Author Archives: Joe

Bandai SH Figuarts Teenage Mutant Ninja Turtles: Leonardo and Donatello

img_0505Over the years I’ve been able to shake my compulsion to collect action figures. I went nuts with it in my late teens and into my early twenties. Outside of a couple of purchases here and there (actually, mainly the TMNT Classics line a few years back) I’ve stayed out of it for almost ten years. For whatever reason, I have a weakness for the Teenage Mutant Ninja Turtles. I think it’s because they were my first love. Prior to the Turtles I had Ghostbusters, but I never went nuts with Ghostbusters like I did TMNT. Had Bucky O’Hare managed to hang around, he may have joined them and the X-Men would replace them. I obsessed over the Turtles though in a way only a young kid can. And as much as I loved the toys, it did always bother me how inaccurate they were or how little they resembled the show.

In the year 2016, accuracy is almost spot-on when it comes to action figures. I’ll walk through a comic shop and look at the new stuff just to amuse myself and it blows my mind how amazing toys look today (and how expensive they are, more on that to follow). Have you seen the new Batman The Animated Series toys? They look just like the show. Admittedly, it’s not a hard art style to translate, but it’s still miles ahead of the toys they had for the same show in the 90s. When Playmates released their TMNT Classics line in 2012 I bought them because it was as close to the old show as any toy had come. And while I think they’re mostly good, there was no denying that the accuracy was less than perfect. And in a way, it was intentional as Playmates tried to pay homage to both the show and the original action figures. If my love for the Turtles was confined to the original black and white comics by Kevin Eastman and Peter Laird then I’d already be satisfied as NECA’s figures based on those old comics are perfection.

Enter Bandai and its SH Figuarts line. Bandai has acquired the license to the classic Turtles, something NECA never had any luck obtaining, and has released the first two of their planned four turtles:  Leonardo and Donatello. When I first saw the promotional images for this line I knew I had to have it no matter the expense. These, in my estimation, are as close to the old cartoon as we’re going to get. There’s always the chance another company could get closer (Revoltech did an amazing job with the new TMNT from Nickelodeon), but these ones look great enough that I feel comfortable in saying I won’t need another set of four turtles based on the classic cartoon.

img_0506

Donatello, waiting to be freed.

Bandai doesn’t just want to make these figures look awesome, the company also made sure they’re fun. Both characters come with four sets of hands, two heads, two interchangeable belt pieces, an accessory, and their respective weapons. It should be noted, that the weapons count is also toon accurate so Donny comes with one lone bo staff instead of the usual two his figures often come with. Both figures are primarily plastic, but have die cast for their belt buckle and their lower legs. Why die cast below the knee? To give the figure a low center of gravity, and it works remarkably well. I don’t know how much this design adds to the retail cost, but the die cast portion is indistinguishable from the last and the paint isn’t flaky or anything. The included instructions indicate to handle these parts carefully as the paint could be rub off, so you have been warned.

The figures themselves are loaded with articulation, perhaps too much. The front chest part of the shell is a nice, soft plastic that doesn’t hinder movement. The joints are tight, and the various armbands and knee pads are separate pieces of floating plastic. They’d probably break if put in the hands of children, but for an adult collector they should hold up fine. I did find that my Leo’s right bicep is rather weak and detaches too easily when trying to pose his arm. This is the type of thing that tends to happen with these figures that are loaded with articulation. Coincidentally, my NECA Leo’s left hand seems to always fall off with light posing. It must be a curse of the character.

Each character comes with three sets of identical hands, but also one set unique to each figure. For both, there’s a closed fist, fist with a hole through the middle to hold a weapon, and an open hand. Leo’s fourth set is a partially closed fist that can also hold a weapon, while Don comes with hands that can handle his included slice of pizza. The pizza slice is appropriate for any turtle, though if it was only to come with one it’s surprising Bandai chose Don and not Mike. It looks like Mike’s unique accessory is going to be the Turtle Hook weapon he used past season 2, and yeah that’s probably the right choice. It seems like Raph could have handled the pizza (he comes with a ninja star and dagger), and Don should have come with a Turtle-com or something “science.” Leo’s accessory is a rather boring one: a manhole cover. I don’t think I ever need another toy manhole cover given how many have come with TMNT toys over the years (ditto for cans of mutagen, or ooze).  As for the heads, both come with a serious facial expression and a unique one. Leo’s unique one is an angry expression that reminds me of his original action figure. Don’s is more of a smile as he’s getting ready to take down that slice. I find the serious head sculpt works for both, and while I like Leo’s angry expression, I do wish he had a smile as well since a lot of the show featured the Turtles in pretty light-hearted moments. Don’s smile is probably just a touch too “toony” for my taste. Maybe a mouth closed smile would have been more suitable.

My fear with figures like these ones are almost entirely centered on the durability. While I love having tons of accessories like interchangeable hands and so forth, I’m always afraid of snapping a peg or joint when switching them. The little time I’ve spent doing so with these have been mostly okay. The head comes off and goes on nice and easy, but the hands are tricky. Getting them off is no problem, but putting others on is a bit stressful as the peg wants to move all over the place. I’m terrified of breaking my toys so I probably won’t switch them up too often, but they do seem fairly sturdy. The bandana knot comes off the head and needs to be moved to whichever head is currently on the figure. It goes on and off very easily, but also sits snug enough that it’s not going to fall. Again, if these were in the hands of children then the knot would probably fall off a lot. The rear part of the belt has a removable piece as well. Often in the show, if the Turtles were holding their weapons then their belt looked like any old belt (just with a big buckle on the front for their first initial), but if their weapons were holstered then magically the belt grew little sheaths for them to go in. Bandai decided to mimic that by having a flat belt piece for the rear shell, and a separate one with holsters. It’s a pretty cool idea and shows a nice attention to detail. Getting the flat piece off though is a little tricky. It sits very snug, but there is a small opening on the bottom just wide enough for a fingernail. It will come off, but I’m afraid repeated removals could eventually chip the paint. The piece with the holsters come off almost too easily, by contrast. Donatello’s in particular required minimal effort to remove, and I even knocked it off by mistake when trying to slide his bo staff into it.

img_0513

Die cast lower legs means Leo can achieve poses like this one.

I must say, these toys are pretty bad ass. While not 100% accurate, I’d say they’re around 95% and the look seems to capture the season two look from the show. There’s drawbacks to everything though. For these two, stylistically there’s not too much to complain about. I think the accessories could have been better, but the weapons look great. Donatello’s staff isn’t painted though, which seems like a really odd oversight. Leo’s katana look great, which is a tough thing to pull off as his weapons were easily the most inconsistent in the show often changing shape and length from episode to episode. The shoulders and neck area of the figures do seem a little off from certain angles. Bandai made little effort to hide the shoulder ball-joints and I think the head could have sat maybe a millimeter higher. It’s a fine line. The biggest, and most obvious, negative with these figures is the cost. At over $60 a piece, these are pricey additions to one’s collection. There are more expensive toys out there for sure, but it’s a far cry from the four bucks I paid for my Leo and Don back in 88 (it just so happens my very first TMNT action figures were also Leo and Don, plus Krang) and it will cost more than $250 for a set of four turtles. I’m all in though, so hopefully Mikey and Raph turn out well too.

Bandai has said the company is committed to this line of classic TMNT and intends for it to continue for at least a little while. In other words, they plan on making a Shredder though they also added in the caveat that the line needs to make them money, which is a given. After ten years, NECA is finally releasing its Shredder this fall in a box set exclusive to Comic Con, apparently the only way around the licensing issues with Playmates that has prevented them from putting him out this long. Playmates, for its part, never released its Shredder for the TMNT Classics line. I just want the essential characters, so Bandai, please, do right by fans and finish this line properly. I’d honestly settle for the four turtles and Shredder, but I would also love a Bebop and Rocksteady too. And if done well, a Master Splinter and Krang in his android body. At $60 a pop, I can probably do without a generic foot soldier and I honestly don’t care if I get an April, Casey, Irma, etc. No company has ever put out a solid Shredder from the cartoon, and that really needs to change.


Ranking the Zelda Games – The Top 4

5caa2739-c222-443c-8d6a-dff6048064c4We’re down to the top four in our rankings for the best games in The Legend of Zelda franchise. As far as climaxes go, this one is probably fairly anti-climactic as there’s a pretty clear top two in this series that the majority of gamers agree on. Though, as these games collectively get older there is undoubtedly more affection for the more recent games as suddenly a title like The Wind Waker is a normal gateway for players in their teens and twenties. Nostalgia always plays a role in a subjective exercise such as this one, though I sincerely feel these four games are the most dense and most fun Zelda experiences that Nintendo has put out. And I’m also not beholden to them. I really hope the next game in the series dethrones our champ, or at least forces its way into the conversation. Time will tell.

033

Link’s Awakening is the rare Gameboy game to utilize cut scenes.

4. Link’s Awakening (Gameboy 1993) – Of the four titles I’m going to highlight in this post, Link’s Awakening is probably the one with the least tenable hold on its spot and the most fluid of the titles. I mentioned it in part two, but games six through three are really interchangeable. The order isn’t that important, but I chose to put Link’s Awakening in the four spot because it’s a very unique entry in the series, an important one, and it’s also a damn good game. Link’s Awakening is a direct sequel to A Link to the Past, which is probably why the cover art is almost indistinguishable from that of A Link to the Past. When it first came out, I actually thought it was just a Gameboy port, but I of course found out I was mistaken. It’s the first portable entry in the series and is quite easily the best game released for the Gameboy, and it’s color edition is the best on the Gameboy Color, which is a pretty impressive accomplishment. It laid the groundwork for all of the portable Zelda titles to follow establishing certain trends like the ability for Link to jump and equip any combination of any two items he wishes. Want to walk around with bombs and the bow? Go for it! You don’t need to just carry sword and shield everywhere. It also features a totally offbeat approach to world-building. This game is pretty wacky, and of particular delight are the numerous cameos from characters common in the Super Mario universe, in particular the US edition of Super Mario Bros. 2. There’s a lot of genuinely funny dialogue and the plot is very care-free and loose. The Gameboy hardware has some obvious limitations when it comes to handling a Zelda title, but it’s surprisingly capable here. The only aspect of the game where the hardware limitations persist is really in the two-button control setup. It does become rather tedious switching between items constantly. There’s no shortcut to do so forcing the player to pause the action and access the items from the game’s menu. It’s an inconvenience, but a necessary evil. That’s really the game’s only negative for me. It’s challenging, provides a lot of replay, and is pretty unique among the other games in the series. If you never played it, it’s available on the Virtual Console. Go for the DX version as it’s in color and has a bonus dungeon. It’s truly one of the best Zelda titles around.

BreathoftheWildFinalCover3. Breath of the Wild (Wii U/Switch 2017)

The newest entry in the series has forced me to update these rankings. What was once a post about the top three, is now about the top four, and Breath of the Wild has forced itself into the top three, nearly top two. What made me rank it behind Ocarina of Time? Well, I think start to finish Ocarina is just a little more fun. It’s the perfect Zelda experience, but in 3D. – finding dungeons, collecting new gear, defeating Ganon. Breath of the Wild ditches that old formula in favor of a more relaxed approach that leans heavily on its vast map. It’s a phenomenal game and that approach may lead to a newer, and better, standard for the Zelda franchise, but right now it feels like it’s just scratched the surface of what makes an open world game so special. If you want more thoughts from me on Breath of the Wild, I made a nearly 4,000 word post on the subject right here.

bigpoe03_large

Hyrule may not look as good now as it did then, but many games from this era have aged worse.

2. Ocarina of Time (Nintendo 64 1998)  – Ocarina of Time has become perhaps the defining, and most popular, game in The Legend of Zelda series. Its use of three-dimensional polygons makes it modern, and since the game is almost twenty years old it’s become a popular introduction for many gamers to the franchise. It’s also a well-crafted, expertly paced, and visually impressive title for its era which has since been improved upon with a 3DS re-release.

