially one involving the women of NOS (a type of energy drink, if I remember right.) Regardless, when statements were said, the community once again fumed on both sides of the issue: those trying to brush it off, and some that feels it's wrong (to which most of the time, it normally IS wrong.) The two commentators that were in the episode from 2 nights ago (yes, this was pretty recent) were pulled from commentating anymore WNFs, or any event in which are done under Level|Up. To add, the commentators, Marn Phan and Christan Cain, have apologized as well for their statements in the episode 2 nights ago.


The Uproar:
With both of these, there were people on both sides voicing their opinions on the matter. Now, quoting something I hear often, though not sparking any controversy much like the one I'm referring to: "An opinion is like an asshole, in which everyone has one." That said, I'm afraid that some opinions just go a little out there, demeaning those of the FGC like myself. First, I'll get into the comments made in response to the respective articles. One such article, involving the Cross Assault scandal, someone mentioned her possibly staging the whole thing, or allowing it to continue, then getting mad off camera. To that I say a few things. To start, what I heard from one guy held a grain of truth. With Aris saying all those things, Miranda could have told him to ease up. But instead of causing a scene on camera, she tries to play it all, which is commendable. And frankly, that's a hell of a lot better than the shots I see take place on actual local news segments. To conclude, she voiced her disapproval over her Twitter (the post themselves now deleted), but as she was offended, to which one should be, I find her actions expected and I do not criticize her for it. But she didn't ultimately reject the FGC, which she initially felt they did to her. That said, reading all of this gave me a lot to think about, especially since I hear sexism shots taken often, but on that note, it doesn't make it any less or any more ignorant as it is already, therefore uncool. There were even talk about alienating females from the FGC, which would normally throw me into a rage (don't ask why it would...), but for the sake of this post, I'll try to say this as calm as I can, without blowing up: Granted in the FGC, there is so few women FGC players over a mainly male-dominant community. This is kind of sad, given the fighting characters in games are diverse in gender, orientation, race, and fighting styles the world over. But with remarks like this popping up, it comes as no surprise that heard in the wrong ears, something said as a "means of passion" could be taken too far. Inkblot of SRK did a few posts pertaining to such behavior, saying things such as:

"If we continue to let the worst elements in the scene speak for us or excuse their bad behavior, we deserve whatever criticism we get.  It’s everyone’s responsibility: the players, the content producers, the tournament organizers, and the fans.  We need to be just as serious about the way we treat each other and how we reach out to others online as we are about the game."

Inkblot, Hurtful Speech: Time To Take a Good Look in the Mirror, Shoruyken
http://shoryuken.com/2012/03/01/hurtful-speech-time-to-take-a-good-look-in-the-mirror/
Now while I don't necessarily agree with him all the way, he is right. We do need to seriously consider how we not only engage our fellow fans, but also how we attract others into our world. And making remarks such as the ones said by those 3 individuals (which I will not post here, the articles on Kotaku and SRK were nice enough to provide them) are not doing the job. They're just causing trouble, some belittling the type of people we of the FGC really are. It shouldn't do so, but that one saying "One rotten apple ruins the bunch" seems to apply here as well.

AS AN FGC FAN, MY FINAL THOUGHTS:
The actions are deplorable, the fact that such beings represents what we are as gamers is insulting, yet some of us thinks its okay to say such things, making light of how hurtful they can be. Well wake up: regardless of what is said, how it's said, where it's said, and who it's said to, some things, Freedom of Speech or not, AREN'T okay to say, and if you think otherwise, and feel that saying things like "Rape that Bitch!" or whatever they say (that CAN and WILL be hurtful) is alright, then it's time for you to put down the controller, because it's making other FGC voices/faces look bad. It's enough that the community is mixed with newcomers and pros, spectators and enthusiasts the wold over, waiting to see the next big phenom in the gaming world, or to hone their skills to fight and surpass the best. Even with those, newcomers are sneered, but not to the point where it's outright bullying. Some play for fun, some play for keeps, and some play to get better at what they do. What it comes down to is that whether you're a winner, loser, or some bystander looking onward, we should treat one another with respect. That applies to face-to-face match-ups, as well as online battles. That's not to say act like the days of old and kiss someone's hand like in The Godfather, but don't be arrogant, disrespectful, and (above all else) sexist to fellow gamers. It demeans character, regardless of whether it's by word or action. As gamers of FGC, we need to change, so that it's an even playing field for everyone. If you're a newcomer, don't come in just to start beef, and if you're a pro, don't be such a snobbish jerk and play with fairness. And if you're a commentator, watch what you say. But then again, the latter could apply to everyone.

