Results tagged “ds games”

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Capcom's Captivate 2010 event was chock full of interesting game release announcements, including some highly anticipated Nintendo DS releases. Ghost Trick: Phantom Detective will be hitting North American shores sometime this winter. When the game was originally announced at TGS '09 Capcom made its plans for an eventual worldwide release known. At Captivate 2010 Capcom released the official trailer in English (which features some kick-ass typography) and a gameplay trailer.

Ghost Trick's story revolves around a man named Sissel, who regains consciousness only to discover he's been murdered. The disembodied spirit leaves his body on a quest to figure who murdered him and why. Along the way Sissel discovers he has the power to possess inanimate objects and manipulate them by means of his "ghost trick" ability. In addition to his quest to find answers to his untimely death, Sissel sets out to prevent more people from being murdered by manipulating objects to rescue victims. Even if he fails he has the uncanny ability to reverse time four minutes before a victim's death to try again. The only catch? When the sun rises his ghost will disappear forever, so he only has one night to find answers to his questions.

Ghost Trick is officially defined as a mystery adventure with puzzle elements. Using the DS stylus players will have the ability to possess various objects and to solve various puzzles using Sissel's ghost. With Ace Attorney series creator Shu Takumi at the helm of this game, the puzzle logic, visuals, and plot should be an experience to remember.


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Shortly after Capcom trademarked the name "Okamiden" in February gamers speculated the game would eventually be released outside of Japan. Capcom confirmed the game will arrive in the West sometime in 2011. An official English trailer and a gameplay trailer were released at Captivate. Sure it may feel like a step backwards to have the follow up to Okami take place on the DS, but the visuals are still amazing and early reports suggest that the DS stylus is a much better fit for the game's brush stroke mechanics. And considering how badly Okami sold on the PS2 and Wii (despite high scores and critical praise), a DS sequel is better than nothing at all.

Okamiden takes place several months after the events of Okami. Chibiterasu is a young son god who is called upon to save the world. Taking the form of a wolf pup Chibiterasu is aided by Kumi, a descendant of Susano. Together the pair will fight to stave off darkness and return color to the world. If you have yet to give the original Okami a try (I'm guilty of this myself despite owning the game) you have until next year to play the original either on the PS2 or the Wii.
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When it was announced in early 2009 that the next Ace Attorney game would be featuring Miles Edgeworth it didn't come as a complete surprise to me. Edgeworth is certainly popular enough to star in his own spin-off game. The real surprise came when Capcom declared the switch from a first-person view to a third-person view and a game entirely focused on investigating. The courtroom drama is essentially the heart of the Ace Attorney series and I had my initial doubts about the change. Still, the idea of playing a game from the opposite side as Phoenix Wright's main rival was too intriguing to pass up. While a slow start and the lack of a courtroom setting sucked many compelling elements out of Investigation's early story I eventually found the game to be a worthy entry in the series.

Ace Attorney Investigations: Miles Edgeworth takes place between Phoenix Wright: Ace Attorney: Trials and Tribulations and Apollo Justice: Ace Attorney. Many of the game's events occur after the last case of the third game and before the tragic events of the forth game. Miles Edgeworth has just returned from one of his frequent trips abroad and discovers a murder has taken place in his office. Before he can ask questions the prosecutor is confronted by a gunman hidden in the shadows. The gunman says little before shooting a nearby portrait and making his escape. Hearing the noise Detective Gumshoe and other officers immediately rush to Edgeworth's aid. Unharmed but shaken, the cravat sporting prosecutor vows to examine the entire crime scene. He and Gumshoe discover the identity of the murder victim and they eventually bring his killer to justice. The murder in his office was just a glimpse into the seedy underbelly of a larger international crime conspiracy. Uncovering the conspiracy will leave behind more victims and will ultimately cause Edgeworth to question the effectiveness of the law at times.


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No one gets away with committing murder in Edgeworth's office.


Like all Ace Attorney games Investigations overall plot comes together at the end. Unlike the spectacular plot twists of the first four games in the series AAI is by far a more realistic game. The methods of murder and the motivations are more believable this time around (as believable as an Ace Attorney game can be anyway). The move to increased realism means much of the plot is predictable, at least for the first few cases of the game. Combined with the overall ease in difficulty the plot of Investigations occasionally feels like a step backward when compared to the rest of the series. Fortunately, when it becomes apparent that much of AAI's plot is interconnected the story really hits its stride.

Good characters are vital to the Ace Attorney games and for the most part Investigations delivers. Kay Faraday and Shi-Long Lang are two interesting new key characters. Kay, a self-proclaimed legendary thief literally steals the role of assistant from Gumshoe. In other words her role is similar to that of Maya Fey and Trucy from previous games. Her bubbly attitude contrasts nicely with the overly calm Edgeworth and her interactions with him give the game a much needed shot of humor. Prior to her arrival much of the game's humor is quite dry. It may seem odd that a self-proclaimed thief would want to team up with a prosecutor but it's no more outrageous than spirit mediums and magicians who roll with defense attorneys.


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At least this pack leader from Interpol has style. Although his logic is questionable.


Shi-Long Lang on the other hand serves as Edgeworth's rival. The international crime investigator frequently makes odd but amusing wolf analogies, has 99 officers working directly under him, and absolutely hates prosecutors. As the alpha officer on many international investigations Lang has no problem with chasing Edgeworth away-- much to the prosecutor's chagrin. And as if to please fans who felt cheated by their near absence in Apollo Justice many of the original characters are trotted out from the first three games. The most notable returning character would be Franziska von Karma whose vital role in Investigations almost rivals Egdeworth's in importance.

Ace Attorney Investigations: Miles Edgeworth can be considered an incremental upgrade in the Ace Attorney gameplay formula. The switch from a first person perspective to a third person perspective is certainly a step in the right direction for the Ace Attorney series but it is hardly evolutionary. The ability to control Edgeworth as a sprite makes crime scene navigation and exploration much easier than in previous games. The days of navigating various screens to get from location to location are gone in favor of a single expanded location. AAI has some pretty interesting crime scene locations including an airplane, an amusement park, and even the famous courthouse.


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Behold the power of Logic! Edgeworth has no need for a Magatama or the ability to perceive people.


The game itself is split into two major sections consisting of investigation and debates. The investigation works much like it does in previous Ace Attorney games but with one key exception, Logic. Edgeworth utilizes Logic (i.e. common sense) to help move a mystery along in order to reveal the truth. Logic is the act of putting together several bits of information Edgeworth has noted about a crime scene to come to a conclusion. For example if a victim has been shot and an exit wound is present but there is virtually no blood around the crime scene the savvy prosecutor can piece the clues together. From there he will that conclude the murder may have happened elsewhere. Using logic is pretty straight forward and is a great tool for figuring out what to do next during an investigation. The logic system makes exploring a crime scene more interesting than in previous Ace Attorney games. But for all of the improvements made in crime scene investigation the lack of a courtroom setting really robs this entry of the series' signature punch.