Let’s go back to the mid 90’s for a minute and reminisce about the era defined by the Playstation and Nintendo 64. There was a battle for supremacy between those two consoles, and poor old Sega was left behind in the dust thanks to the Saturn. When Sega created the Saturn, they foolishly decided not to make the system natively capable of 3D graphics (it had no geometric processor and achieved 3D with the use of 2D sprites). It was a puzzling move since Sega had been at the forefront with such technology with titles like Virtua Fighter and Virtua Racing. The Saturn was built to be a 2D powerhouse, and it was as it was the only title that could probably handle the Marvel VS series. Since it couldn’t do great 3D, consumers and game developers largely ignored it leaving Sony and Nintendo to duke it out for console supremacy. And when it came to 3D titles, Nintendo had an advantage with its more powerful hardware and analog control stick which Sony had to add years later. In this era, many popular 2D titles tried to make the move to 3D and fell hard. Eight and sixteen bit legends like Castlevania and Mega Man just couldn’t cut it in 3D, but Nintendo had great success with its properties. It started with Super Mario 64, one of the most well-received games in history, and it continued with Zelda.

39915-legend_of_zelda_the_-_ocarina_of_time_usa-40

These guys were freaking terrifying in 1998.

Nintendo’s solution to making Zelda work in this new environment was to move the camera behind Link. The toughest challenge with any 3D game is the camera and getting it to be in the most optimal position, especially when negotiating jumps. Nintendo, realizing Zelda was never about platforming, decided to institute an auto-jump feature for Link. To attack enemies, the Z-trigger was used as a lock on mechanism where pressing the button would cause Link to lock onto an enemy. This was called Z-targeting, and once Link engaged an enemy no other enemies would pester him. As such, the combat was essentially a series of one on one affairs. While locked on, Link’s controls changed slightly allowing him to dodge left and right and hop away and towards enemies. This approach was called context sensitive actions, and it applied mostly to the A button on the N64 controller which was used for almost every action in the game. This all sounds elementary to anyone who grew up with the game, but at the time this was the kind of thing that stumped developers, but Nintendo figured it out.

the-legend-of-zelda-ocarina-of-time-screenshot-41

Another one of Ocarina of Time’s popular additions:  fishing.

Ocarina of Time’s defining trait, aside from the whole 3D thing, was the ability of Link to move back and forth through time. In the present he was just a kid, but in the alternate, dystopian future (does any other type of future exist in games?) he was an adult. The game didn’t require too much back and forth which helped keep it from getting stale. It also featured one of the better plots for a Zelda game that even saw the titular princess get her hands dirty. It introduced Ganondorf, the humanoid version of main villain Ganon, and even gave him a pretty interesting backstory. Gorons and Zoras also became more fleshed-out in Ocarina of Time and have largely remained unchanged since. The game has been so popular and so successful that every console edition of Zelda has basically played the same. That’s somewhat a weakness for newer games, but for Ocarina of Time I hardly consider it a weakness. Like the original Legend of Zelda, the game’s only real weakness is that it was limited by the technology of the time. The open fields of Hyrule are sparsely populated and pretty boring by today’s standards and it’s a damn shame the game was on a cartridge and not a CD as the score is too good for such compression. That’s all fairly trivial though. I’d tell you to go out and play the game if you haven’t already, but you probably already have numerous times.

images-224

This world still looks beautiful to me.

1.A Link to the Past (Super Nintendo Japan 1991/North America 1992) – In retrospect, it’s kind of surprising A Link to the Past wasn’t titled Super Legend of Zelda, following basically every other naming convention of the time. It may not have received such a lazy title, but in many ways A Link to the Past is simply Super Zelda, because it feels like the game the original Legend of Zelda was trying to be. Not only does it look and sound much better, but it’s huge, boasting more items, more dungeons, and two whole maps! The Legend of Zelda felt like a beast of a game when it came out, and it’s crazy that in a relative short amount of time it could be bested and improved upon so completely. It makes me miss the days of old when a new console was clearly a new, and more powerful, entity.

A Link to the Past basically added everything that has become standard to the Zelda franchise. Running, tossing items, changing worlds, ocarinas, you name it – A Link to the Past has got it. The game also features a tighter narrative so gone are those cryptic messages and random puzzle switches. It might not be as hard, as a result, but it also isn’t an easy game. Be prepared to die and hear that horrid beeping sound when low on health as you try to make your way to the next dungeon. The path isn’t always clear, making the game feel like a true puzzle at times. Remember the shock of going to The Dark World for the first time and finding Link transformed into a rabbit? Or pulling the Master Sword out of the stone for the first time? A Link to the Past is full of classic moments and classic sounds. The score is legendary now and is probably still the best of the series, even if it’s not as grand in scope as the more recent entries due to limitations of the time. It’s also no less fun to play. I challenge anyone to play this game for an hour and not have a good time.

047

One of the game’s many boss encounters.

A Link to the Past arrived early in the life cycle of the Super Nintendo. It wasn’t a launch title, but gamers only had to wait about a year for it. And since the console launched with Super Mario World they had plenty of time to kill before Zelda dropped. It was a must have title when it did, and my friends that got the game first became very popular overnight. Playing through it and completing it felt like a serious accomplishment, because games just weren’t routinely this big at the time. The same phenomenon would repeat itself with Final Fantasy II and III. It wasn’t that games like this were overly difficult, they just felt like serious tests of endurance. In truth, they just highlighted how much time average gamers spent playing video games. We probably spent as much time on Super Mario Bros. 3, we just weren’t as aware of it.

hqdefault-6

Atta boy, Link!

A Link to the Past is the best Zelda game because almost everything in it has been carried over into the games that have followed it, even more than twenty years later. It also holds up in every respect. It may not be in 3D, but it’s still easy on the eyes and possesses a lot of visual charm. I already mentioned the fantastic soundtrack, and it’s suitably challenging and a bunch of fun to play. If I had to find a fault with it then I’d say its storyline isn’t very compelling, but that can be said of just about every Nintendo first-party title. They’re not storytellers at Nintendo, just game makers, and with A Link to the Past they may have created the greatest game ever made.


Ranking the Zelda Games Part 2

images-223Part 2 of this ranking feature for the games in the Legend of Zelda series should be less controversial than Part 1. Hopefully that doesn’t make it boring because we are just about at that point with this list where I’m splitting hairs. It’s probably not really a spoiler to say that the top 2 Zelda games are not really in question, and I think for many, the order is mostly agreed upon. I also think the next two games on our list are pretty clearly inferior to what follows, though some of that does depend on what your appetite for retro gaming is (suffice to say, if you were born sometime after 1990 the order of the following games is probably different from mine). Let’s move along though to take a look at these prestigious games which made it deep into the top ten.

67651-legend_of_zelda_the_-_oracle_of_seasons_usa-68. Oracle of Seasons (Gameboy Color 2001) – The sister title to Oracle of Seasons, Oracle of Ages, has already appeared on this list. Seasons was to be the more action-oriented of the two titles, but it’s still a Zelda game and isn’t really lacking for puzzles. It’s a more balanced title that manages to challenge the mind just as well as one’s ability to wield an in-game sword. The gimmick here is obviously the seasons, as indicated by the title. Early on Link acquires the Rod of Seasons that he can use to change the season of the screen he is on. Each screen has a default setting that it will reset to once the player exits it. As far as gimmicks go, it isn’t too bad, but it is rather limited in terms of puzzle application. It’s often easy to see what needs to be done to reach a certain area or acquire a certain item and it’s mostly a matter of time when the player will acquire a dungeon item or open a new path to clear the way. It’s a fine entry in the Zelda series, but it’s lack of diversity and a missing ingredient or two keep it from being among the franchise’s best.

skullkidandmoon

If Link doesn’t take care of business this creepy ass moon is going to kill everybody. 

7. Majora’s Mask (Nintendo 64 2000) – Released two years after Ocarina of Time, Majora’s Mask has the distinction of being one of the few direct sequels in the Zelda series. It plays more like a companion piece than a full-fledged entry in the main canon, making it similar to the majority of the handhelds in that respect. And like the handhelds, it’s gameplay is driven by another gimmick, but this time the gimmick is pretty interesting. Majora’s Mask takes place over the course of three in-game days as the moon is on a collision course with earth thanks to the actions of the Skull Kid, who has stolen the magical artifact Majora’s Mask. As Link, the player sets out to acquire other powerful masks that enable Link to change form in order to progress further into the game. Using the Ocarina of Time, Link is able to continuously reset time to avoid disaster while keeping the items he’s obtained along the way. Essentially, this means that as the player you’re constantly in a race against the clock to advance the plot as far as possible before having to reset everything and do it again. It’s a clever idea, but it naturally overstays its welcome towards the end of the game. The game takes place in Termina, as opposed to Hyrule, necessitating a new, but less interesting, setting. And even though it’s in Termina, expect to encounter the same types of characters that Link did in Ocarina of Time. Thankfully, the game is shorter than its predecessor, otherwise the time-rewind function would really get old, but it still offers a pretty meaty experience. The game was remade and released on the 3DS in 2015, much like Ocarina of Time, and that edition is probably better than the original, but mostly just because it’s nicer to look at.

b00cfr7vsu_painting_lg

Link is able to get flat in this one and it’s a gimmick that actually works fairly well.

6. A Link Between Worlds (Nintendo 3DS 2013) – The next three games on this list I consider pretty fluid. I could have ordered them in any way and it probably would have pleased me, and that’s because they’re all great, but are just missing a little something which keeps them out of the top three. For number six, I’m going with the most recent game in the main series, A Link Between Worlds. Like Majora’s Mask and The Adventure of Link, A Link Between Worlds is a direct sequel to another game in the series. In this case, that game is the SNES classic A Link to the Past. If you’re a Zelda fan, then you know that makes this the only game in the series to be a sequel of a game that already has a sequel. That’s because Link’s Awakening also takes place after A Link to the Past. I have no idea how this one relates to Link’s Awakening, but since the plot of that game is basically a dream I suppose it doesn’t matter. A Link Between Worlds is both helped and hindered by its predecessor. It borrows heavily from A Link to the Past, and if you’re going to borrow heavily from a game it might as well be one of the greatest ever made. It’s main difference is in the item system. Instead of entering dungeons and uncovering a new item, they’re all made available early from a merchant to rent. The idea seems to be that the player would be exchanging items here and there with the merchant, but since they’re not very expensive and rupees are never that hard to come by in a Zelda game, most gamers probably rented them all at once fairly early in the adventure. So while the game does rightly attempt to change things up a bit, it’s mostly for naught. There’s another parallel world for Link to enter, Lorule (get it?), which is very reminiscent of the Dark World from the first game. Link also has the new ability to become a painting on the wall to access normally inaccessible areas. As far as Zelda gimmicks go, this one is solid as it’s not overly intrusive and does lend itself fairly well to puzzle solving. The game is a joy to play and it’s only major flaw is the difficulty. This is the only Zelda title I’ve ever played start to finish where I didn’t die once. I don’t need it to be as hard as The Adventure of Link, but I would like some challenge. There’s also really no point in the game’s progression that will tempt you to reach for a strategy guide or wiki, making it feel like a light, breezy, Zelda adventure.

the-legend-of-zelda-twilight-princess-hd-screenshot-hero_-mode

The color palette in this one is so earthy. Everything looks dusty/dirty. It reminds me of Resident Evil, believe it or not.