Before I rag on forever (this post is becoming way too long) I leave one final message, accept it or not, it's up to you: Grow up, Step up, and Change up, or put your controller up and go elsewhere. This is Seiko Takeda-Wolf, signing off and saying:

"To FGC fans, prepare for the next battle!"

15 February, 2012

Game Review XXIII: Dragon Ball Z Ultimate Tenkaichi

As much as the Dragon Ball Z: Budokai Tenkaichi series is idolized as one of the best of the DBZ games, I'm somewhat disappointed by Dragon Ball Z: Ultimate Tenkaichi, a game that didn't quite meet the standard. As much as they put into it, there was nothing "Ultimate" about it to me. Now I'm going to do this review a little differently this time around: By getting to the core of the game, and the pros and cons of the game.

CORE: While I am in distaste about the game, it is visually impressive, as it was upgraded in character and environment from the Dragon Ball Raging Blast games. It still retains the fighting and overworld aspect of games past, features tournament play, and even features online playability complete with replays. The music score is different, and one of the original Dragon Ball Z themes, Cha-La Head Cha-La, can be used in game as a music score to fight with. It also set so each fight plays 3 different songs, with the other selected ones playing in certain situations. As opposed to the life bar in the majority of games, the health is represented by a blue Dragon Ball-like form, with the stars representing the player. There is also a hit point counter, but the same principle for damage works: if hit, it will decrease, and depending on how much damage you take, it will indicate that by changing color until the ball breaks, which is caused for when you're out of hit points. When that happens the match is over. As with Dragon Ball Raging Blast 2, the voices heard come from the Dragon Ball Z Kai series as well as the original series, save for those of Dragon Ball GT. You still fight on a wide area like the Budokai Tenkaichi and Raging Blast games.

PROS: For the first time, there is a DBZ game that allows you to create a character to use, complete with their own story. Reason that is possible is because Ultimate Tenkaichi took the Character Creation aspect from the Data Carddass game: Dragon Ball Heroes, and incorporate it into Hero Mode, where the player creates their fighter, customize the outfit, and play the plot given to them, engaging in training sessions with other DBZ characters, and find out just who is responsible for bringing chaos into the world. Their forms do not go beyond Super Saiyan (for what I understand),You can choose the size of the chatacter, featuring clothes that you can mix and match that are more or less similar to the garbs the regulars wear. Skin and voice can also be customized, as well as moves, which can be learned from various characters you train under, so you have options. After battle, their stats can be increased following each fight, so they can cause more damage. Plus, you can use these characters outside of Hero Mode as well, so you can take them online to show off and throw down. Famous scenes from battles with giant enemies were redone, with a few original events for the others.

CONS: I feel that the cons of this game are enough to make it unplayable for me, but let's get into why. First, the character roster was shortened from Raging Blast 2, and some characters lost their base forms, some omitted entirely, despite forms like Super Saiyan 4 Gogeta making it in. And not that it's a major deal, but for team battles, Super Gogeta and Vegito can't be used on the same side. Given that they are fused by the same people, I can understand this aspect. Those hoping for Super Saiyan 3 Vegeta and Broly should dash their hopes, because they're not in, with the only form of Broly in the game is his Legendary Super Saiyan form. And the base form of Teen Gohan also omitted, among others. Adult Gohan is also gone, but Ultimate Gohan is in the game, who is usually a stand-alone version in the Tenkaichi series anyway. Regardless, because of character and form reductions, there was a drop in characters in general, not drastic, but it did bug me upon looking.

The second area was the most frustrating to me: Gameplay, and I can go on a list as to how much damage was done here. First off, the battle had a Melee Range and a Blast Range, and depending which one you're in, can be a hand-to-hand battle, or a blast shootout, though it was like this prior to this game, but emphasized more here. The special attacks are beautiful, and the destructive impact is retained, though for the majority overly enhanced. One of my issues regarding this, and this even applies to the Ultimates, is the system of defending yourself, made into a quick events. From Budokai Tenkaichi onward, you could block, swat away, dash into (for rush supers) and do struggles for beam supers. In Ultimate Tenkaichi, the fight temporarily stops upon a player unleashing a move or combo. This is not what concerns me, but how one can respond to that. During gameplay, rush attacks can be executed, but it also follows a "who pressed what" kind of quick event called a Defensive Chance. As annoying as it is, this has been done before in the Dragon Ball Z Budokai series, starting from the second game. Putting like that, Defensive Chance is almost like the setting for the Potata Fusion, which you want to press a button, hoping that the opponent doesn't guess right. If your opponent guesses wrong, a pursuit chain happens and he's in a world of hurt. If it ends up being the same, the chain is ceased, and you're getting damaged for it. Beam Struggles are still in, but are limited to a button, and it's performed differently, but I'll get to that in a minute. Even with boss fights, it's one event after the next, but they have high health, and if done right, the events does heavy damage, which is vital to win. A good perk for giant boss battles, sure, but somewhat needless when fighting one on one. The Defensive Chance isn't limited to rush attacks. Supers can be responded to as well, but it is here that maintaining ki is vital. With that, depending on how much ki is charged, you can use one of the 3 options available:

  • Guard: As per the name, you guard in the duration of the attack. While you are taking damage, you're not taking the full extent of it. While it's on the bottom, it's the first thing avaiable after a small charge.
  • Evade: There's a button timing event that happens when you choose this option. If successful, you avoid taking any damage from the attack.
  • Intercept: This is mainly how most beam struggles start, but this can be applied to counter rush supers as well. Inputting this option starts a beam struggle, or a physical clash with your opponents attack. During this, you must gain momentum by pressing the Triangle button (Y button for X360 owners) before the timer depletes. Whoever has more will win the struggle, and the opponent suffers damage as a result.
The Ultimates work differently too. Unlike the Budokai Tenkaichi and Raging Blast games, you can't use it as freely as normal. Ultimates in Raging Blast works under a condition: the opponent has to be in the red, unlocking the rest of the spirit gauge. This would make the Ultimate Move match enders. I'm unsure whether or not it can be defended, evaded, etc, as the player wears down the ki meter using the Strike Booster, and if attacked by such a thing, most of the time, they have no choice but to take it full on. This also happens if the other player is in Strike Booster mode, where the pursuits become unblockable. Not a game killer, but it's kind of much.

Lastly, as opposed to those on the Tenkaichi and Raging Blast roster, they have characters that are gifted in blast and physical attacks, tossing out characters like Videl and Hercule. Another aspect that didn't bug me too much, but variety couldn't hurt. Saibamen and Cell Jr. returns, however. And Janemba's final form as well, while his giant base form is an NPC boss in Story Mode.

Dragon Ball Z: Ultimate Tenkaichi, despite what players feel, failed to please with some critics, as well as myself. This game gets a 4 of 10. Don't get me wrong, effort was definitely put in, but it took a good amount out, in favor of some needless battle dynamics. Even so, it's decent game at best.

Game Review XXII: Melty Blood Actress Again: Current Code

A while back, I did a general review of the series, and graded Melty Blood Actress Again an 8 of 10. Now that there IS a PC version out, which I have, I can dissect this one. Melty Blood Actress Again: Current Code is the PC port of what could be considered the sequel to the Melty Blood Re-ACT: MB Actress Again. As with the previous titles, there is no universal Story Mode, instead focusing on individual characters under Arcade Mode.

The character count features 31 playable characters, adding in some fresh faces and a few other traits. As before, Current Code features 3 styles of gameplay, named after different moons: Full, Half, and Crescent. Half Moon and Crescent Moon style respectively represents Simple and Speed gameplay, and is best used by veterans of Act Cadenza, as the play style falls similar to it. That said, Full Moon style is essentially the Power gameplay aspect, which follows gameplay with similarities to mostly Melty Blood Re-Act. Depending on which style chosen, characters can have access to different moves, such as Shiki Tohno using one of Shiki Nanaya's moves (technically one of Shiki's original moves from the initial Melty Blood.) The interface has changed a bit from the console version, but that doesn't take away from the gameplay itself. In this game, visual effects of Heat and Blood Heat modes are advanced, and even at Max mode, the character is slightly outlined in a certain color. Aerial sparks are also added, but only for certain Moon styles. There is also a guard meter, Which premiered since the initial Actress Again, making it the only game to feature one. When depleted, a Guard Crash state leaves the player more or less vulnerable. There is also alternate air throws used during aerial combos. Even within Actress Again itself, various tweaks were made between each version, even going as far as the story for certain characters. More stages were also made, including alternates of those featured in Re-Act, complete with stage animations. Though minor, the voices for the characters, aside from retaining the seiyuus from the original onward, are also redone.