The second half of the game's segments consists of various debates between Edgeworth and other characters. Debating is the replacement to courtroom cross-examination, unfortunately debates often fall short of the excitement of cross-examination. The mechanics are nearly the same but without the courtroom setting the stakes feel so much lower. As usual the wrong people are accused of a crime they didn't commit but the frequency and faulty reasoning makes taking apart an argument more of a chore than a pleasure at times. (Amazingly, no one ever invokes their right to silence in this game.) Especially when you already know who the criminal is, via your own deductive reasoning or the game literally pointing it out for you. Actually exposing the flaws in a testimony is all too easy and the exciting plot twists don't occur until late in the game.


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Someone's suffering from a terrible bout of denial.


Ace Attorney Investigations really shines when it comes to visuals and music. The game's graphics are nearly on par with Apollo Justice, the only exception being a lack of full motion video. However, pulling back the camera allows locations to be viewed in greater detail. Vivid character sprites pop nicely on detailed backgrounds, giving you a feel of the hustle and bustle of various crime scene locations. And like any Ace Attorney game music is a key element and it does not disappoint in the least. Noriyuki Iwadare returns to help compose the music along with Yasuko Yamada. Previously, Iwadare composed the music for Trials and Tribulations and the orchestrated Ace Attorney album. Many of the new character themes fit in perfectly with the Ace Attorney universe, while fans will instantly recognize powerful remixes from the three Phoenix Wright games. For example, Investigation's version of "Tell the Truth" takes a fairly good song and remixes it to a spectacular piano theme. The soundtrack is easily one of best aspects of AAI.


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It's pretty hard for Edgeworth to remain composed when Kay and Gumshoe team up.


I want to make it clear that by the end of the game I really liked Ace Attorney Investigations: Miles Edgeworth. The game's strong finish nearly made me forget the really slow start. The new gameplay mechanics and third person perspective gives the series a much needed upgrade, which I hope will be included in future titles. The visuals and music are some of the best in the Ace Attorney series and will please just about any fan. Slow start or not, AAI is a game that will certainly please fans of Miles Edgeworth and hold over fans waiting for a proper Apollo Justice sequel.
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When Apollo Justice: Ace Attorney was first announced I wasn't certain if I'd enjoy an Ace Attorney game with a new protagonist. Not after playing through three (mostly) fantastic games featuring Phoenix Wright. In the original Ace Attorney we saw Phoenix, a rookie lawyer take the stage. In Justice for All the spiky-haired attorney learned what it meant to really be a lawyer, and in Trials and Tribulations he put his and his mentor's past to rest. What could have possibly been left for the Ace Attorney series after such a plot heavy trilogy? Like a well prepared response to an open-ended question Apollo Justice's answer is the future. Not just the future of Apollo Justice and his predecessor Phoenix Wright, but the series as a whole.

Apollo Justice: Ace Attorney takes place seven years after the end of Phoenix Wright Ace Attorney: Trials and Tribulations. Apollo is a young rookie defense attorney who nervously takes on his first case defending Phoenix Wright against charges of murder. At 22-years-old the boyish Apollo is fresh out of college and an understudy to Kristoph Gavin, a famous defense attorney and friend to Phoenix. Despite being friends with a seasoned defense attorney Wright insists that Apollo lead his defense. Phoenix won't defend himself because he's no longer a lawyer. The last seven years have not been kind to him as he was forced to leave law during one disastrous trial shortly after the events of T&T. As a client the former attorney is mellow and even a little devious. After getting the former defense attorney a "not guilty" verdict Apollo's career as a rookie attorney continues. While he spends much of the game coming into his own Apollo also delves into the past to discover why Phoenix no longer practices law.


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Phoenix Wright in his current bum attire. He manages to play an import role in this game.


A strong story and compelling characters are the crux of every Ace Attorney game and Apollo Justice upholds the tradition quite well. The first case of the game starts off with a bang and the last case has its share of shocking plot twists. The filler cases in between deliver intriguing, over-the-top stories that fall into the "so crazy it works" category. Sharp writing and clever humor ensure the story stays on track. As for the characters, their personalities really help drive the game's narrative along.

On the surface Apollo seems like a younger version of Phoenix but a closer look reveals a different personality. Despite being young and still inexperienced Apollo is brash and feisty at times. Where Phoenix often kept his sarcastic remarks to himself Apollo isn't afraid to share his cynical opinions. Trucy (I'm withholding her last name to avoid spoilers) takes the role of assistant this time around. Her witty and cheerful nature works well with Apollo's sarcastic personality. On the prosecution side Klavier Gavin, the younger brother of the defense attorney Kristoph Gavin, plays the rival role. As a prosecutor Klavier is cunning but surprisingly fair. Unlike many of the series' prosecutors he seeks the truth rather than a guilty verdict. As an added cool factor by night he's the lead singer and guitarist of a renowned rock band. Phoenix is one of many recurring characters but has changed significantly over the last seven years.


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It should be illegal for the prosecutor to be that well dressed.



At the end of Trials and Tribulations Phoenix's success as a defense attorney seemed all but assured-- until he was forced to leave law. The experience understandably left him jaded but thankfully not unkind. Most of the time he appears to be quite mellow (even a bit stoned), a change from his former high-strung self but under the surface he's surprisingly sly. Ema Syke is another reoccurring character who now takes Gumshoe's place as the detective. When Ema's not dealing with forensic science she's often moody and dismissive. The only other reoccurring characters are the Judge, Prosecutor Winston Payne and a brief cameo by Detective Gumshoe.


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Remember her from the original Ace Attorney? She sure did grow up to become a grouch.


Apollo Justice's gameplay is largely unchanged from previous Ace Attorney games. And if you're familiar with the forensics in the DS-only bonus case in Phoenix Wright: Ace Attorney, the forensics aspects of Apollo Justice is more of the same. Fortunately, in the courtroom segments of the game Apollo has a few new tricks his sleeve-- or rather around his wrist.

The perceive system is unique to Apollo. When a witness's testimony is less than truthful the golden bracelet around the young attorney's wrist activates. During cross-examination he has the ability to focus on a witness and the nervous habits they produce while lying. Pointing out a witness's nervous habits and backing it up with solid evidence usually forces a more truthful testimony. The perceive system is somewhat of a replacement to the previous games' psyche locks. Unfortunately, using the perceive system eases the overall difficulty of the game when compared to the psyche locks. I personally found it much more difficult to know when to find and present to evidence to witnesses during investigations using the magatama, rather than already having the correct evidence present in the courtroom.


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Dusting for finger prints on a locked safe is all in a day's work for a defense attorney. At least in the Ace Attorney Universe.


Graphically Apollo Justice is an improvement over its predecessors. Unlike the previous games which were mildly enhanced GBA ports the newest Ace Attorney installment was created from scratch for the DS. All of the backgrounds, sprites, and animations are cleaner and more vivid. Furthermore, the game makes use of 3D graphics in terms of animation and the ability to manipulate evidence on the touchscreen. Clearly the design team took graphical cues from the fifth bonus case in Phoenix Wright: Ace Attorney.