5. Twilight Princess (Nintendo Wii/Gamecube 2006) – During the press tour for Wind Waker, Nintendo assured those gamers irritated with the design choices made for that game that a more traditional, mature looking Zelda game was in development and would be released in the same console life cycle. As such, Twilight Princess feels like Nintendo’s reaction to the backlash they received for Toon Link. The game is visually dark and strikes a somber tone. Zelda herself is portrayed as a sad and somewhat tragic figure and the Twilight Princess hinted at by the game’s title is even more so. Link is his usual stoic self, but even he seems to sport a permanent scowl on his face and the moments where he appears to experience any semblance of joy are few and far between. Twilight Princess was developed on the Gamecube, but first released as a Wii launch title with some motion controls tacked on. They’re not overly intrusive, but only the aiming mechanic offered by the Wii-mote would be considered an improvement over a traditional control scheme. As such, most seem to consider the Gamecube version superior. The game largely plays like the previous 3D titles with the game’s Z-targeting combat system once again limiting Link to only one-on-one encounters. With Ocarina of Time, that went almost unnoticed at the time, but by now it was an obvious limitation of the Zelda style. Of course, the main difference between Twilight Princess and other Zelda titles is Wolf Link. When Link enters the Twilight Realm (yet another dark, parallel world to Hyrule) he takes the form of a wolf. As a wolf, Link can track enemies with his potent sniffer and tap into some twilight powers to kill Shadows. He is accompanied by Midna, a sort of cat like being that doubles as this game’s version of Navi. She’s just as intrusive, but I found her less annoying for the simple reason that she has a personality. And she’s not nearly as bad as that wretched sidekick in Skyward Sword. Twilight Princess is an appropriately grand adventure and another quality entry in the Zelda series. It’s main failing, aside from wolf Link being surprisingly uninteresting to play as, is that it feels far too familiar. Twilight Princess is to Ocarina of Time what The Force Awakens is to Star Wars. It’s very similar to Ocarina, almost to the point of deja vu. It even has a fishing hole with mostly the same challenges and goals of the one from Ocarina. It has a lot of the same themes for its temples, most of the same items, and so on. Had it come before Ocarina of Time, it’s possible it would be considered the better of the two, depending on how much you like or dislike the wolf and the Twilight Realm.

legend_of_zelda_-_nes_-_boss

Bosses were a lot smaller back then.

4. The Legend of Zelda (NES 1986) – Just outside of the top three is the one that started it all. It’s hard to explain to someone who didn’t experience this one in 1986 just how different an experience it was from other games. It’s a game design so perfect that it remains largely unchanged thirty years later. It’s rather incredible just how playable this game still is, and just how much fun it remains to be. It’s main difference from the modern games is mostly just how cryptic it is. It’s pretty clear where the game wants to send you in virtually every other Zelda game except this one. Here you’re just dropped into the fray and told to go beat the game. There’s a few hints along the way, if you happen to uncover them, and if you read the instruction booklet you get a few more, but that’s it. Word of mouth, and eventually Nintendo Power, was the way to beat this game back in the day as there was always a friend with an older brother, cousin, or cousin’s cousin that knew how to get into Level 6 or whatever. The game manages to be cryptic without being unfairly so, for the most part. There is one part where you have to find a specific bush and use a specific item on it that is pretty ridiculous, but it’s not on Simon’s Quest level. The combat is generally the same as the top-down Zelda titles that followed, but harder because all of the other enemies seem to be able to move much faster than Link. Some of the boss fights are so well constructed that Nintendo has returned to them over and over again. Really, if you grew up with one of the later Zelda titles being your gateway to the series then you owe it to yourself to go back and give this one a try. Once you get past the crude visuals and accustomed to how the game handles you’ll probably find yourself enjoying it quite a bit. The game is readily available as a downloadable title on basically every modern Nintendo device and will also be included with the NES Mini this fall. I’m obviously ranking this one somewhat on a scale to place it so high and affording it some deference for how important it is to the franchise and gaming as a whole, but I also genuinely love the game. I’ve returned to it over the years more than once, which is something I haven’t done for every game I’ve ranked behind this one (but something I have done for the ones ahead of it) which is a testament to its quality and its longevity. It’s really one of the greatest of all time.

 


Ranking the Zelda Games – Part 1

link_hyrule_historiaIf Mario is to video games what Budweiser is to beer, then Zelda is like the Alchemist Brewery. If you’re not a beer enthusiast that’s to say that Zelda is like fine wine to Mario’s table offering. And if you’re not a wine person, well I’m just saying that while Nintendo is best known for Mario, it’s Zelda that is their true flagship offering. Ever since The Legend of Zelda debuted in 1986 for the NES, it’s been the franchise that Nintendo is most apt to make sure isn’t over-exposed and benefits from long development cycles to best ensure a quality product is delivered. That’s not a slight against Mario, it’s just he has way more spin-offs and lesser outings than Link tends to (not that he’s immune from the occasional Hyrule Warriors or Crossbow Training).

To celebrate thirty years of Zelda, it seems like a good time to take a look back at the main entries in the series and rank ’em! I did it with Mario, so why not Link? The same criteria applies. I’m only ranking the main entries so Hyrule Warriors is out. I also choose to not acknowledge those horrible and forgettable entries on the CDi console. Portable entries do count, and where a remake exists I’ll acknowledge it, but for the most part, I’m ranking the originals. The era in which the game was released is also factored, though more weight is given to the games that are just plain more entertaining to play. So while some may argue that the original should be considered the best because it laid the foundation for all of the rest, I would argue that’s not enough to guarantee a number one ranking. Many of these games I’ve reviewed before, and where I have I’ll link to my original review so you can pick through what I said and criticize me for contradicting myself in places.

Before I really dive in, I would just like to say that a truly awful Zelda game has not been released in the main series. While some are definitely better than others, even the worst are playable. We’re definitely grading on a curve here. Essentially, what I’m saying is if you don’t like my criticism of your favorite Zelda game just remember I’m not saying it’s actually a bad game. So let’s get this thing going. Between the home consoles and the portables, I count a total of 15 games – 8 on consoles, 7 on portables. That doesn’t count remakes and it doesn’t count the side entries (Four Swords, Tri Force Heroes, etc.) and it obviously doesn’t include the as yet released Breath of the Wild. Now that I’ve established that, let’s see what the number sixteen, and worst Zelda game, happens to be…

rnn6qo7un0zzeasc7tjp

What could be more fun than sailing?

15. Spirit Tracks (Nintendo DS 2009) – Not surprisingly, our first entrant is a portable. Perhaps surprising to some, is that it’s not an infamous sequel on the NES. That’s because Spirit Tracks manages to be annoying, and kind of ugly. For Zelda on the DS, Nintendo thought it would be a great idea to force a stylus-based control scheme on the player. I can’t put into words how awful a decision that was. For the portables especially, Nintendo loves adding gimmicks to Zelda games. For whatever reason, Nintendo associates gimmicks with innovation, which I’d argue is a terrible mindset as a game developer. Regardless, the gimmick fails. The DS also isn’t powerful enough to do justice to the Wind Waker inspired visuals. To top it off, there’s also a really boring train mechanic added to the gameplay that’s topped only by Wind Waker’s sailing as most boring form of transportation featured in a Zelda title. I said before that a truly bad Zelda game has never been released on a Nintendo console, but Spirit Tracks is a game I would not recommend to casual gamers. Only Zelda enthusiasts need apply.

hqdefault-5

Maybe Nintendo should just get it out of their system and release Link’s Sailboat Training.

14. Phantom Hourglass (Nintendo DS 2007) – Given what I said about Spirit Tracks, it’s probably no surprise that Phantom Hourglass ranks beside it. Truthfully, there’s little separating the two as the control scheme is my major beef with both entries. Spirit Tracks just happens to have the more annoying train junk, while Phantom Hourglass has a slightly less cumbersome version of the sailing featured in Wind Waker. I’d also like to point out how wrong reviewers were when both games came out. Zelda has such a strong reputation that fans and professional reviewers alike seem to overlook things. As a result, if you look back on the review scores both games received you may be surprised at how high they are. I bet if you had most of those reviewers sit down today and replay these games they’d probably agree they were little over enthusiastic at the time their review was first published.

knight

I chose this image to illustrate how pathetically small Link’s sword is. As a male, he should be embarrassed to be seen in public with that thing.

13. The Adventure of Link (NES 1987) – Ahh here it is, the black sheep of the Zelda family. The Adventure of Link, like the American Super Mario Bros. 2, was Nintendo attempting to radically change their IP with its first sequel. Wanting to approach Zelda in a whole new manner, The Adventure of Link (often referred to simply as Link) was a side-scrolling action RPG that is unlike anything that has followed in the Zelda canon. As such, it’s hard to rank amongst the other games which all follow a pretty standard formula. Link is not the 13th best Zelda game because it’s different though. In fact, my main criticism with the Zelda franchise is that it needs to take more chances (and stupid gimmicks don’t count) or risk becoming stale. Link is simply ranked here because it has a lot of warts. It’s control scheme is subpar as Link’s range of attack is brutally short. It’s also a very difficult game, but with a surprisingly easy final boss, and it’s unforgiving nature is something no other title in the series shares. With some better tuning and balancing, Link could be a stellar title and it’s the type of game I’d like to see Nintendo take another stab at. It’s also worth mentioning that it’s a rare direct sequel in the Zelda timeline (not that it’s in-game storyline is remotely satisfying, making the sequel bit more of a novelty than anything).

the-legend-of-zelda-skyward-sword-nintendo-wii-preview-screenshots-2

Nintendo released a legitimately beautiful game and decided to clutter with the screen with a bunch of garbage.

12. Skyward Sword (Wii 2011) – Here it is, our first controversial entry! While the DS games may have their fans, most probably rank them towards the bottom of the pile in terms of Zelda games. And Zelda II is as close to being universally disliked as a Zelda game gets, but Skyward Sword? IGN gave it a perfect rating when it came out! Luckily, this isn’t IGN.com and it’s my list and I say that Skyward Sword is modern Zelda at its worst. Nintendo has been trying to make Zelda “grow up” and be a more epic style of game seemingly ever since the backlash received by Wind Waker when it first debuted at E3. Nintendo’s solution for Skyward Sword was to make the game slower and overly pretentious with its storyline. I don’t think I’ve encountered a game with a more dull opening few hours than Skyward Sword. For all of the things Nintendo does well, crafting a compelling storyline is just not one of them. Skyward Sword is boring, and the motion controls are terrible. I couldn’t stand them. Criticize me if you wish, but I couldn’t even finish this game and yet I’m still rendering a verdict. I won’t call it a terrible game, but I will say it’s a game that I hated. Since I like to be positive when it comes to my reviews of games and art alike, I will say the visual style is wonderful and I’m impressed with what Nintendo achieved with the aging Wii hardware. Here’s hoping Breath of the Wild is better.

the_legend_of_zelda_the_wind_waker_hd_screenshot_link_windfall_island

So have we collectively decided that Toon Link doesn’t look stupid?

11. The Wind Waker (Gamecube 2003) – All right, so we’re following up one controversial entry with another, but hear me out on this one. We’ve already reached the part of our list where the games are getting much closer in quality, and few would even be considered average games by traditional measures. Though in some respects, Wind Waker still trends more towards that “OK” range than that “Wow!” one. It’s a game with a funny legacy. When the Gamecube was first unveiled it was accompanied by a tech demo that featured a Link vs Ganondorf battle that largely resembled the visual style of Ocarina of Time. Most gamers took this as an indication of what the next Zelda title would look like. Then Nintendo unveiled Wind Waker with its cel-shaded toon look, and gamers revolted. By the time it was released in early 2003 opinions had softened some and it seemed like there was an over-correction to the initial backlash and the game was largely praised. It seems to be a common favorite for many, but for me, I consider it mostly a doldrum affair. It looks fine, it runs fantastic, and the controls are more precise than the N64 games that preceded it, I just find it boring. The modern Zelda titles, much like the modern Mario ones, are not known for their challenge, but Wind Waker takes things too far by being the easiest Zelda game in existence. The combat is especially trite as the parry system is just far too powerful. And then there’s the sailing…The sailing is painfully boring, but most people already know that and even the game’s adorers acknowledge that low point. The game is flashy though, and I think that’s a big reason why so many people enjoy it, but I just don’t have much fun when I play it. At least there’s no Navi though!

427393-legend_of_zelda___oracle_of_ages__the_60

Link gets to be a fish in this one, which is certainly different.

