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The Rumble Pack Posts

The Mother 3 Sextet: Thematic Parallels with Cloud Atlas

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Note: There are lots of spoilers contained below for both Mother 3and “Cloud Atlas.” If you’ve yet to read David Mitchell’s wonderful book, please steer clear of this blog post (for now)!

I would really love to be wrong on this one, but I don’t see how the Wachowskis and Tom Tykwer’s adaptation of “Cloud Atlas” can be anything besides an ambitious failure. From the Hollywood casting to the very literal interpretation of the book’s chatten kostenlos device, everything in the recently released trailer suggests that this seemingly unfilmable book is exactly that. I admire the effort, but the structure and scope are simply too much for an 164 minute running time. Thankfully, even when the “Cloud Atlas” film does eventually crash, there’s a perfectly great spiritual companion already available – it just so happens to be in the form of the Japanese Game Boy Advance game, Mother 3.

Mother 3, Shigesato Itoi’s seminal RPG, tells the story of the town of Tazmily, a rural outpost that is gradually transformed into a garish, neon metropolis by the end of the game. Though much of the time players will control the young psychic, Lucas, entire chapters are devoted to Flint, his father; Boney, his dog; Salsa, an enslaved monkey; Duster, a “master” thief; and Kumatora, a princess. At least at the outset, it’s unclear how their fates are intertwined, but the Pigmask Army threat and frequent visits to Tazmily are enough to hold Mother 3 together in the early chapters.

Malicious Review

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I’ve always said that Sony doesn’t get enough credit for their digital offerings, with Steam sales and the Microsoft’s Summer of Arcade typically garnering most of the headlines. For a major publisher, Sony’s catalog is pretty bizarre: Linger in Shadows, The Last Guy, Trash Panic, Datura, to name just a few. None of them are completely successful, but they’re novel enough that you can look past technical failings. This week, it’s time to add Malicious to that group. Sandwiched between critical darling Dyad and the Play promotional lineup, it’s bound to be overlooked, but fans of old school boss fights will find much to love.

Like Shadow of the Colossus, you’re singularly focused on defeating a series of boss opponents, and like SotC, the bosses are typically huge. I’m not sure why your “spirit vessel” character is tasked with doing so, as the game’s story is relegated to a separate static menu item, but the design of the “malicious” creatures and the promise of new weapons is enough of a draw. The creatures and costumes are all very colorful and otherworldly; there are a few monsters here that would fit right at home in Panzer Dragoon. The intricate details are all there – arenas packed with obstacles and ornate decorations, bosses armed with superfluous cannons and platforms, your spirit vessel’s trademark scarf. If nothing else, you have to appreciate the craftsmanship on display.

TRP 7/19/12: Android Cookie Puss

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Strap on your controller and get ready to move! This week, the Pack sits down with Greg Trefry, co-founder of Gigantic Mechanic and the Come Out and Play Festival. He shares his thoughts on the recent NYC event, new sports, installation games and more. The conversation starts at the 53 minute mark. Before the interview, Justin’s heart is stolen by Rhythm Thief, Kaz gets caught up in an unfortunate Quantum Conundrum and Tony rattles off a bunch of roguelikes, including Spelunky and Dungeons of Dredmor. Plus, Theatrhythm Final Fantasy, The Angry Birds empire’s Amazing Alex, unwise Steam spending, Mush on Windows Phone, Ouya skepticism and early Dyad trippiness.

Mario gets the Theatrhythm treatment (through WarioWare D.I.Y.)

Come Out & Play Festival

A History of Hefty Heroes

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The fireball-tossing martial artist. The lithe female acrobat. The guy who turtles in the corner waiting to nail you with an annoying Flash Kick. Escapism has always been major part of the medium’s appeal, and every player has a favorite archetype. From my vantage point, most want to play as the muscle-bound supposedly-everyman or the sexy femme fatale. Totally valid choices! However, as Warhammer 40,000: Space Marine recently reminded me, I love playing as the bruisers, the Zangiefs of the gaming world. With my ludicrously large clodhoppers and gorilla hands, the “Tree Trunk” style might not be a huge departure from my day-to-day, but I love barreling throughlevels with reckless abandon regardless. Below are a few favorites that do the “bull in the china shop” thing remarkably well.