Now we'll get into the different characters appearing in game. To start off, I'll speak of those appearing as premier playable characters in Actress Again Current Code. Powered Ciel, who's usually seen during the use of Ciel's Arc Drive, is made playable. Initially, she appeared as a boss character in Re-ACT, in which she couldn't flinch upon receiving damage, giving her a Super Armor trait. In Current Code, that aspect is removed, making her flinch like the majority of characters. As with some others, this could be considered an alternate version of Ciel, a slightly more sadistic one at that. Another alternate version comes for Arcueid in the form of ArcheType Earth. A form of her before the drastic cut of hair into the one we all know and love, ArcheType-Earth is a princess version of Arcueid, said to be her at full power. In her boss form, she uses the exclusive Eclipse Moon style, which gives her a gradually refilling Magic Circuit, which makes her a threat. In the original Actress Again, she was playable, but unlockable, and she was pretty unbalanced. Aside from using Eclipse Moon style, her Last Arc was an instant kill for most characters, Shiki Tohno being the only exception. I say this, because as with Arcueid originally, her Last Arc featured a difference in appearance as well as damage, pending on character. Ironically, she was also a mere sprite swap of Arcueid, retaining a majority of the latter's moves. In Current Code, she returns as a complete new character with her own sprites and attacks. Compared to her PS2 appearance, she is rebalanced, and can use Full, Half, and Crescent Moon styles regularly, though her Eclipse Moon version remains a hidden character. Unlike before, she has her own story, and can be selected right off the bat in Current Code. Michael Roa Valdamjong is the central antagonist of Tsukihime, and is given his first in-game appearance as a character. Appearing in his Near Side form, he appears as a capable fighter, with use of Magecraft, especially that of the thunder element. His role plotwise is nothing short of a standing joke, though he does have a special pre-battle standoff with Shiki, and with Arcueid, a special scenario in her 8th stage, with different post-battle picture and dialogue after she wins (her post battle picture is that of Red Arcueid.) Riesbyfe Stridberg also debuts, while she initially appeared as part of Sion TATARI's Last Arc. Friend and savior of Sion, she is revealed to be alive in Sion's story, as well as Sastuki Yumizuka's. Like Ciel, she has an overbearing weapon, with destructive powers. The appearance of her weapon is shaped like a string instrument, lime a large bass or guitar, as opposed to the brutal gun-like appearance of Seven, Ciel's handheld cannon with the spike added. While not new in the Type Moon works over all, Ryougi Shiki, the heroine of Kara no Kyoukai, appears as a playable character in Actress Again. Like Shiki Tohno, she fights with a knife as well, her Arc Drive being a different take of both Nanaya and Tohno's Arc Drives, though it hears movements from Shiki's Last Arc.

Other characters playable are either other alternates, or different tag-team characters, not to take away from the recurring Hisui and Kohaku entry. Mech Hisui and Kohaku is a character and creation tag-team, with Mech-Hisui obviously being a mechanical replacement of her twin sister. Mech-Hisui also pairs with Neco-Arc, the comical small parody of Arcueid. Nrvnsqr Chaos's parody, Neco-Arc Chaos, is no longer selectable by secret means, being a legitimate character selectable in Actress Again. Then there's Akiha Tohno, who's recent alternate features her in sailor uniform school clothing. She features the same moveset with variants, and unlike her normal and Vermilion forms, does not have the red claw-like animation for her regular hits. G-Akiha returns as a boss rush character, after her initial appearance in Re-ACT, though in here, her difficulty is increased and features new moves. Like before, she isn't useable, save for cheating means. The last boss, and the antagonist stirring the events of Actress Again into motion is Dust of Osiris, a potential future variation of Sion composed of TATARI's remnants, succeeding Night of Wallachia (who is the disembodied TATARI, and the one who made Sion one of his kind) as the Thirteenth Dead Apostle Ancestor. She, too, is a giant character, but her form is still small, using a gigantic being named Hermes as another means of attack. In spite of her role, some players don't face her, or they do so, prior to Stage 9. Outside of Actress Again, she also appears in the Carnival Phantasm OVA series, the 3rd volume of which this game was released as part of.

Tweaked here and there in some areas, it retains the gameplay aspects of Actress Again, as I said before. There was even a netplay demo of Current Code 1.07 released prior to December of 2011, when the PC game was officially released. The character portraits, and in some areas, the sprites were enhanced, thanks to an enhanced graphics engine used. Used on Windows XP, Vista and 7, this is more or less the complete package, suitable for doujin game lovers. Melty Blood Actress Again: Current Code gets an upgrade in score from me. Not perfect, but a 9 of 10 comes pretty damn close, as it's easily the best of the Melty Blood series.