10. Oracle of Ages (Gameboy Color 2001) – When the Gameboy Color came out, it was announced that Zelda would be coming to the console by way of Capcom, who had a solid working relationship with Nintendo. Three games were to come that would interact with one another. Three games eventually became two, and the delays were severe enough that by the time Oracle of Ages and Oracle of Seasons made it to retail most gamers ended up playing them not on their Gameboy Color, but on their Gameboy Advance. Oracle of Ages was to be the more puzzle-oriented of the two, and it’s main gimmick was a time-traveling one that was also similar to the light and dark worlds found in A Link to the Past. The visuals and play style were very similar to the Gameboy title Link’s Awakening, which had also been re-released for the Gameboy Color. The look and feel of the game though was more rooted in traditional Zelda, but did carry on the tradition of the handheld games not featuring Ganon as the main antagonist. When the games launched, I expected to enjoy Ages more for its supposed puzzle-oriented approach, but I actually found it kind of lacking. The time puzzles felt rather ordinary, especially considering Ocarina of Time had tread similar ground, and the game started to become a bit of a grind towards the end. An enjoyable game, to be sure, but perhaps not as good as it could have been.

632078-920670_20050111_003

I think I would have liked this game more if Link was shrunk at the beginning and stayed that way so he could hang out with shoe gnomes.

9. The Minish Cap (Gameboy Advance Japan 2004, NA 2005) – The Minish Cap represents Link’s lone, non port, outing for the Gameboy Advance, a relatively underrated console in the grand scheme of things. It borrows heavily from The Wind Waker in terms of looks, a trend that would continue on the DS, while retaining much of the gameplay style of the Gameboy titles that preceded it. And like most of the handheld games, it features a gameplay gimmick that sometimes works and sometimes does not. In this one, Link’s hat is sentient and has the power to shrink him when he stands on specific platforms. As Minish Link, he can reach places he normally cannot. The game itself is tried and true top-down Zelda, and it’s mostly enjoyable. The gimmick overstays its welcome by the time the end arises, and stand-in villain Vaati is no Ganon, but it’s a fun, unremarkable kind of game. As such, it doesn’t really stand out amongst the Zelda library, for good or bad. If it had chosen to do more with itself it probably would have placed higher as the game looks, and handles, quite well. Re-used boss fights from older games and the same basic setup as others is what harms it more than anything. It also strikes to the core of my main point of criticism with the franchise as Nintendo is content to think whatever new gimmick it has added to the series is the basis for which it should be judged as far as originality is concerned, never mind that the same boss fights are recycled over and over.


Gaming Controllers: Your conduit to a virtual world

When it comes to video game development, there are a lot of factors to consider when crafting the perfect game. Visuals have always been a top priority as they’re the simplest way to demonstrate quality to the consumer so the necessary hardware is required to craft some pretty graphics. A fast processor is certainly required or else those pretty games will be choppy and slow. Audio is obviously important, as who would ever want to go back to mono? When it comes to actually interacting with a game and that little avatar on the screen, few things are as important as a controller. There are a lot of different factors that go into creating the perfect controller. Before the NES the joystick was the preferred input method, which was replaced by the directional pad or rocker switch, which has now mostly been supplanted by the analog stick or nub. Those early Atari controllers usually only featured one action button, now anything less than eight is unacceptable. As games have advanced through the decades, the controller has been asked to do more. Let’s pay tribute to those who have done it the best.

First, let’s also make some dishonorable mentions, those controllers that failed to impress.

nintendo-64-controller-gray-flatNintendo 64 – How to rank this one? You all know it, that oddly shaped, three-handled device released in 1996 alongside the Nintendo 64. It wasn’t the first controller to feature an analog thumb-stick, but it certainly made it standard, which is about the only good thing I can say about it. It was chunky, the face buttons felt cheap, and the shoulder buttons offered little satisfaction. The Z-trigger was a nice touch, but unless you were playing one of the many 3D platformers featured on the N64, this one was lacking.

images-222Atari Jaguar – Just look at this thing. If you never handled one consider yourself lucky. Ignoring that the system was a terrible waste of money, this controller was a beast of unwieldy proportions. See that key pad? Of course you do because it’s gigantic. That thing had inserts that could be snapped over it depending on the game, but it was mostly a tacky, useless feature that just made the controller obtuse. The cheap feel didn’t help things either.

All right, with those out of the way let’s move onto the top five. For the controller to be considered, it had to be a “stock” controller during a system’s lifespan, meaning it came bundled with a new console. I also tried to give some deference to the controllers that paved the way, otherwise this top five would be really slanted towards the modern additions since developers have naturally had many opportunities to improve upon the designs of yesterday. Before I get to the top five, let’s first pay homage to the godfather of the modern controller:

nes-controller-flatThe NES controller – It’s the one that standardized the modern layout of basically every controller. The d-pad on the left, and action buttons on the right. Maybe the squared edges weren’t the best idea but the re-designed “dog bone” bundled with the later model NES rectified that mistake. It’s been improved upon by leaps and bounds, but few people thought at the time there was anything wrong with it.

neo-geo-cd-controller-fr

5. The Neo Geo CD Controller – Neo Geo is the console for SNK and their many arcade games. It was a high-end console for arcade enthusiasts as the giant cartridges were essentially identical to the arcade counterpart. As such, it was really expensive. It was also heavily populated by the fighters, and since every arcade cabinet is equipped with a joystick, the Neo Geo was bundled with one as well. When the Neo Geo CD came out though, it came with a more traditional controller. The layout is the standard established by the Super Nintendo with four face buttons arranged in a diamond shape, but the thing that stands out is that analog slider type of input on the left. Quite simply, it’s the finest analog stick or slider I’ve ever encountered, which is incredible since it’s over twenty years old at this point. It has a satisfying click to it and enough resistance for more precise actions. I’m not sure how well it would hold up with modern 3D games, but for 2D games it’s flawless. And best of all, it’s the only analog thumb-stick I’ve ever encountered that’s usable with fighting games. Anyone who tried to play Street Fighter IV on an Xbox 360 can tell you how impossible a task that is.

v00276-5y

4. Sega Genesis Six Button Controller – Not a stock controller initially, the six button version of the Genesis controller was the preferred controller by gaming enthusiasts who had a Genesis. And if you were really into fighting games, it was probably your favorite across all consoles. It maintained the standard Genesis d-pad, which included easy diagonals making it superior to the one offered by the Big N. The three buttons layout though was suboptimal, and the six button controller rectified that shortcoming. The layout made it super easy for games like Street Fighter II and Mortal Kombat to access the strongest punch and kick attacks. By the time the Genesis 3 and the CDX came to be the controller even came with a turbo function (in case you forgot, gamers in the 90’s thought turbo was the greatest)! The only criticism that can be levied on this one is the size. Being quite small, it takes some getting used to in the hands of an adult male.

xbox-one

3. The Xbox One – It’s more or less the same as the 360, which is probably what most gamers wanted. The ergonomics of the controller are pretty tried and true and this point, though while most controllers are trended more towards the smaller side, Microsoft still likes to keep their controller a little thicker than others. While the original Xbox controller was too much like the Dreamcast in that department (which was a contender for a dishonorable mention), the Xbox One controller has found a nice balance. The only thing holding it back is that damn D-pad. One of the measuring sticks of a controller is how well it handles all genres of games, and the Xbox One’s inability to properly control a quality 2D fighter is a hindrance carried over from its predecessor. If you don’t like 2D fighters though, a genre that has certainly seen its popularity apex long ago, then you’re probably good with this one.

snes-controller-flat

2. The Super Nintendo – The Super Nintendo is essentially the root of all modern controllers (excepting, of course, the oddball Wii controllers) as it established the preferred layout for virtually every game. A directional input on the left, diamond shaped action buttons on the right, and shoulder buttons for easy trigger finger access. The rounded edge made it comfortable, and the center of the controller was open for less important buttons and functions which is something future controllers took advantage of. The Super Nintendo controller was essentially perfect for its era. While most gamers would agree the the d-pad on the Genesis controller was superior, it wasn’t able to match the feel of the SNES controller, nor was the d-pad advantage enough to make up for the extra buttons. Oddly enough, Nintendo has been the one company to not really carry forward the SNES controller’s design. After it came the N64 and Virtual Boy, which also featured a terrible input device, before the Gamecube sort of brought Nintendo back to the old design. The Wii and Wii U obviously went in completely different directions for their input device, but at least they’ve had secondary controllers that resemble the SNES one. Sometimes it’s better to just stick with what works.

a703161

  1. The Dual Shock 4 – Stick with what works seems to be an unofficial motto for Sony and its Playstation controllers. The original Playstation featured a controller that was essentially a SNES controller with two extra shoulder buttons and handles for added comfort. After the N64 made analog a big deal, it was replaced by the Dual Shock which added a vibrating function and twin analog sticks. The PS2 and PS3 did little to change from the Dual Shock, but the Dual Shock 4 brought about some slight modifications that have helped to make it gaming’s best all-around controller. The D-pad is still placed in a prominent spot despite the fact that it’s utilized less than an analog stick, but the analog input manages to remain in a thumb-friendly zone. The rear triggers are comfortable and responsive, and the diamond layout for the face buttons is preserved. Sure, the touchpad in the center of the controller is a novelty addition, but it’s not one that takes away from the controller’s main functions. It’s the one controller I really can’t complain about as it has a nice weight to it, it’s durable, and never lacking for buttons. Good luck to those who try and top it, but hopefully Sony continues to stick with what works.

90’s Nostalgia is Taking Over

959_The_Nineties(2)It was only a matter of time before the 1990’s received the same treatment as the decades that preceded it. Even when living in the moment I knew it would happen some day. My dad’s favorite radio station when I was a kid was Oldies 103.3 playing mostly hits from the 60’s and 70’s, at the time. Sometimes I would think to myself that this could be me one day, only the radio would be playing the hits of the 80’s and 90’s. Of course, this didn’t quite happen as FM radio is practically irrelevant in the year 2016, but the 90’s are striking pop culture today in numerous ways.

It’s come along gradually, with novelty products showing up in specialty stores with a bit of a 90’s theme. I’m thinking mostly of t-shirts featuring bands and cartoons from that decade, or those oppressive POP vinyl toys of seemingly every licensed property invented from the 80’s and 90’s. It just seems like in the past couple of years we’ve been hit with a wave of nostalgia from that era, pointing to it being here to stay for the foreseeable future until it’s pushed aside by something else.

maxresdefault-4

Missed Doug? Clarissa? Tommy? Well they’re on TV once again. Rocko? Not so much.

We’re near the two year anniversary of The Simpsons marathon that launched the FXX network. For this first time in well over a decade, those classic Simpsons episodes from the earliest seasons were back on television. The Simpsons has been a hit for FXX, and it’s not surprising that other networks have followed suit with similar packages. Last year, The Nickelodeon Network debuted The Splat on its Teen Nick channel. This brought back the shows from the 90’s every night starting at 10 EST. I’m not sure how The Splat has faired when it comes to ratings, but it’s mostly delivered what it promised even resurrecting old TV spots from back in the day. It’s second year hasn’t been as good though, with the network relying way too much on Hey Arnold! and later seasons of Rugrats. The grosser, more “90’s” styled shows like Ren & Stimpy and Rocko’s Modern Life seem to only pop up around holidays. And while it’s a bit of a trip to watch Double Dare, the show is so outdated and just not engrossing at all for an adult as the trivia questions are usually absurdly easy or absurdly hard (when they needed to force a physical challenge).

hqdefault-4

Give us the Beavis and Butt-Head we want, MTV!

Just in the past couple of weeks, MTV (a sister network to Nickelodeon) has launched its own classic channel called MTV Hits. It promises to feature programming from the 80’s and 90’s, though the promos they ran seemed to emphasize the 90’s more than anything. It’s been kind of hit and miss for me since it launched. While it’s neat to see Unplugged again featuring the classic performances of Nirvana and Alice and Chains, why the network chooses to only feature Beavis & Butt-Head episodes from the 2011 revival makes little sense. I can only assume it’s a licensing issue (perhaps regarding the videos featured in the old episodes) that keep the classics off-air, or maybe they’re saving them for a future marathon or some other feature. The package shows of music videos have also been really spotty. I watched an episode of Rock Hits and found most of the videos to be post 2000, and who gets a nostalgia boner for Creed?