In terms of sound many of the sound effects are recycled from previous Ace Attorney games. Naturally, new voices were recorded for Apollo and Klavier's "Objection!" shouts. Apollo's cry of "Gotcha!" is also new to the series during the game's perceive segments. The game's music and its composer are new. Toshihiko Horiyama is best known for his work on some of the Mega Man games, but contributed his talent to this game. Musically, Apollo Justice is on par with any game in the series. As always the music almost always fits the mood, whether it's light and cheerful or dark and ominous.

Praise aside, I did have a few issues with game. The exploration and investigation segments of the game are still lackluster at times. I know the Ace Attorney series is more or less a visual novel, but I can't help but feel as if Capcom played it a little too conservatively at times. The game also upholds the tradition of having plot holes big enough to fly a space shuttle through. A hearty suspension of disbelief is a pre-requisite to playing these games; leave your logic at the door. Finally, I'm disappointed at the lack of a back story and motivations for many of the main characters. Why did Klavier become a prosecutor instead of following in Kristoph Gavin's footsteps as a defense attorney? Why even bother with law at all when he's such a big rock star? Why did Apollo become a defense attorney, given how passionate he is about the law? At the end of the first Ace Attorney we already knew what motivated Phoenix and Edgeworth. Also, the last case in the game raised as many questions as it answered. Granted there may not have been enough time to delve into everything for this game, but I can only hope that Capcom has a sequel planned.


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You can't just threaten the defense team in the middle of a trial! Or can you?

Apollo Justice: Ace Attorney represents something of a fresh start for the Ace Attorney series. It lowers the curtain on Phoenix Wright's career as an attorney while passing on the beacon to Apollo Justice. While the game makes use of the DS in new ways, Capcom ultimately plays it safe and reuses the same formula. Nothing is inherently bad about it, as tight writing and compelling characters are the real draw of the series, but the new game brings little in terms of gameplay innovation. As of this writing, the next game in the Ace Attorney series will focus on Miles Edgeworth, and there is no word on an Apollo Justice sequel. Because Apollo Justice closes on an open note with lots of unanswered questions a sequel isn't a matter of "if" but "when," knowing Capcom. Still, the future of the Ace Attorney series looks bright. After all, Justice always prevails.


Images courtesy of Court Records and GameSpot.

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Wait, was that the ending?  It can't be.  Wow.  Not only was this a short game, but it didn't feel like it should've ended that way.  I'll elaborate.

This game has been linked closely to Xenogears by both the creators and the fans.  Many of the people behind Xenogears played a part in the making of this game, and considering that it took most people between 80 and 100 hours to beat Xenogears, the 25 to 30 hours that it takes to beat Sands of Destruction seem like a gyp in comparison.  There don't seem to be any minigames either (none that I found, anyway), and any bonus side quests that exist are hard to find, since the game is largely linear.  It's so linear that the characters openly objected whenever I tried to go where I wasn't supposed to, to the point where they refused to take another step in that direction.  This applied to both areas that I wasn't allowed to explore yet and areas that I'd already been.  It's possible that there's a point or two where I could've gone back to explore further, but the game does a very good job at discouraging you from taking a break from the main story.

It's not like you'd have much opportunity to explore your surroundings anyway.  The world map is, as is the norm these days, a point and click interface.  With the lack of minigames and extra features, the majority of your time will be spent in battle anyway, and most of the rest of your time will be spent exploring the various dungeons scattered throughout the world.  Occasionally, you'll spend a few minutes in a town, but only long enough to purchase new weapons and armour, sometimes visit a smithy if one is available, and talk to the one important NPC in the entire city.

Those few minutes in town will mostly be taken up by the various plot events in the game, sometimes centered around the one important NPC.  True to the usual modus operandi of the developers, plot events can take a while to get through, but that's alright.  Only some of the scenes are voiced, and it seems random which ones are and which ones aren't.  Most of the voice actors seem like they were cast well, except for the occasional ham (one such character whose voice actor I didn't like was reduced to sand anyway, so it's all good), but overall, I had no objections with the voice work... that is, when I could actually hear it.  The music and spoken dialogue are not balanced well, and at some points, I could hardly hear what the characters were saying over the sudden swelling of music.  There is an option to change the levels of both in the settings, but gamers shouldn't have to do the developers' work for them.

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It's a good thing I know how to read British.

Controls, like in Xenogears, are confined to the X and Y axes and their diagonals only.  The dungeons, however, seem designed for an analog stick or some other dynamic movement system, as opposed to the stiff movement present in this game.  There are times when your characters are forced to zig zag when taking curves, rather than just taking them naturally.  It doesn't help that the camera also moves a set number of degrees every time you move it, so you can't try to compensate for the movement system with the camera.  There is one thing to be grateful for: you don't have to make awkward jumps like in Xenogears.  It seems that they learned an important lesson from making that game.

It would've been nice to control the movement through the touch screen instead, because then it might've been a little easier, but there was absolutely no touch screen support present in this game.  It was like playing a PSP game, but with two screens instead of one.  In fact, it would be easy to throw away the dungeon maps on the top screen and just port the game to the PSP, if not for the battle system requiring both screens.  It's probably possible, though, to port it to the PSP without losing any of the dynamics of the battle system.  Square made flying enemies out of reach of normal attacks in Final Fantasy VII, but didn't offer any alternatives other than equipping long range attack weapons and using magic.  They did, however, show this all on one screen.  The same could be done with this game, except better, since a character has two different sets of attacks depending on whether an enemy is on the top or the bottom screen, so if ported to the PSP, a flying enemy should suffice to signify a "top screen enemy".

Speaking of the battle system, it will be confusing at first.  It seems like, the way it's set up, timed button presses are important.  They are, but only to a point.  To chain together your attacks, you do have to select your next attack right after the previous one ends, or else you lose out on a large chain bonus to your CP; CP are points you can spend to level up your various attacks and spells.  Also, you can only have up to six BP in a turn; BP are the points used to determine how many times you can attack.  Confused yet?  There's more: your first critical hit on the enemy will add one BP to your total for your turn, and ten consecutive hits upon the enemy will add another BP.  Your various skills can hit more than once, and once you've earned enough CP, you can level up your skills and set them up in chains to get the most out of your BP, so it's not like you're at a complete disadvantage.  Certain characters, though, are worse off than others.  While your best characters can set up a chain of 12 hits on one BP, there's another character that can only go up to 7.  This wouldn't be too bad, if the developers had stopped there.  Apparently, certain characters can have their morale affected by the story, rendering them suddenly useless in battle.  Ordinarily, a character receives 2 BP at the start of their turn, which is more than enough to make up for a deficiency in hits.  But a depressed character becomes less effective in battle and only receives 1 BP at the start of their turn.  If the character only has a chain that hits 7 times, then they'd better hope they can crit on their first turn, or else they're going to be pretty useless against a boss.  There is nothing you can do to change this, either.  The developers have apparently decided that certain characters must be rendered completely useless during certain sequences in the game.  It does help that sometimes, characters will have high morale and therefore receive 3 BP; it doesn't help that the Quip system adds an extra layer of luck into the battle system.  Occasionally, your character will spout a line that somehow affects the outcome of battle.  Either they'll gain an extra BP, or they'll boost their defense.  At the end of battle, gold or experience may be doubled.  And so on.  There's no way to increase how often these quips activate, and it seems like each quip has its own frequency associated with it: an experience doubling quip will definitely not activate nearly as often as a gold doubling quip, for example.