Warhammer 40,000: Space Marine (2011) – As mentioned, this collection was loosely inspired by Space Marine, and with good reason. While Marcus Fenix and crew are content “roadie running” to find cover, Space Marine’s Captain Titus dispatches orcs without fear or hesitation. Each swing of your chainsaw or (Thor’s) hammer can take out enemies in an instant, and that power is amplified greatly when Titus comes crashing down from a jetpack jump. The weaponry on hand is just as lethal and overpowered – the sniper rifle functions as your own handheld howitzer, with shots that vaporize most enemies into a red mist. The violence is definitely over-the-top, but at least it establishes Titus as a force not to be trifled with.

TRP 7/5/12: Magical Moon Bounce

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The Pack is pulling off Roman cancels in this post-Independence Day podcast! For a summer show, the guys sure do have lots of games to talk about. Kaz tries to solve a Quantum Conundrum, Tony engages in espionage in the Civilization V expansion, Justin smashes through orcs in Warhammer 40,000: Space Marine and Tom serves of the TurboGrafx-16 obscurity, World Court Tennis. Kaz also warn of The Walking Dead episode 2 spoilers, but they’re really not too bad if you’re curious! Plus, Assassin’s Creed blues, fiddles, magicians vs. moon bounces, the never-ending Pokémon Conquest, eShop promotions, a Pocket Planes obsession and the closing chapters of Max Payne 3.

Relevant Links:

World Court Tennis, RPG Classic

 

Rumble Roller: July 2nd, 2012

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I thought I’d take a chance to pour my heart out about my feelings on all the board games that I play throughout the year. I try not to clog up the podcast too much with board game talk since we are a video game podcast first and foremost – OK, 90s references first, but then video games. Some of my ramblings will be mini reviews, some will just be impressions.

For those who aren’t initiated in the board gaming world, the way games get reviewed is drastically different from how video games are reviewed. A video game is a solitary experience that takes 10-40 hours to complete at the least and is an online competition that may have tons of depth but can be reviewed with a handful of matches clocked with decent accuracy. A board game, a deep strategic board game, has depths that unfold over months instead of hours. Some of my favorite games have accrued 40+ plays and my opinion of them continues to evolve. As such, I won’t have an “official” opinion on a board game until about a year after I first play it.

I know. Crazy.

So hopefully this will be interesting for those of you looking to see what board games are getting play here in Cleveland or for those looking to get into the Luddite version of gaming…

PixelJunk 4am Review

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Ever since the original Guitar Hero popularized virtual shredding through “Bark at the Moon,” I’ve been clamoring for a music game that would let me truly improvise. While I still enjoy playing through the guided Skittles factory in Rock Band, strictly adhering to some rock idol’s dynamic solos feels limiting now. There have been other music games that have tried to inject creativity into the formula – DJ Hero‘s record scratching, Wii Music‘s misguided complete lack of structure – but it wasn’t until I played PixelJunk 4am that I finally felt like I was making music of my own. Somehow, the game captures much of the joy and nervous excitement of playing in front of a live crowd, with Move controllers standing in for swaying lighters. Some players might be put off by the emphasis on creation and performance, but 4am is a major step forward for both the genre and motion control.

At the same time, you should be aware that 4am is not a game in the traditional sense.  There are no songs to pass, and you can play as long as you’d like without break. (As I write this, I’ve been listening to the same player from Connecticut for 45 minutes straight.) There are certainly objectives to be met and record-breaking audiences to woo, but you’ll ultimately get as much out of the game as you put in. Though 4am only uses the Move Controller(s), there is an extraordinary amount of depth found in your virtual 3D space. By holding down the trigger, you can “pluck” instrumental tracks from the air, and simply moving the controller through the space in front of you can manipulate and distort your music in surprising ways. Layering on tracks always feels natural, and while I miss having an on-screen reticule, there is a purity to the experience that I would never trade.