Perhaps more surprising is the rise in 90’s soft drinks of late. Food and beverages isn’t the first category I think about when I ponder nostalgia, but it does make sense as a lot of people will associate certain consumable items (like candy, soda, or even beer) from a particular era. It was still kind of surprising though when Coca-Cola partnered with Amazon a couple of years ago to resurrect Surge. Surge is perhaps the most identifiable 90’s beverage thanks in part to a silly marketing campaign as the extreme soda (though anyone alive at the time knows Jolt is the real extreme soda) and its recognizable can. It’s apparently been successful enough for it to hang around on Amazon, though apparently not successful enough for a full re-release to stores. I’ve had the re-launched Surge, as I did like it as a teen, and found it tasted more or less how I remembered. It seemed to be just a bit sweeter than I remembered with less bite to it, but that’s probably more to do with me drinking far less soda today than I did back then.

151210101805-crystal-pepsi-bottles-780x439

Surprising many, is the return of Crystal Pepsi in 2016.

Coca-Cola didn’t stop with Surge though, as this summer they re-introduced Ecto-Cooler, their green, orange flavored drink that was a tie-in with The Real Ghostbusters. For whatever reason, the flavor stayed on store shelves well past the expiration date on that cartoon and you could even find it in the 2000’s. With a new Ghostbusters film hitting theaters this summer, Coke felt it was an appropriate time to resurrect the brand. I have not had the new Ecto-Cooler, because I didn’t care for the original. Hi-C is basically soda without carbonation. It’s gross, but if it’s your thing be my guest. I hear it basically tastes the same.

While Surge may be the most 90’s of beverages, the undisputed king of 90’s soda that isn’t around today has got to be Crystal Pepsi. Launched with a massive marketing campaign in 1992, Crystal Pepsi only lasted a year, but it made an impression. Marketed as a cleaner alternative to regular Pepsi, Crystal Pepsi was essentially caffeine free Pepsi without any coloring. It was sort of an odd experience when consuming it out of a glass or bottle where you could see the liquid, but it tasted almost exactly like traditional Pepsi. I think it was that sort of weird factor, and the fact that Crystal Pepsi had virtually no health benefits over regular Pepsi, that doomed it. It also had to likely make up a huge deficit to start off with thanks to that ad campaign which featured “Van Hagar’s” “Right Now” heavily.

After an online campaign that attracted some mainstream attention, Pepsi brought back Crystal Pepsi as a reward for a promotional tie-in with their cell phone app last December. Just this past week, Pepsi brought the beverage back to retail in 20oz form only. Time will tell how successful this is, but for now, Pepsi is saying it’s only here for six weeks or so. I’ve been surprised at how quiet the company has been about it as I’ve see no advertisements for it whatsoever, just a clever website mocked-up to look like an early 90’s website (it also features a playable 90’s themed version of Oregon Trail). When I’ve mentioned the subject to friends and co-workers, the reaction has been the same “They brought it back?”

As for the product itself, it tastes pretty much how I remember. Of course, we’re talking almost 25 years here so my memory cannot be relied upon, but Crystal Pepsi still tastes like regular Pepsi with maybe a slight difference that’s too small to even really describe. I’m pretty excited to have it back, as the point of my life that I’m easily the most nostalgic for is probably that period from 1992-1994. It was just a good time to be alive and be a kid and I loved Crystal Pepsi when it first came out so it’s pretty cool to have it back. I just wish the label was a little more interesting and incorporated that light shade of blue the original had. I hope it does well enough to score a 12-pack release in cans. If Pepsi wants to make it a seasonal, summer beverage I’ll even accept that. I just hope it’s not gone for good come October.

So what’s next for the 1990’s? I didn’t even touch on the movies, like the revival of the Teenage Mutant Ninja Turtles or the upcoming Power Rangers film. There appears to be no end in sight. Hopefully these nostalgia-themed television channels up their game and companies continue to resurrect the great brands of yesterday. I’m looking at you Nestle, as I want my Alpine White back, damnit!

L-0ia88hquttuh94


The Complicated Legacy of Sonic the Hedgehog

Unknown-35

If you were playing video games in the early 90’s you’ll know that finger wag from a mile away.

When it comes to video game characters, the most popular one of all-time isn’t up for debate. That would be Mario, the man of many occupations who first thwarted the mighty Donkey Kong to save his love (or was a pusher of animal cruelty depending on your point of view). Mario is a character that passes the grandparent test, which is, even your grandparents know who he is. For a time though in the early 90’s, a character rose up to rival Mario’s popularity and may have even eclipsed it for a brief moment. That character is Sonic is the Hedgehog, the mascot for the Sega company who’s responsible for putting a Sega Genesis into the homes of more Americans than the Super Nintendo.

Sonic was a hit, and he always was supposed to be. Look up how a character is created and you likely won’t find a more formulaic character than Sonic. He epitomized 90’s “edge” and “cool” and kids were supposed to love him and think he’s way cooler (way past cooler?) than that pudgy plumber on the other guy’s console. He starred in his own gaming franchise and made the leap to television and basically soared through the first half of the 90’s, but sadly his popularity would not last.

The original Sonic the Hedgehog released in 1991 is a pretty simple game at its heart. It was a platform game by name only. Very little time was spent navigating floating platforms and hunting for power-ups and warp zones. Instead Sonic just wanted you to hold down on the Right button and power on ahead. Sonic was fast, even though hedgehogs aren’t known for their speed (or for the color blue), and the object of each level was simply to get to the end. Sure there were rings to collect which triggered bonus rounds, but that stuff was secondary. Some levels would slow things down, such as the dreaded water ones, but never to the point where Sonic ever felt like Mario. Sonic would race through the level, leap over enemies, shoot through loops, bounce off springs, and really only pause to battle the villainous Dr. Robotnik (referred to as Eggman in Japan and in all modern Sonic games).

images-221

Sonic 2 introduced Tails, Sonic 3 would add Knuckles, Sonic CD would bring Amy. Now there’s like thirty more clogging things up.

Sonic games were like an adrenaline rush. It was both exciting and nerve-racking to have Sonic zipping along at top speed knowing at any moment an enemy could pop out or a spike pit could be looming. Besting the levels was one part reflex and another part repetition. There was an element of trial and error to Sonic that rarely become frustrating. Sonic was also a single player game, but Sonic 2 would introduce the character Tails and shoe-horn cooperative play into the game. As player 2, Tails was not fun to control because the game followed Sonic and only Sonic with Tails often getting left behind off camera. He couldn’t die, so that was a plus, but he didn’t really bring anything to the gameplay experience. Players could elect to control Tails and only Tails, but he was basically just a palette swap of Sonic, only cuter. Sonic 3 would improve on the co-op dynamic by allowing players to control Tails in flight. He could lift Sonic to hard to reach places which made the Sonic and Tails adventure a little different from the Sonic solo mode.

Sonic the Hedgehog 3 and its sister title, Sonic & Knuckles, probably represents Sonic’s peak as well as his fall. The game became bigger and introduced a new character, Knuckles the echidna (whatever that is) who could glide and climb walls with his spiny knuckles. He was an antagonist in Sonic 3, and a playable character in Sonic & Knuckles. Sonic 3 was a big game compared to the previous titles. There was more emphasis placed on exploration which slowed things down just a touch. The graphics were also overhauled and allegedly Michael Jackson was responsible for most of the soundtrack. It was also meant to be bigger, as Sonic 3 and Sonic & Knuckles were supposed to be one game, but Sega likes money so it rushed the game to market. Sonic & Knuckles was the only game to feature Sega’s lock-on technology which allowed players to attach the prior Sonic games to the cart in a pretty ingenious maneuver. For Sonic 2, this meant gamers could play as Knuckles for a new take on things. For Sonic 3, this essentially opened up the whole game and allowed for saving as well which finally made collecting those pesky chaos emeralds worthwhile.

250px-SatAMtitle

Sonic wasn’t content to dominate just games, he had to have television too.

While this was all going down, Sonic was also succeeding elsewhere. On television, The Adventures of Sonic the Hedgehog was airing on weekday afternoons. Featuring everyone’s favorite nerd Jaleel White as the voice of Sonic, the show was a pretty typical children’s cartoon with cool protagonists and dim-witted villains. On Saturday mornings, a separate Sonic cartoon, simply titled Sonic the Hedgehog, was airing on ABC. It too featured White as the voice of Sonic but this show struck a more serious tone. Robotnik was the antagonist seeking to “robotocize” the population and succeeded in doing so with Sonic’s beloved Uncle Chuck in the first episode. Sonic was joined by Tails as well as a cast of character not featured in the games. Together they referred to themselves as freedom fighters and often employed guerrilla tactics to stop Robotnik and slow his progress. It was actually a pretty cool show, and both looked and sounded better than Adventures and the serious tone helped make it stand out. It doesn’t quite hold up for adult viewing, and Sonic for some reason needed to have a food obsession (chili dogs) like a certain group of turtles, but it’s still a pretty interesting interpretation of the games. Also of note, is Sonic’s solo adventure for the ill-fated Sega CD peripheral. I covered that in a full review years ago but it’s often heralded as Sonic’s best outing, it’s just too bad so few got to play it since the Sega CD was both pricey and awful.

Together with Sonic, Sega was able to claim a partial victory, though not a resounding one, in the 16 Bit Wars, but victory would be short-lived. Sega hastily tried to bring Sonic into the third dimension with Sonic 3D Blast, a dreadful top-down platformer released on the aging Genesis and ported to Sega’s new console. The industry moved on and Sega tried to stay one step ahead of its rivals with the Sega Saturn, a CD based system ill-equipped to handle the demands of 3D processing. The Saturn quickly fell behind not only Nintendo and its Nintendo 64, but also new-comer Sony and its Playstation. And in a truly puzzling maneuver, Sonic never had a true outing for the Saturn. He would skip the whole console generation while his old rival Mario wowed industry insiders and gamers alike with his performance in Super Mario 64. Sonic would not receive a full-fledged outing until Sonic Adventure in 1999 for the Sega Dreamcast.

Unknown-37

If we want to be positive about Sonics more recent adventures, Sonic Generations wasn’t too bad.

Sonic Adventure was the hedgehog’s proper introduction to 3D and the results were a bit mixed. People at the time seemed to be pretty delighted with the return of Sega’s mascot, and the game looked great. The title was a hit and helped get the Dreamcast off to a decent start, but the momentum died quickly as the shadow of the Playstation 2 loomed large. At that time, people seemed willing to overlook Adventure’s short-comings, namely the giant cast of characters that forced non-speed related gameplay into the mix, but they were less willing to do so when Adventure 2 arrived in 2001. Most agreed that playing as Sonic was still fast and still fun (and newcomer Shadow played exactly the same), but 2/3rds of the game was devoted to scavenger hunts as Knuckles/Rogue and mech battles as Tails/Eggman. Those slower segments were mostly panned, and rightly so. This is about the time people started yearning for Sonic to go back to his roots.

There was a brief reprieve for Sonic via Nintendo’s Gameboy Advance. By now, Sega had folded as a console manufacturer and turned to publishing its games on other systems. This helped to land Sonic on handhelds where he was free to be himself. A series of games on both the GBA and the Nintendo DS were mostly well-received, if not spectacular. Simultaneously, Sonic continued to spin his wheels on the home consoles. Games like Sonic Heroes, Sonic Unleashed, and Sonic and the Black Knight were mediocre to just plain awful. Sega seemed willing to try everything and anything with Sonic, and few times did it work out.

Meanwhile, Nintendo has mostly kept its star happy with quality main titles. Yeah, Mario has been whored out to the dreaded spin-off more times than can be counted, but the main titles in the Mario franchise have mostly been great. I’m talking about games like Mario Sunshine, Galaxy 1 and 2, 3D Land, and so on. Sonic has even struggled when going back to the well with 2D as Sonic the Hedgehog 4 was a pretty big bummer of a game. Sonic’s brand and reputation has been so tarnished that it’s now a surprise when he stars in a legitimately good game.

Unknown-36

Archie, which has seemingly never stopped believing in Sonic all these years, is celebrating his 25th in style. Odds are their comic will be better than whatever piece of crap game Sega offers up.