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Kyrie Eleison
Down the road that I must travel
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Through the darkness of the night
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Where I'm going will you follow
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On a highway in the light


Regular enemies in battle aren't too bad.  Bosses, on the other hand, can be hell if given a chance.  They possess skills that are mysterious and apparently boost their stats and abilities.  This seems to extend to their BP, which is on a hidden meter and I swear it goes to eleven.  Occasionally, bosses will suddenly draw upon an infinite pool of BP to completely fill their meter up, spam skills that delay your characters enough that you'll die before you can take another turn, and in extreme cases, they'll start hitting characters one at a time and keep going until they kill the character (which should ordinarily end their turn), then will move on to the next character until you've suffered a complete party wipe, often from as much as full health, especially if you've just healed everyone.  The only thing I can think of is that maybe the speed boosting skills that bosses use can stack, but there's no indication that this is the case.

When it comes to music, the game seems to straddle the line between modern full orchestral compositions and old school style tunes that you can actually make out.  Although you might not end up humming the songs from the game, they do have tunes you can hum.  Although I know that Yasunori Mitsuda composed some of the music for this game, it seems like he's long over his Celtic period, so I only partially recognized his style.  In a way, it helped to distance myself from any expectations I would've had for the music.

To further the comparison with Xenogears, I would say that the music was a little more light hearted this time around, especially near the beginning.  But then again, there was a lot less Man Vs. Everyone in this game, and although the theme of the game is world destruction, the story treats it with a more romantic angle than most would.  Although you fought a bunch of enemies that were oppressing your race, none of them really stood out as a big bad, so there wasn't an epic feel to the game either.  The majority of the game was spent in a Man Vs. Himself mindset, kind of like if Fei from Xenogears was allowed to be angsty about Id for the entire game.  The main character, Kyrie, finds out in the first hour or so that he's a weapon meant to destroy the world.  He's activated by a mysterious bell during a confrontation, and his power goes out of control and reduces the nearby landscape and all the people within to sand.  From there, he is forced to join an organization whose goal is to destroy the world, and finds himself nursing a crush on his female companion.  The character that ends up being the bad guy is subtle and doesn't really count since he's not visibly hounding you during the game.  He doesn't lift his hand against you, nor does he send any minions to kill you.  In fact, while most RPGs put your characters on the defensive for the majority of the game, Sands of Destruction breaks the mold by having your characters seek out and kill most of the powerful enemies present in the world.  Also unlike most games, recurring villains are very scarce.  There was only one that I could recall, and you dispatch him for good about a third of the way into the game.

When it comes to graphics, the designers went with the style they employed in Xenogears, placing low-detail sprites in a 3-D environment.  If I didn't know better, I'd suspect that these sprites were leftover from Xenogears, since they're about the same quality.  Although I've seen better on the DS, the graphics do get the job done, especially since most of the game is spent in a rather drab, sandy world anyway with four continents themed after the seasons.  I guess if the winter continent is perpetually winter and the summer continent is perpetually summer, then the autumn and spring continents are always autumn and spring?  However that works.  Meanwhile, you sail around the world (presumably, since it's point and click) in a ship that somehow sails upon the sand.  And this is no ordinary sand.  It's sand that magically will not clog engines, unless it's required by the plot that it does.

By the time I was a few hours into this game, it was clear that, although there were some similarities to earlier games made by the same team, I was playing something completely new and different.  Although there were a few missteps (sound balance needing work, occasional unfair advantage of bosses in battle, initially confusing battle system, too linear story), I would say this was an enjoyable 30 hours.  Take the above criticisms with a grain of salt.  Chances are, anyone who plays this game will enjoy their experience as much as I did.

Screens stolen shamelessly from RPGamer.com

No Objections to This WiiWare Title

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Given all of the excitement over the hotly anticipated titles of 2010 it's easy to overlook many of the low key releases. In this case Phoenix Wright: Ace Attorney was released on Nintendo's WiiWare today. The game is a port of the original DS game, albeit updated to work with Wii controls and a single screen. Of course, the said DS game is a port of the original GBA game which saw a Japan-only release in early 2001. The first four cases are available for 1000 Wii points. The fifth case which is a DS original is slated for release as downloadable content in May and will only cost 100 wii points. As of this writing there is no set date for the release of Justice for All and Trials and Tribulations, but both games have been confirmed for an eventual North American release.

While some gamers may object to the cost and redundancy of the Ace Attorney games, I find it to be a great opportunity for those who've been wanting to try the series. Not all Wii owners possess a DS, and given the fact that the DS games average about $16 to $30 dollars (and a whopping $115 from one seller on Amazon.com), $11 for the game is reasonable. If you already own all of the Ace Attorney games on the DS I wouldn't recommend purchasing the games again. However, if you've wanted to give the series a try and you happen to own a Wii the price couldn't be better. The only downsides are the lack of portability, Capcom's refusal to upgrade the graphics in the slightest, and having to wait until May for the first game's fifth case. Nevertheless, such issues are trivial-- even the issue with graphics as the Ace Attorney series never had mind-blowing graphics to begin with. The fantastic story and engaging gameplay more than make up for any graphical short comings the series may have. Even the missing fifth case in the first game isn't a big deal, as it has little impact on the overall story, being a DS original. Also on a slightly subjective note, I found the DS original case to twice as long and half as interesting as any of the GBA cases. With that said, if you're looking for a quirky, yet solid Wii title, you can't go wrong with Phoenix Wright: Ace Attorney.


Image courtesy of GameSyndrome.

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It has been quite a while since I posted anything here, hasn't it? Normally when a person stops posting blog content it either means he or she has moved on or has died. Fortunately neither scenario is true in my case. My time at VGXPO in October ended on a frantic note as I had to prepare to move. Despite months of packing the move was still disorganized and I was left without enough time to write up a final post. My November was spent unpacking and December was dedicated to overtime at my two part-time jobs. Some work weeks dragged on for more than 50 hours. I'm thankful for the work but it made blogging all but impossible. But enough about my sudden leave of absence; let's talk about some video games.