So what is Sonic’s legacy? Is Sonic one of the most beloved characters in video game history? A symbol of quality and excellence on par with the rival he will be forever linked with? Or is Sonic more of a flash in the pan; a product of the times that failed to adapt with the changing tastes of the masses? Is Sonic the video game equivalent of disco? When I think of Sonic the Hedgehog I’m taken back to many days and nights with my Genesis. I remember playing the original title at my nana’s house and running out of the bedroom announcing to all of the adults that I had finally beaten the game. I remember seeing Sonic transform into Super Sonic for the first time while playing Sonic the Hedgehog 2 and being totally captivated. I remember days spent mastering the bonus stage of Sonic 3 in my quest to collect all of the chaos emeralds so I could experience Super Sonic in that game (I also remember doing the same with Tails hoping to uncover a Super Tails, I was very let-down with the end result). That’s the Sonic I choose to remember. Thankfully, I haven’t had many extended experiences with the modern titles, or even the modern cartoons like Sonic X and Sonic Boom. I still know Sonic’s brand has suffered irreparably. I loved Sonic when I was 10 and I imagine most ten year olds today think he sucks, and it would be hard to argue with that. This year marks the 25th anniversary of the original Sonic the Hedgehog, and Sega is reportedly planning some big announcements. Hopefully they focus less on the glitz and just make a good game already. Sonic can’t take much more of this.


Disney gets the Lego Treatment

maxresdefault-3Lego is one of the most popular toy manufacturers on the planet. They’ve become known for their building block style toys that come in various shapes, sizes, and colors and can be combined to form castles, pirate ships, space crafts, and other fantastic designs. They also have struck gold with their mini figures, simplistic action figures that embody the Lego design and make great pilots, captains, and heroes to pair with the various sets. It used to be you had to buy a construction set to get a figure or two, but for several years now Lego has capitalized on the appeal of its mini figures by releasing them individually in blind bag assortments. Even more recently, Lego has decided to apply a popular license for these blind bag releases. For the past two years, that license was The Simpsons. I was rather fond of this decision and really it got me back into Lego after not buying a set since I was a kid. The Simpsons I feel still had legs and a series three would have been welcomed by me, but Lego has apparently killed that line and decided to go with a new license:  Disney.

Theming a line of figures on the Disney license is almost as broad as creating a line of “People” figures. The Walt Disney Company has been putting out animated and live action films for nearly a century. The company has its own television station full of original programming, plus it owns Pixar, Marvel, Star Wars, and ABC to name a few. And since Lego already makes Star Wars and Marvel sets, it stands to reason that their Disney themed wave of mini figures could include those franchises if it wanted to. What it really means for Lego is that its first wave of Disney mini figures is an amalgamation of a few popular Disney properties. The first set of 18 Disney figures contains popular Disney creations like Mickey Mouse and Donald, characters from classic animated films like Aladdin and Peter Pan, and also a few Pixar figures to round things out. There are likely fans out there who would have preferred it if Lego stuck to the classic animated films, or maybe even just the Mickey and friends line, but Lego opted to try to please a wide consumer base.

IMG_0256

A motley crew of Disney plastic.

As someone who likes Disney and is married to a woman who LOVES Disney, it meant i had to collect this line with the same vigor as I did with The Simpsons. The wave hit retail on May 1st, though a few lucky individuals probably found them earlier. Like other mini figure waves, this series is released in blind bags so the consumer doesn’t know what they’re buying, unless they’re willing to sit and prod at each bag to feel the figure out. As Lego did with The Simpsons, they’ve chosen to make custom head sculpts for a lot of the Disney characters, basically all of the non-humanoid ones. That means finding Mickey and Minnie when groping a plastic bag is actually pretty easy, same for Sticth as well as the ducks, Donald and Daisy. I actually found the entire wave pretty easy to feel out and went a perfect 18 for 18 with my purchases. Now, if only I had better luck at finding the figures at big box retailers. Stores like Target and Toys R Us sell each figure for 3.99 a piece, but I got stuck hitting up specialty shops that charged 6.99. The things I do for love.

 

Unlike The Simpsons, these Disney figures are not released alongside any standard Lego sets, which is a bummer. Lego does have a line of Disney centric Lego Friends sets which focus on the various princess characters. The Friends line is Lego’s girl line, because apparently girls can’t handle traditional mini figures and bricks, and it’s clear Lego avoided duplicating characters it had already released as part of that line. The set of 18 is mostly free of the princess characters, with the exception of a mermaid Ariel. Alice from Alice in Wonderland is also included, but I don’t think she’s ever been considered a “princess.” From the Mickey and Friends collection, we have Mickey, Minnie, Donald and Daisy. Any Disney fan immediately sees that list and says “Where’s Goofy?!” He’s missing in action here. The four who are included look pretty good though. Donald and Daisy even have a little duck “butt” piece which is pretty funny but also pragmatic. Mickey is kind of dull though as he comes with no unique pieces or accessories. He doesn’t even have a tail! That’s a problem I’ll address later as it’s a recurring problem. Not the tail, but the lack of accessories to go along with these figures.

IMG_0257

Ursula’s got it going on.

From the Disney animated classics group of films, there’s the following:  Alice, Cheshire Cat, Maleficent, Peter Pan, Captain Hook, Stitch, Ursula, Ariel, Aladdin, and the Genie. All are done fairly well, though characters like Aladdin and Pan suffer from being a bit too conventional and kind of boring in appearance. Genie suffers a little in that he’s fairly unique, but the efforts made to convey that don’t work so well. Instead of getting a more unique sculpt, he’s actually a standard mini figure with add-on pieces to round out his look. He does have a “ghost” lower body which is kind of neat, but he still doesn’t really look all that much like the Genie from Aladdin. Plus Lego got really cheap with his gold cuffs and only painted half of his wrist. Maleficent is unique in that she doesn’t have legs, but a triangular block for a base to simulate her robes. It works pretty well as a visual, though it’s probably not fun for kids to play with. Ursula is definitely the cream of the crop as she gets a uniquely sculpted lower body that looks great. Ariel does as well, but her tail is rather blocky and unappealing to look at. I get that Lego is supposed to be blocky, but there’s just something off with Ariel’s look.

 

IMG_0258

The piece Lego fanatics have been waiting years for:  duck butt.

Pixar is also featured, albeit in a minor way. There aren’t many Pixar characters that would work as Lego mini figures, but Lego did pick some suitable ones. From Toy Story, there’s Buzz Lightyear and the Alien, and from The Incredibles we have Mr. Incredible and his foe Syndrome. Buzz is the star of the four. While he doesn’t quite look like the Buzz we know and love, the unique pieces included give him a lot of personality. The Alien gets a unique head sculpt and looks fine, while Mr. Incredible and Syndrome look about as good as they can, though they’re a little boring. I don’t dislike any of the four, and actually really like Buzz, but I am left wishing Lego had stuck with more conventional Disney properties and gave Pixar its own wave.

 

With any release like this, it’s easy to zero in on what’s missing. Properties like Pinnochio, Snow White, and The Lion King are synonymous with Disney but not represented here. There’s also a lack of quality accessories that’s kind of disappointing. Mickey comes with none, when he should come with Pluto. He could have come with some clothing type accessories like his sorcerer’s hat, something which is better than nothing. Ursula comes with King Triton’s trident but not his crown, and Ariel comes with an oyster shell with a pink jewel in it. Maybe I need to watch The Little Mermaid again because I don’t remember that amongst her many treasures. I’d rather she come with a fork, I mean, dinglehopper, though a Flounder would have been better. Stitch, Cheshire Cat, and the Alien all come with no accessories, and Aladdin and the Genie both come with the same lamp. Couldn’t Aladdin at least have come with a black Jafar’s lamp? These figures aren’t really all that cheap, the least Lego could do is make sure each character has at least one appropriate accessory to round them out.

IMG_0259

Pan looks kind of bloodthirsty, not that Hook looks like any less of a maniac.

Criticisms aside, I do think this is a pretty solid wave of mini figures and a nice start for the Disney line. I assume there will at least be a wave two and I’m hopeful Lego will explore some Disney sets, especially if they’re based on Disney World or Disneyland. As far as a potential wave 2 is concerned, I would assume some characters are no-brainers. Goofy, Woody, and Jessie seem like locks. Near locks would include Mrs. Incredible, Frozone, and Jafar. If Lego really wants to stick with the films its already touched upon, then characters like King Triton and the Queen of Hearts certainly have a shot as well. I’m hopeful that Pinnochio and Jiminy Cricket get a look, and a Beast and Gaston would be pretty awesome. It’ll probably be nearly a year before we know what’s to come, but until then it will be fun to speculate.

UPDATE:  Well it took Lego a few months to unveil it, they did indeed confirm a Lego version of Disney World’s iconic Cinderella Castle is coming this September. It will retail for $350 (ouch!) and total over 4,000 pieces and come bundled with 5 mini figures. Making her traditional Lego debut will be Tinker Belle and she’s joined by a tuxedo-clad Mickey, a red polka-dot version of Minnie, a pink version of Daisy, and Donald, who appears to be identical to his previously released figure. It looks pretty slick, and it’s hard to argue with the character choices. The castle interior looks like it will be full of easter eggs, and possibly hints for future mini figures, and the only initial piece of criticism I could offer is the depth of the castle looks shallow. It likely would have benefitted from a hinged design to make the base at least appear bigger. Aside from that, it’s a nice piece of eye candy and something I’m going to have to buy for my Disney-obsessed wife.LEGO_71040_fi

 


Persona 4: The Animation

P4A_promo

Persona 4 The Animation

Originally conceived as a spin-off of the Megami Tensei series of video games, the Persona series has blossomed into a full-fledged series able to stand on its own. In the minds of many, it has surpassed its sister series to become the tentpole franchise of developer Atlus’ numerous video game properties. And of the four main games released in the series, the most recent, Persona 4, is likely the most popular and most beloved. Which is why this game in particular has received numerous spin-offs of its own. From the fighting game Persona 4 Arena, to the rhythm game Dancing All Night, the Persona series, through Persona 4, has managed to touch multiple genres across several consoles. This is pretty impressive considering that Persona 4 is already eight years old. As a very late entry on the Playstation 2 console, it would not have been surprising for the game to make little or no impact considering many gamers had already moved onto newer consoles, but Persona 4 persevered and three years later found renewed life on the Playstation Vita in the form of Persona 4 Golden.

The game itself is an excellent example of what a modern Japanese Role Playing Game can offer. More importantly for the series, it introduced a wonderful cast of very likable characters that drive the story along. It’s because these characters proved so endearing that Atlus spun the series off into an anime. First released in Japan in 2011, Persona 4 The Animation largely stays true to the source material and tells the game’s story in anime form. It was because I enjoyed the energy of the game so much that I decided to check out the anime, even though the great mystery of the game was already known to me as a result of playing through it multiple times.

p4-group

The gang’s all here.

The Animation is a standard anime series consisting of 26 half hour episodes. The voice cast for the game is largely retained for the anime, and in the case of the english dub, is nearly identical to the cast from the Golden version. The only notable difference is the character Naoto, who is voiced by May Elizabeth McGlynn, who actually brings a deeper tone to Naoto that works better for the character’s secretive nature early on. The role of Kanji Tatsume is at first handled by his video game voice actor, Troy Baker, but he was replaced midway through by veteran voice actor Mathew Mercer. I don’t know what the reason was for the switch, but had I not told you about it you probably wouldn’t notice as the two gentlemen sound very similar. The voice acting of the english dub in the game plays a huge role in making the story fun and engaging and the cast brings the same energy to The Animation. I know in the world of anime fandom there are many purists who won’t watch the english dub, but for this series, I think you would be doing yourself a disservice by ignoring it.

The Animation is an adaptation of the original Persona 4 released on the Playstation 2 and features the same cast of characters as that game. Fans of The Golden version may be a tad disappointed to find out that there’s no Marie or ski trip sequence but what is here is the meat of the original game. Now, anyone who has played the game may be wondering how the anime handles the main character. That’s because in the game the main character is your typical silent protagonist that the player names at the start of play. For the anime, the main character has been given the name Yu Nakamura, and I am sure the name “Yu” is selected for the very obvious reason that it’s pronounced the same way as the word “you” which is how virtually every character refers to him in the video game. Yu is voiced by Johnny Yong Bosch, which fans of the game may recognize as the voice of Tohru Adachi, another character in the game. Bosch voices both for the anime, and in a confusing turn of events, his version of Yu sounds a lot like Adachi from The Golden version of the game with his Adachi for the anime speaking in a much higher register. It took me awhile before I stopped hearing Adachi every time Nakamura spoke, though that’s no slight on Bosch whom I consider a fine voice actor. Nakamura in the game is fairly confident and also sarcastic. This worked for me as I often opted for such a personality for my version of the character in the game whenever I was given dialogue options. For instance, when the boys are all signed-up against their will to compete in a drag contest Nakamura embraces the challenge and seeks to win while his buddy Yosuke is mostly horrified and embarrassed.

persona_4_the_animation-02

Yu discovers he can enter the TV. As far as super powers go it’s not quite on par with Superman, but still better than Aquaman.

The general plot for Persona 4 is that Yu has left the city to stay with his uncle Dojima and his daughter Nanako for a year while his parents are away. Dojima lives in the small town of Inaba where he’s a detective and almost right when Yu shows up in town a weird string of murders starts taking place. Yu makes friends with another transplant student, Yosuke, as well as the meat-obsessed girl Chie and her best friend Yukiko. Yu and his friends think the murders are tied to this weird rumor spreading around school about a secret Midnight Channel. On rainy nights, people appear on the Midnight Channel and then wind up dead a few days later. Yu discovers he actually has the power to enter the television, and upon doing so awakens his “persona” powers. He soon shows his friends who all must face their other self in the TV world before awakening their own personas. The plot unfolds with people appearing on the Midnight Channel before disappearing, at which point our heroes enter the TV World to save them. It’s there they battle shadows and befriend a strange looking bear named Teddie. Their group expands as they save people to include the loner Kanji, a newly retired idol named Rise, and a young detective named Naoto. Their investigation into who is behind these murders often forces them to cross paths with Dojima and his assistant Adachi which creates tension between Yu and his uncle. The story unfolds as a mystery with numerous red herrings placed in the way before the mystery is finally solved.

altnboam6zps5qotenzh

A fan favorite, The King’s Game, made the transition from game to anime quite well.

Through the 26 episodes, just as there were through the video game’s 40+ hours, the characters take time out to be high school students who have regular high school problems. The boys, particularly Yosuke, tend to be motivated by women which leads to many humorous situations. There’s plenty of instances of more sophomoric humor that largely works because the characters come across as so genuine and naive. I imagine it’s quite easy for people to identify with some of the stuff that goes on and it certainly takes me back to my own high school days. The anime also makes an effort to capture all of the various relationships Yu forms in the video game outside of his core group of friends. In perhaps one of the more creative episodes from the show, we follow Nanako around as he spies on Yu to see why he’s so busy during the summer. It’s through her we see familiar faces from the video game such as the old woman who refers to herself as Death, Sayoko from the hospital, and Shu, the boy Yu tutors in the game, among others. The following episode retreads the same ground but from Yu’s perspective. It was a clever way to try and work a lot of material into the anime that occurs in the game.

The hardest aspect for the anime in adapting the source material relies really in its scope. As I mentioned before, the game unfolds over roughly 40 hours, depending on your pace of play. It’s not at all uncommon to log twice that many if you’re really thorough. It’s really too much for one season of television and the anime is forced to pick and choose what it considers most important, and for the most part, it does a good job. What really gets short-changed the most is the TV World where the battling feels rather rushed. I feel if I had not played the game first the TV World would just confuse me as it’s not always clear how the characters fight with their personas. Some of the investigation tedium in between characters disappearing also gets condensed with the series moving at such a brisk pace. There’s not always time to indulge in the mystery and I really didn’t feel a part of the investigative process like I did with the game. More disappointing to me though was a lot of the scenes between Yu and Dojima were either condensed into fewer scenes or omitted from the anime. I felt their relationship wasn’t conveyed as well which is a shame because it was one of the most well constructed parts of the video game.

persona-4-the-animation-6694

Just as he can in the game, Yu wields multiple personas while everyone else is limited to just one.

Likely, your enjoyment of this series will largely come down to how familiar you are with the video game. This series feels like it was meant to supplement the game. It’s 26 episodes of fan service. Visually, the show looks fine though there are many instances where there’s little animation occurring on the screen, likely to save money. Some episodes look better than others, an often trademark of anime where more money is sunk into the most important episodes. It’s largely on par, or better, than the anime sequences in the game and the characters all look how you would expect. The music should also be familiar to those who played the original game, though some new compositions were made for the anime. It’s all quite good and the added songs kept the soundtrack from feeling as repetitive as the game sometimes would get.

Persona 4 The Animation is basically what I expected. It allowed me to spend a bit more time with the characters I loved from the game, even if I was just experiencing a more condensed version of the game’s plot in a more hands-off kind of way. If you’ve never played the game, I really would not recommend you check this anime out as I don’t think you’ll be getting full value. The anime is hard to come by in the US so I had to resort to amazon.com in order to acquire it. The Blu Ray release is split into two volumes, or sold as one large collector’s edition. It’s way overpriced so I opted for the DVD collection which was still a bit pricey compared to how much a season of a typical television show often costs. The visuals are not this anime’s selling point, so I don’t think I’m missing anything by getting it on a lesser medium such as DVD, but having never viewed the DVD I obviously can’t be certain. A 12-episode Golden season was released a few years later to add the sequences from Persona 4 Golden. Right now it’s even more expensive than the normal run and I can’t justify the cost to check it out. It would be nice if they had released a reasonably priced collection that merged the two into one cohesive story, like the game, rather than try to switch back and forth between the two to get the full story in the proper order. Still, it’s kind of cool they even bothered animating the Golden sequences and if it ever comes down in price I probably will check it out. The video game is still the way better experience, but I found Persona 4 The Animation worth the price of admission.


WrestleMania XXXII Preview

wwe-wrestlemania-32WrestleMania is once again upon us. This year the flagship show of the wrestling year is coming live from Dallas, TX in front of what could be a record-breaking crowd at AT&T Stadium, home of the Dallas Cowboys. This should be the most exciting time of the year for wrestling fans, but this year’s edition of WrestleMania has a different feel. Injuries, always a factor in sports and wrestling, have played a huge role in shaping this year’s card. None of last year’s title winners will be able to compete this year due to injury. Daniel Bryan, who last year won the Intercontinental Championship in a ladder match, was forced to retire due to injury. Other competitors who can’t compete include Seth Rollins, who won the WWE Heavyweight Championship at WrestleMania XXXI, John Cena, Cesaro, Sting, Randy Orton, Nikki Bella, and others. This makes booking the show a real challenge, but there’s also opportunity. It’s been a pretty good year for NXT graduates, and some of them will be putting their talents on display Sunday. Still, there’s mounting criticism that this show has not been booked well and expectations are probably lower than they’ve been for a WrestleMania in a long time. I’ll get to those issues and more as I walk you through the card for WrestleMania XXXII. I’ll make a prediction on who I think will win as well as include the “opposite momentum” prediction. If you’re not familiar with the concept, opposite momentum refers to the character who looks weakest on the most recent episode of Raw (e.g. – Rock blasts Stone Cold with a chair to close-out Raw only for Austin to win on Sunday) who often ends up winning at the Pay-Per-View. Determined wrestling fans have tested the theory out and it’s usually right in about 80% of matches. As always, card subject to change.

3029093-20160307_wm32-keyart_match_kalistoryback_1920x1080--983d76314f9262b3c351e91fbcefe253Pre-Show: United States Championship Kalisto (c) vs Ryback

This year’s edition of WrestleMania has three pre-show matches scheduled. The pre-show is two hours long (ugh) and one of those hours will be shown on the USA Network and both hours will be on the WWE Network. The first match, as of this writing, pits the US Champion Kalisto against the bruising Ryback. The story-telling for this match has mostly resided on the lesser shows like Smackdown and Superstars. Kalisto, after trading wins with Alberto Del Rio, has been a mostly quiet champion. It’s hard to understand what the future for him is. How much is the WWE behind him as a champ or is he just a place-holder? Meanwhile, Ryback has made a slight heel turn and traded in his air-brushed attire for black trunks prompting chants of “Goldberg” from the audience. The lack of real story development is what probably landed the match on the pre-show. It also raises questions as to why this match isn’t the big ladder match for a minor title instead of the Intercontinental Championship match. I think a lot of behind the scenes guys have always envisioned big things for Ryback, so a win here seems likely for the big guy. Who knows if the program between the two will continue beyond WrestleMania? Match-wise, this one could surprise. Kalisto, for all of the questions around his character and story direction, is a great in-ring talent and Ryback has come into his own (when he’s not trying to wrestle like a cruiserweight). I don’t think they’ll be given enough time to be a true show-stealer, but I expect a solid bout, though the threat of a squash win is always in place in this type of match-up where one guy has such a huge size advantage.

Opposite Momentum Winner:  N/A

Prediction: Ryback

Wrestlemania-32-10Pre-Show:  Brie Bella, Paige, Natalya, Alicia Fox, and Eva Marie vs. Lana, Naomi, Tamina, Emma, and  Summer Rae in a 5 on 5 Tag Match

This is a classic “It’s WrestleMania and we need to get everyone involved” match. Basically, all of the women wrestlers on the main roster (plus two who mostly wrestle on NXT) not involved with the Divas Championship match are in this one. As a fan, these matches kind of suck because the storyline leading up to it is nonsense, or nonexistent, and the matches are usually filler. As a human being, it’s understandable why the WWE wants to get everyone involved. For a lot of wrestlers, being left off the WrestleMania card is devastating for multiple reasons. Unfortunately for Brie, this is probably her last match before she heads off into retirement (unless she decides to wrestle one more match the next night on Raw) and it’s probably going to be a lackluster one. Including Eva Marie with the babyfaces is also bizarre as everyone hates her. I don’t know if it’s bad story-telling or if if she’s supposed to be hated by her teammates. Anyways, the prevailing storyline leading up to this match is Lana vs. Brie. As such, I expect Brie to “do the honors” (the tradition in wrestling where an outgoing star puts over a rising one) and take the pin here with maybe some treachery from Eva being involved. It’s also possible Brie and Lana face-off in a one-on-one match on Raw to close things out, or she takes on Eva Marie if there’s a double-cross at WrestleMania.

Opposite Momentum: Lana, Naomi, Tamina, Emma, and Summer Rae

Prediction: Lana, Naomi, Tamina, Emma, and Summer Rae

HDGdNr4vPre-Show: The Usos vs. The Dudley Boyz

Our last pre-show match pits the babyface duo of The Usos vs. the newly anti-table Dudley Boyz. Borrowing a bit from Mick Foley’s old anti-hardcore gimmick, the Dudleys have given up on tables and turned heel determined to be perceived as something more than a mere nostalgia act. Meanwhile, The Usos are just The Usos and have been in and out of the tag team title picture for years now. Not much is expected from this match, and if it is indeed the final match of the pre-show, it could be pressed for time. If the WWE wants us to take the Dudley Boyz seriously, then they could really use a win here as they’ve mostly been glorified jobbers since they made their return. Longterm, I have no idea what the plan is for this feud, but it seems like The Usos are better equipped to handle a loss than the ECW vets.