Last month I bought a used Wii from a co-worker, and because the console belonged to children the included copy of Wii Sports was long gone. So a friend was kind enough to let me borrow his copy of Wii Sports and Muramasa: The Demon Blade to get me started until I could buy a few games of my own. Despite having the games I couldn't help but browse though Virtual Console, being a fan of older games and all. I was impressed with the selection of games available-- although there's always room for more games to be added considering Nintendo's extensive library. Still, there are a ton of old games I never had a chance to try as a child. Suddenly, podcasts such as Retronauts are more relevant than ever. Even with the extensive catalog of existing games on the Wii and Virtual Console there are a number of new games I'm looking forward to this year (actually playing them is another matter) on various consoles and handhelds. On a quick note these are just some of the games I'm personally interested in, many hotly anticipated titles aren't listed because I simply don't want to play them.


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On the Wii I'm looking forward to Arc Rise Fantasia, Epic Mickey, and Trauma Team. Sure there's Mario Galaxy 2 and No More Heroes 2 to look forward to but I have yet to try the original games. Arc Rise Fantasia looks as if it'll be a solid RPG, and at worse a merely competent RPG. After reading Game Informer's cover story on Epic Mickey and being a fan of Disney I've decided the game is at least worth a try. The surprisingly dark take on Mickey is a welcome change to what the iconic mouse has become over the years. As for Team Trauma, I've wanted to try the Trauma Center series out for years and a more accessible game feels like a good starting point. Besides, the art style is amazing and the story looks as if it'll be quite entertaining.

On the DS there's Ace Attorney Investigations: Miles Edgeworth, Shin Megami Tensei: Strange Journey (there's no such thing as too much MegaTen), and Pokémon Soul Silver. There's also Ghost Trick (from the creator of the Ace Attorney series) and Okamiden: Chiisaki Taiyo to look forward to, but neither game has a confirmed US release, much less an actual release date. The Ace Attorney series is easily one of my favorite DS series and while I'm not a huge fan of Miles Edgeworth this game looks too awesome to pass up. And who wouldn't want to play the role of prosecutor and investigator for a change? As I said earlier, one can never have too much MegaTen, especially when the said SMT game is actually a mainline game in the series. Pokémon Silver was easily one of my favorite games in the Pokémon series, and even allowed players to revisit the world of the Red and Blue series. It was almost like having two games in one, and sadly the feature was never used again in later games. I have no doubt that revisiting a remake of one of my favorite games will be a deeply satisfying experience.

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2010 looks like it'll be a fantastic year for RPG gamers on the PSP, and several titles have already caught my eye. Lunar: Silver Star Harmony, Valkyria Chronicles 2, and Persona 3 Portable are several games that I don't want to be without. I already have the PS1 collector's edition of Lunar. Like any good gamer I'm more than ready to part with my hard earned cash in order to buy an enhanced port of the game. Besides, it'll be interesting to see how Xseed handles the translation given Working Designs excellent work in the past. It's always possible to have too much Persona but P3:P is just too tempting to pass up when Atlus finally gives it a US release date. As for Valkyria Chronicles, I currently don't own a PS3 but I saw enough of the anime adaptation to play the sequel before getting my hands on the original.

If I had a PS3 I'd definitely be anticipating God of War 3, 3D Dot Game Heroes, The Last Guardian, Final Fantasy XIII, and Final Fantasy XIV (if it actually releases this year).

However, I do have an Xbox 360 and I will be grabbing Final Fantasy XIII. Bayonetta is a maybe at this point, and Mass Effect 2 will only come if I ever get around to playing the original Mass Effect. The same can be said for BioShock 2, if I can ever get over my dislike of first person shooters. At the very least FFXIII is all but guaranteed in March. For his part, I'm certain that Geoffrey will be grabbing the PS3 version of the game, leaving me as the lone 360 hold out. If I had both systems I'd probably still grab FFXIII on the 360 for novelty's sake.

Speaking of numbered Final Fantasy games, I've decided to actually finish  (or at least try to finish) Final Fantasy XII before March. Considering the fact that I've been playing the game off and on since December of 2006, I don't have high hopes for my lofty goal. For one reason or another I've had a time hard putting a serious dent in FFXII. Three years into the game and less than 50 hours to show for it is pretty sad, as I actually like the game itself a lot. Yet, I don't like the infrequent save points and large sprawling maps, as it makes the game all but impossible to play in short bursts. My complaints about infrequent save points aside, I'm convinced my copy of Final Fantasy XII is cursed.

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Every time I seriously get into FFXII my controller begins to malfunction or simply stops working. The first incident occurred in early 2007. I was navigating the license board and the right direction on the d-pad only responded with aggressive mashing and ultimately stopped working. At the time I was foolishly convinced it was the stupid license board system until I asked a friend of mine who was also playing the game. He wasn't having the problem at all and gave me one of his spare controllers. Later that year I took FFXII with me to Otakon 2007 and while playing the game the controller died on the spot. The said friend purchased a new controller during the convention and I borrowed it for nearly two years. I continued to play FFXII off and on but eventually moved onto games such as Xenosaga II, the first two Bloody Roar games, and King of Fighters: Maximum Impact 2 (i.e. King of Fighters 2006).

In early 2009 I finally bought a wireless PS2 Katana controller and returned the borrowed controller. Using the controller I finished Shin Megami Tensei: Persona 4 in July without problems. Then I decided to finally return to Final Fantasy XII and not long after playing the game the right direction on my d-pad stopped working while navigating the license board. Later in the day the triangle button stopped working and a few hours after that the controller completely died. That night I drove to the store and purchased a used Pelican controller (pictured above) which seems to be holding up quite well. Only time will tell if the FFXII curse strikes down a forth PS2 controller. Sure it could be a huge coincidence, but I can't help but feel a touch of superstition when going through three gently used controllers in three years. I don't even want to think about the possibility of a cursed copy of Final Fantasy XIII striking down that many Xbox 360 controllers. At least I'll have plenty of games on other systems to play.


Game images courtesy of GameSpot.

Scrabble (DS) -- What Do You Mean 'OMGWTFBBQ' Isn't A Word?

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Before video games came along, card and board games were king.  Simple games like Monopoly and Poker were invented and families had hours of fun playing them.  Fast forward to today, and it's like you can't be bothered to bring out your chess set or your go board or even a simple deck of cards.  Maybe you live alone, or no one else likes to play against you anymore because you always win (or you always lose and you complain bitterly because of it).  So it seems the logical step to digitize these popular board and card games so that you can play against the computer or against someone over the Internet.  Of course, this means you have to buy a game you probably already own, but it's worth it.  Or is it?

There have been versions of Scrabble released before, including multiple versions and variations for the PC, the most recent of which, Scrabble Journey, features varied boards with differing requirements on each of them.  There's even been a game show that ran on NBC, hosted by Chuck Woolery (who later went on to host another word game, Lingo on GSN). Scrabble as a game has proven so popular that other companies and websites have come up with their own versions, the most notable of which is called Literati, and is featured on Yahoo Games.

Both SCRABBLE and LITERATI are in the Official Scrabble Players Dictionary, 4th Edition, and are worth 14 points and 8 points respectively.*

So why buy the DS version?  Well, portability for one.  For another, the touch screen is as close as you can get to using a mouse, unless you play the PC or Mac versions, and helps immensely during games when there's a time limit involved.  And for a third thing, Training Mode will help you grow as a player without having to write out all the good words on flash cards to memorize them.  Soon, you'll be using two and three letter words like a pro.