Opposite Momentum: The Dudley Boyz (though it’s pretty flimsy)

Prediction: The Dudley Boyz

The Main Card

28aaf_wrestlemania_32_andre_battle_royalThe André The Giant Memorial Battle Royal – Various

This is the male match designed to get everyone not involved in a feud onto the card. Debuting at WrestleMania XXX, the Andre The Giant Battle Royal seemed like it was going to be a one-time thing and also a stepping stone for the victor, Cesaro. Instead, Cesaro’s post-Mania push fizzled and the giant trophy awarded to him was rendered a silly prop. The following year, The Big Show emerged victorious making it kind of a lifetime achievement award for the modern era Giant. This year, I expect the match to also be a reward for an aging wrestler looking for one last moment of glory. Aside from that, there’s not much to say about it. WWE has left the final few slots in the match a mystery, so there could be some surprises or maybe Legends cameos. Regardless, expect a pretty mundane battle royal that lasts ten minutes or so that has no longterm storyline implications.

Opposite Momentum: Not Big Show and not Kane.

Prediction: Mark Henry, who is expected to retire at some point in 2016.

20160324_WM32-keyart_MATCH_8man_1920x1080--70dc5220e7bb48fa403c6d116518156aLadder Match for the Intercontinental Championship: Kevin Owens (C) vs. Sami Zayn vs. Dolph Ziggler vs. Zack Ryder vs. Stardust vs. Sin Cara vs. The Miz

This is another “get everyone involved” match, but at least the participants and the gimmick may lead to an above-average match, potentially a show-stealer. Expect these guys to go all out and try to make this a memorable match. Pretty much all of them are still looking for that “WrestleMania Moment.” While Ziggler, Miz, and Stardust have been here before, Ryder has been with the company for years but never given a chance to shine at a WrestleMania outages of the battle royal at WrestleMania XXX. For the incumbent Owens and challenger Zayn, this is their first go at WrestleMania (in Zayn’s case it’s his first PPV with the main roster), for the longtime real-life buddies this will probably be a big moment for them in front of the biggest crowd they’ve ever seen. Unfortunately, I can’t help but think that this match would be far better as just a one on one bout between Owens and Zayn, continuing their NXT feud which was cut short by Zayn’s real life injury. The US title match would be better off in this spot as the big cluster-fuck match. As it stands, four of the competitors here are extreme long shots to win and a program between Zayn and Owens seems inevitable. It’s possible WWE views that feud as one that doesn’t need a title involved, but that would be a mistake. Zayn got the best of Owens on Raw, so he’s the opposite momentum long shot. Poor planning aside, I am looking forward to this match though I also know that the current climate in WWE means this ladder match has no chance of approaching the Attitude Era ladder matches but it should still be fun. This match should tell us how behind Owens the creative staff is. Owens seems like a future main eventer, and by future I mean soon. A big win here at WrestleMania could help to solidify his standing. A loss in such a chaotic environment could also be seen as a win for him as it frees him up to chase the big one, though like I said earlier, a program with Zayn seems like the next step.

Opposite Momentum:  Kevin Owns

Prediction:  Kevin Owens

wwe-rumors-wrestlemania-32-matches-final-card-ladder-match-intercontinental-title-match-order-kickoff-main-event-styles-jericho-670x377AJ Styles vs. Chris Jericho

This would normally be a classic blow-off match if not for the fact that there isn’t a classic feud-ending gimmick involved. No cage, no unique win conditions, it’s not even no DQ. This is a feud that has been going on basically all year, with the two trading victories before the newcomer Styles picked up a rubber match win. That lead to a brief pairing of the two that last just long enough for WWE to print “Y2AJ” t-shirts before Jericho turned on Styles. There’s no real opposite momentum prediction here as no one really got a leg-up on the other on Raw in a convincing fashion, but expect Styles to come out ahead as he’s the guy expected to hang around while Jericho probably goes back to podcasts and Fozzy gigs. These two guys have a chance to steal the show with a mat-classic on par with Savage/Steamboat, but absent a title, I don’t expect the two to be given enough time to deliver that good a match. Hopefully they’ve held back some spots just for this occasion to elevate this one beyond something we’d see on Raw.

Opposite Momentum: N/A

Prediction: AJ Styles with The Styles Clash

20160315_WM32-keyart_MATCH_NewDay_LON_1920x1080--716572d60de9dac6f4d7d0b626de49e9Handicap Match:  The New Day vs The League of Nations

The New Day enters this match as Tag Team Champions but the belt will not be on the line unless a change is made last minute. It’s also a 3 on 4 handicap match presently but there’s always the possibility of a surprise entrant. The League of Nations debuted earlier this year as a stable and seemed like they were primed for success as a powerful heel faction. Instead, they’ve been afterthoughts ever since Sheamus dropped the WWE Heavyweight Championship and Del Rio the US Championship. An injury to Wade Barrett has mostly kept him on the sidelines but it’s strange it’s taken them this long to get involved with the Tag Team Championship. Meanwhile, The New Day has been one of the hottest acts in the company even though they’re supposed to be bad guys. The audience has latched onto them and started cheering them and they’ve embraced those cheers and become a true baby face squad. Since the titles aren’t on the line, and the League of Nations needs a big credibility boost, I expect them to prevail. If not, they’ll be effectively buried absent a creative finish if they can’t take advantage of the numbers.

Opposite Momentum:  The New Day

Prediction:  The League of Nations

Dean-Ambrose-vs.-Brock-Lesnar-WrestleMania-32No-Holds Barred Street Fight:  Dean Ambrose vs. Brock Lesnar

While the majority of matches preceding this one have suffered from some creative missteps, Ambrose vs. Lesnar is not among them. While one could argue that one, or both, participants should be in the main event this rivalry has been rewarding and this match is perhaps the most intriguing. Lesnar has been billed as unstoppable, often only losing when a triple threat stipulation keeps him from being a part of the decision. When Ambrose has challenged him physically he’s been unsuccessful, which is why this one is being sold as an anything goes match with Ambrose loading up his “red wagon of doom” with various instruments of destruction on Raw. They’ve kept these two from getting physical leading up to the event, so no one has an edge or non-edge heading into this one. I expect a very physical confrontation, and hopefully WWE lets them get as hardcore as they want to otherwise all of the build-up will look silly. With the way Lesnar is booked, it seems unlikely that Ambrose can win here without some outside interference. The Wyatt family lurks, and they don’t have a match anywhere on the card. A Bray Wyatt vs. Lesnar feud has been teased several times so it would make sense for him to cost Lesnar a match here. Perhaps with Lesnar getting decimated so he can be off TV for awhile, per usual.

Opposite Momentum:  N/A

Prediction:  Ambrose

wrestlemania-32-the-undertaker-vs-shane-mcmahonHell in a Cell for Control of Raw:  Shane McMahon vs. The Undertaker

The match that came out of no where. I was pretty excited to see Shane come back a few weeks ago, like apparently everyone else, but I was not happy to see him booked against The Undertaker. This is a spot that could be used to elevate a younger guy, especially if rumors of Undertaker’s imminent retirement were true, but instead it’s just a quick and cheap way to add some star power with a returning Shane to a card decimated by injury. Hell in a Cell is also a match I’d like to see put on hiatus for awhile. The creative aspects of the match have been exhausted and few have come close to matching the original Hell in a Cell match and its follow-up. The stipulation here is that if Shane wins he gets control of Raw, and effectively control of the whole company. If Undertaker loses then this is his last WrestleMania match. That part of the stipulation is an empty threat as if Shane gains control of the WWE there’s nothing stopping him from reinstating The Undertaker. And since he’s just doing what Vince tells him to do, Shane really has no reason to hate Undertaker. That stipulation was just a last ditch effort to add some motivation for Undertaker and it failed. As far as the ending of this one goes, it’s anybody’s guess. It seems far-fetched to expect Undertaker to lose to a non-wrestler at WrestleMania, but since his streak ended a few years ago, perhaps it’s in the cards. After all, who cares if he has one loss or two at WrestleMania? The number people cared about was zero. Undertaker could pull a fast one on Vince and allow Shane to pin him, a returning John Cena could somehow get involved, a returning Cesaro, the Wyatts, etc. And no one would be surprised if it turns out Shane and Vince are in cahoots and maybe this was a way to force Undertaker out? That wouldn’t make any sense, but that has never stopped WWE in the past. Maybe the best outcome would be Reigns getting involved on Shane’s behalf, with Shane doing the same in the main event to create a Shane-Roman alliance going forward. I do hope for a Shane victory that keeps him as a baby face because the era of the heel controller of the show has been around way too long. In the end though, I think this match is what it is, a one-off for Shane to liven things up for WrestleMania only.

Opposite Momentum: The Undertaker

Prediction: The Undertaker

20160308_WM32-keyart_MATCH_charlotteshasha_1920x1080--eb9510721be038b7c73cef69ecd758a0Divas Championship Triple Threat:  Charlotte (C) vs. Sasha Banks vs. Becky Lynch

I am not one for hyperbole or prone to exaggeration, so it’s saying something to call this the most important match in the history of women’s wrestling as far as the WWE is concerned. For as long as I’ve been alive, the women’s division has either been an after-thought or a way to inject some sex appeal into the show. Ever since NXT proved the women could be just as entertaining as the men, there’s been a push for the main roster to showcase the women in a legitimate way. It should come as no surprise then that all three participants are graduates of NXT. Charlotte is the heel, daughter of The Nature Boy, she’s had a nice little run with the belt. Banks is the heir apparent and one of the most over stars in the company. Like The New Day, she’s basically a heel that the crowd adores, making her a baby face. Confused? Becky Lynch is the wild card. Every bit as talented as the other two, she’s never held the NXT Women’s Championship and has been riding in the backseat while Charlotte and Banks drive the bus. If rumors are true, this will also be the last match for the Divas Championship as it will finally be tossed aside in favor of a new WWE Women’s Championship. The ending seems too obvious, but oftentimes WrestleMania is fairly obvious as WWE likes to have its fan favorites emerge victorious on the biggest show of the year. For that reason, I see a Sasha Banks victory. She will be the one to carry the Women’s Division into the future and it seems like WrestleMania XXXII is the best way to spotlight her and get the Sasha Era started (especially since the main event seems destined to disappoint). My fantasy booked hope is to have Banks win with a rematch occurring the next night on Raw in the main event to further drive home the fact that the Women’s Division is an important part of the card. In truth though, I could see any of the three women emerging victorious Sunday night.

Opposite Momentum:  Becky Lynch

Prediction:  Sasha Banks

maxresdefault-1200x675WWE World Heavyweight Championship:  Triple H (C) vs. Roman Reigns

It’s possible this match isn’t the main event as the crowd revolt against Reigns continues. Triple H is supposed to be the heel in this one, but the crowd’s disgust with Reigns being forced upon them for over a year now just seems insurmountable. Reigns is not a bad wrestler, but his character is kind of bland. I don’t detest the guy, but he’s not my pick for champ. Still, I wouldn’t go so far as to boo him, and that makes me a part of the minority, I suppose. The dilemma facing the WWE with this match is if it stays on script and has Reigns go over Triple H they risk having 100k people ending WrestleMania with a rain of boos descending on the ring. That’s fine when a designed heel prevails, but the joyous celebration in the ring would not mix well with such a scene. The alternative is to have Triple H win, but I don’t think that’s really in the company’s best interests either. Last year, with the same problem, WWE inserted Seth Rollins into the main event at the last minute to have him steal the belt from Brock Lesnar by pinning Reigns. There’s no Money in the Bank briefcase this year to save them, making the most likely outcome some kind of a crazy finish that sees other baby faces get involved to maybe give Reigns a rub. However, when WWE tried that last year with The Rock, of all people, the crowd still unleashed the boo-birds on Reigns. It would seem a heel turn for Roman Reigns would be best, but is WWE ready to give-up on Roman Reigns as the top baby face in the company not named John Cena? Probably not.

Opposite Momentum:  N/A

Prediction: Roman Reigns

 

There you have it, my picks for the entire WrestleMania XXXII card. Honestly, it doesn’t look like a great show on paper but maybe low expectations will help. The only matches I’m looking forward to are the Women’s match, the Ladder match, and Ambrose/Lesnar. The card is so loaded that there’s going to be some victims of time. I’m interested in the outcomes of the main event and the Hell in a Cell match, but I don’t think either match will be exceptional. Here’s to hoping that WrestleMania will be the start of a new era, one where creative actually listens to the audience and gives them more of the wrestlers they really want to see, and less of the ones they don’t.