And yet, famous professional Scrabble players like Joel Wapnick have their own methods to memorize words and they've won official tournaments at the world level.  So the question becomes, what use is the software, when there are plenty of other methods to become good at the game?  Why should you buy the DS version if you'll benefit more by developing your own method of becoming a good tournament player?

The answer is: if you're training to be a tournament player, you have better options than this software.  Other than Training Mode, all this software really offers is the game itself.  Software like Scrabble Journey is good because it offers something different from the ordinary Scrabble game, and Scrabble Rack Attack takes the tiles from the original game, and uses them in a completely different way.  Scrabble on the DS, however, only offers the touch screen as an advantage over other console versions.

DS, by the way, is not in the OSPD4.

Due to the almost complete lack of screen shots of the DS version (there are only three in existence, total), and to prove my point about the software being useless, here is a picture of the real version being played.  There is no difference between this and the software.
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Unfortunately, I don't feel like downloading a DS emulator and messing around with DS roms; this is the best I can offer.

As for how the software itself runs, it's alright, but it probably could've been better.  At least there's no bugs.  Young gamers like me will have no trouble seeing the board on the tiny touch screen, but older gamers and gamers with sight impairments would have to use the magnification feature.  Unfortunately, only a portion of the magnified board can be shown on the screen; this hinders the development of a player's strategy.

Difficulty levels are very borked.  While there are supposedly six difficulty levels in the game, affecting the vocabulary of the AI, difficulty can be skewed depending on tile distribution, as it would in a normal Scrabble game.  The problem is that the AI will choose to either play all the tiles at once, or if it can't, it'll play the best scoring small word.  Intelligent strategies seem to be lost on it.  I played a level 4 AI one time and was smoked as the AI played bingo after bingo and accumulated over 400 points to my paltry 200.  Then I played the exact same AI in the next game without adjusting the difficulty level and smoked it, scoring over 450 to its paltry 150.  Instead of managing bonuses, holding certain tiles back to save for later and trading problem tiles like most human players would, the AI was just playing for points.  I should at least be thankful that the AI will only play real words, and won't try to sneak something by me like OMG RACECAR BLING BLING!

OMG, RACECAR and BLING aren't in the OSPD4.

The DS cartridge also includes Scrabble Slam, the card game based on Scrabble where the object is to place cards upon a four letter word, one at a time, to change it into other words (for instance, RACE becomes RACK, then LACK, LUCK, BUCK, etc.).  As before, there are six difficulty levels you can program into the software's AI, but in the case of Slam, if you're quick enough, you can run circles around the AI, and win each and every game, no matter what, because even at the most difficult level, level 6, the AI plays slowly, like a blindfolded, handcuffed, arthritic old man.  With rickets.  And Parkinson's Disease.  And who has lost all his fingers due to frostbite and/or gangrene.

RICKETS is in the OSPD4, worth 13 points; GANGRENE is in the OSPD4, worth 10 points; FROSTBITE is too long for the OSPD4, would be a legal play anyway, and is worth 14 points.

Chances are, though, that if you have friends who also enjoy Scrabble, one or more of you will already have a physical copy of the game, and would be more than willing to set it up and have a game or two with you.  It's also a lot more fun to play in real life, because if you're playing the AI, or playing someone on the Internet, you wouldn't get to participate in any fun arguments over vocabulary.  At a recent Scrabble Night I attended, I argued that NE is a word because it's the masculine form of NEÉ, while the other person argued back that you wouldn't use NE because it's the woman who changes her name when she's married and so you wouldn't have a use for the masculine form, therefore it's not a word.  Later on, another player proposed MILF as a word (it's an acronym, and therefore not a legal play).  Unfortunately, this sort of fun is missing from an electronic version.

FUN, of course, being worth 6 points.

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This is really all you need.

This software, unfortunately, is largely useless to anyone but the most casual of players who don't already own either the physical game, or another version of the software for a different system.  There are probably enough versions of Scrabble out there that we don't need any more copies of the game floating around in bargain bins across the continent.  EA probably makes enough money from their sports titles that they don't have to scrabble for more money by porting board games to every single device with the capability of executing game software.  And it's not like they have a monopoly on board games either.  Other companies are at fault too, and I wish they would get a clue: we don't need a million versions of a game we already own.


*It will be assumed for the purposes of scoring that blanks aren't used to make the words; all scores listed do not include bonuses, for it is unlikely but possible within the rules of the game to play eight and nine letter words without landing on a single bonus square.

Too. Much. Megaten.

I don't know if you've been keeping up with the Shin Megami Tensei franchise (aka Megaten, for short), but there have been a lot of games released in the franchise for the last half-decade. There's been enough that it's almost tough to keep up with all of them, especially when it's a niche franchise from a niche company, which pretty much demands that you have to buy their games right away lest they go out of print quickly. It's almost bad enough that you don't want them to announce another one!

Now, keep in mind that when I refer to "Shin Megami Tensei," I'm referring to all of the games released in America with that name. Most of them weren't released in Japan with that name, actually. Devil Survivor was released as part of the "Megami Ibunroku" sub-franchise, which was also a branding given to the first Persona game (but just the first). They were all released with the SMT name because of its marketing possibilities, since Shin Megami Tensei: Nocturne -- the only game released in America that's actually part of the direct Megaten franchise -- was such a sales success. Sure, it's ticked off some dedicated fans, but I think marketing to achieve higher sales is a tad more important than that kind of frivolity.

smtstrangejourneycover_110609jpg.jpgAnd guess what? They've just announced another Megaten game for an American release: Shin Megami Tensei: Strange Journey. It was pretty inevitable, given the franchise's pedigree, that it would be announced soon; but man are these games piling up. I envy the person who has enough time to play through all of these games, along with others on the side, because these games can get pretty long. Thus far, I've purchased almost every Megaten game released since Nocturne (I believe Angela has me beat as far as a collection of those), but the number of them I've actually played is pretty distressing. Still, I can rest easy when I consider how much some of these games are worth. I could sell the first Devil Summoner for three times the price I paid for it presently, for instance.

(Not saying I would, though.)

Strange Journey is similar to Nocturne in that it's a real Megaten title. Anyone who read the paraphrased version of a blog post on the developer's Japanese blog saw that the game was made to appeal to a worldwide audience, and therein lied Atlus' grand intentions with the project. It's already getting positive reviews from importers, so worrying about its quality is fruitless at this point. But what about people who have too many of these games to go through? And what if they spoil it to add extra incentive to purchase it? Uh oh!

We may have a lot of Megaten now, and we'll undoubtedly have more on the way when Persona 3 Portable is inevitably announced. I'm sure they wouldn't pass on localizing a portable version of their best-selling game, right? Good luck finding the time to play all of these!
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In the entertainment industry Disney and Marvel are juggernauts. So when Disney acquired Marvel Entertainment for $4 billion last Monday it was a very big deal. Geeky jokes aside, many Marvel fans fear what may become of their favorite franchises under the Disney brand. Some fans speculate such a deal may be a good thing for Marvel franchises in the long run. I actually doubt Disney will meddle in the creative affairs of Marvel and risk losing a substantial fan base.

Deal or not, Marvel is doing much better than ADV Films these days. Earlier this week the anime distributor announced it was shutting down and transferring its assets to other companies. A transfer of assets does not mean ADV has closed its doors for good, as other companies have hired staff members and will continue operations. However, ADV as a brand name for anime distribution may be dead. The news won't surprise avid anime fans as ADV's presence in the domestic distribution market has been dwindling for several years now.

In other unsurprising news, DSi exclusive games are on the way in Japan. The first title announced was Monster Finder, a game that will utilize the DSi's cameras. Currently it is unknown if the game will be released outside of Japan. Even if Monster Finder isn't granted an international release gamers can be assured that more DSi exclusives are in the works. Some of those releases will eventually make their way to the West. It'll be interesting to see if Nintendo makes good on their promise of DSi only games being region-locked or if they will ultimately be region-free. At the very least we'll be receiving new DSi and Wii accessory colors from Nintendo. Unfortunately, the company has insisted the black Wii will not see an international release any time soon, if at all.

The Xbox 360 Pro isn't the only media device (well, console really) that Microsoft plans to phase out. Come September 15th the Zune HD (which competes directly with the iPod Touch) will replace all current models of the Zune. This means if you were waiting on the fence to get a Zune (but you don't care for a touch screen model), you should act soon. There is no doubt that prices for current Zune models will soon be slashed to move the newly discontinued models.

Four years after acquiring Skype, eBay is now selling the software company for $2 billion dollars to a private investment group. I found the original 2005 acquisition to be laughable, as Skype seemed to be a misfit for eBay more than anything else. Later this year Wikipedia users may have a way to easily discern trustworthy information from false information via optional color coded text. And the writers at Industry Gamers have taken the time to compile some of the stranger utterances of video game executives into one nifty article. Thanks Kaz Hirai, I had no idea portable gaming existed in a "handheld gaming ghetto," until the PSP arrived. The device certainly did a great job of dethroning Nintendo.


Image courtesy of the official Marvel web site.

Cover Art Chronicles: Overseas Wandering

coverartchroniclesbanner.jpgWhen you think about it, box art has really come a long way, mainly in territories outside of Japan. The world of the east has always had it good from days dating back into the NES and SNES era (well, Famicom and Super Famicom, to be specific). For everyone else? Well, we'd be glad if we got box art that was actually good. And by "good," I mean something that actually represented what the game was supposed to be. Unfortunately, they were incredibly spartan, and you could classify it as a sort of dark ages for covers.

Well Sega doesn't! Because with the cover for Mystery Dungeon: Shiren the Wanderer nearly set us back about 15 years because of how bad it is, and how much it misses the point. See, Shiren is a roguelike; it has the benefit of being in a genre that's more niche than the genres the more dedicated gaming crowd classifies as niche. It's the kind of game that needed every element of its marketing to be perfect so it would find an audience, the majority of which would undoubtedly find the game their entry barrier to the genre.

shirenusbox_081009.jpgBut not with a cover like this. I don't know what they were thinking, to be honest. This isn't one of those cases where I turn into a moronic internet weaboo for the sake of liking all things Japanese, and moronically declare that Japanese covers are always better. But there are quite a few people who like Japanese anime and its art these days, and therein lies the reason why their  decision for this art was so poor. Back in the 90s, no one knew that this stuff was, and a person's reaction to a cover like that would've been one of sheer, utter bewilderment. Now, though, people think it's neat, and it's accepted as something unique. And if you think that your average person who browses the video game aisle would express incredible befuddlement at that now, well, these are people who've probably seen stuff like Pokemon, Yu-Gi-Oh, and Dragon Ball Z. So even they're used to it.

shirenjpbox_081009.jpgSo yeah, it would've been nice to see this cover along the aisle. Roguelikes are a damned tough sell in any territory, even in Japan sometimes. But it's overseas where it really needs the help. Your average person who also watches anime doesn't need that much of a description of what the game is actually about. They'll find the RPG-esque anime style appealing, and decide to give it a curiosity purchase -- we are talking about a $30 DS game here. I like Sega of America's output recently, and they've been taking a lot of chances with some, but not all, of their niche titles recently. So seeing this bomb kind of bites.

Fortunately, it's not over for Shiren in the US. Around the time of E3 (not at E3, because then no one would know), Atlus announced that they're localizing Shiren 3 for Wii, which is due for a US release sometime in 2010. As good as Sega is, I think Atlus will be a little more successful at marketing it simply because of their experience with appealing to an audience that adores games like this, like with Izuna (which is in the same genre). If it's successful, it's possible that they'll also localize the second DS game -- unless they plan on releasing them simultaneously, but let's not get ridiculous here.

Of course, if you want to buy Shiren now, it's available in budget bins nationwide! Check your local retailer, folks.

Cover Art Chronicles: Nostalgia

coverartchroniclesbanner.jpgSo hey! It looks like we have a new feature here. Oh boy. With this feature, I'd like to examine the differences in box arts from different regions. But that won't be all; I'll be sure to merely examine certain box arts and point out anything that's particularly interesting about them, or any inconsistencies. For this, I'm starting with cover art for the recently announced Nostalgia, which is actually your boring ol' region comparison. Yeah, bummer.

nostalgiapic_080709.jpgYou can pretty much guess what a game called Nostalgia is going for. These days, a good portion of the Japanese RPG genre is seeking to capture an audience that was lost because of its "evolution" not being something most fans in Japan could adapt to. That's the reason why so many publishers are embracing the past, eras where the genre was in its supposedly greatest form. Well that, and current generation JRPG development is pretty darn expensive.

nostalgiajpcover.jpg The Japanese cover certainly represents this. I think it has a little homage to a lot of epic anime series and movies, mainly some of the classic Miyazaki movies. It manages to fuse that with the feeling of a classic RPG from either the SNES era or the PSX/DC era, most particularly Skies of Arcadia, which itself is fitting for what the actual game is going for. With that, there's no need to change this for America given the audience it's targeting, right? Well, uh....

nostalgiausbox.jpgYeah, I don't know what they were thinking with this. It eschews the feeling the Japanese cover in favor of something that looks like....well, a video game cover. And that's just boring. If they were going for Nostalgia, they could go for the look of a classic 90s cover; you know, the covers that told you virtually nothing about the game and even went as far as to use a different character designer solely for the cover. This particular one kind of misses the point if it wants to send a message about the scope of the game.

(Or maybe it is sending a message! Nah, probably not.)

Though there's still time to fix the cover, I doubt they'll actually go through with it. And that's a shame, because I'd love to see something that differs from the norm and stands out within the customers' view as something unique. And when you have a niche property in a semi-niche genre, isn't that the point? It's disappointing for a company that put together such a great site and trailer for the game.

4 Warriors of Light -- Now with videos!

4wolart_071309.jpgSquare Enix is slowly revealing more information on Final Fantasy Gaiden: 4 Warriors of Light via the main website, and one of the updates consists of new videos now on the official website. One rather lengthy one depicts what the game looks like while you're navigating towns and the field, while the other gives a short preview of the battle system. The game looks great in motion, and it makes anyone who initially shunned the game look silly. Also, battles definitely look to be an improvement over the "oh, come on" slowness of Final Fantasy III DS and the "well, this is better, but still" battles of Final Fantasy IV DS.

Sure, I could just link you to the individual videos to show you what I'm talking about, but those exist on Youtube, whose format consists of a stretched aspect ratio to fill its screen. The result is a blurry mess and videos with an unstable framerate. Not ideal at all.

Also, some of the first outfits for job classes were revealed in last week's Japanese Shonen Jump. Some of them are pretty neat, and go beyond the usual look for RPG classes. I love the Zorro-esque one, and I could tell you what class that went with if I could read Japanese. So you'll have to wait until someone translates it. Someone probably already has, but this scan isn't widespread yet for some reason. Maybe we'll know when this week's Famitsu comes out.

Anyway, this game really seems like a 3D version of Sega's 7th Dragon. And thinking about that made me wonder where that game is. I'm not sure if Sega will localize it, but I think it would be right up Atlus' alley given how it's similar to their own Etrian Odyssey -- and by the same creator, Kazuya Ninou, no less. Atlus is no stranger to localizing Sega games (they localized three Shining Force games), so it's possible.

Final Fantasy's Origins

4wolpic_070609.jpgNo one could successfully guess what game, or what kind of game, was being teased in Square Enix's countdown, which started a week and a half back. All that was familiar was the beautiful art style of Akihiko Yoshida (Final Fantasy Tactics, Vagrant Story), and a different-though-familiar musical tune, which invoked senses of nostalgia. And though fans of the company didn't know what it was for, there sure were some interesting guesses. SaGa 4? A new Romancing SaGa? Final Fantasy V DS? It turned out to be none of those, and was something entirely different from everyone's expectations. But it was welcome one nonetheless.

By the way, I'll admit that I'm guilty of thinking it was a Final Fantasy V remake, and I was kind of disappointed to learn that wasn't it. Kind of, until I learned what the new game was. That game, Final Fantasy Gaiden: 4 Warriors of Light for DS, is one of the most interesting looking -- and hopefully playing -- games I've seen come from Square Enix. It's basically a new Final Fantasy title that will be in the style of the older games, complete with super-deformed characters and a class system similar to Final Fantasies I, III, and V. It's a representation of the "everything old is new again" approach that's grasped Japan by the gut, but it's certainly nothing to complain about if it has a good degree of heart to it. The use of the "Final Fantasy Gaiden" title is also a nice touch, which hasn't been used since the original Seiken Densetsu (actually the first Mana title, localized as Final Fantasy Adventure).

I also like the look of it. I decided to wait until the official website was up (which has a great music track accompanying it, though it's currently sparse on information), so I could see what the game really looked like before jumping to inane conclusions about its aesthetics like too much of the internet. What it has is a fittingly classical pseudo-cel-shaded style rather than the pure 3D look that the DS versions of Final Fantasy III and IV adopted. We'll still have to wait to see it in motion (and hopefully not until the Tokyo Game Show), but I think it'll work in its favor.

Hopefully the team behind it can put together a great game with this, though I'm pretty optimistic given the team behind it. Sure, Matrix may have some slight missteps at times, but they have Final Fantasy III and IV behind them, along with Avalon Code. It's definitely aimed at anyone who openly shuns the futuristic over-the-top approach Final Fantasy XIII has. It's due to hit Japan by the end of the year (the same time as FFXIII), and I'm sure it will get an overseas release given what it's called. I'm going to guess that will be around summer 2010.
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As a 26-year-old I'm old enough to remember older technology and life before the internet, but young enough to easily embrace new technology. That said, if someone offered to trade me their old Sony Walkman in exchange for my (barely working) iPod for a week I'd probably utter an incredulous "Hell no, I wasn't born yesterday!" followed by an inquisitive frown. If the said person was my parent I'd be mindful of profane utterances and politely decline the offer. Even if the offer consisted of just using the Walkman for a week without an exchange I'd still decline. After all, cassette tapes are a pain compared to the ease of CDs and digital files. In the case of 13-year-old Scott Campbell, he found the offer to be too intriguing to turn down. His detailed account of the events begins with the line, "My dad had told me it was the iPod of its day," and goes downhill from there. To Campbell's credit, he did attempt to make a fair comparison between the devices and found the Walkman had some advantages over typical MP3 players. I'd be surprised if he wasn't happy to have his iPod returned after such a week.

The Sony Walkman may have been great decades ago, but the iPod reigns supreme at the moment.  And we all know the iPhone 3GS is hot stuff right now, but perhaps it's a little too hot for its own good. I'd hate to have been the one to discover an overheating issue with the 3GS while in the middle of a phone conversation. Ouch. But MP3-loving anime fans definitely have more to look forward to on iTunes, with the upcoming addition of anime songs from Bandai Visual. Thankfully with the doing away of DRM on iTunes songs can be converted and enjoyed on any MP3 player.

While on the subject of digital music, while it was already confirmed at E3 that Last.fm would be coming to Xbox Live, more details have emerged. Joystiq is reporting Last.fm will be free for Gold subscribers and just $3 dollars a month for unlimited advertising free access. Silver members would have access to the service for three hours per month with advertising.

Last week it was announced the upcoming Nintendo DS RPG, Sands of Destruction will be accompanied by a 13-episode anime release via FUNimation. The news is notable, considering the game itself isn't due out until sometime in 2010. The Anime News Network states the DS game's North American release as Spring 2010, while Amazon.com lists January 2010 as the release date. The anime itself is produced by Production I.G and aired on Japanese TV from July to September in 2008 under the title World Destruction. It is unclear if the release is simply just a box set, or if an online video stream will be present prior to a DVD release. In other news, Watchmen was dethroned from its 11-month reign as the best-selling graphic novel in North America by volume 27 of BLEACH. Awesome.

The popular illegal file-sharing site, The Pirate Bay plans to go legal thanks to some new ownership, and rumors of a slim PlayStation 3 continue to proliferate online.

Buried within Nintendo's E3 press packet: DS Edition

E3 2007 marked the appearance of a different form of Nintendo, much to the chagrin of internet-dwelling gamers. It was there when their focus began to shift from a gamer-centric audience to a much wider one, which entailed that the products displayed would have more "casual" appeal (using that word for simplicity's sake). A sound business decision, sure, but gamers felt a little left out in the cold after witnessing a Nintendo that had, as they believe, sold out to their mothers and grandmothers.

These days, though, it's getting a little better. Nintendo is at least starting to understand that they have the potential to bring all sorts of gamers together with a variety of games on both the DS and Wii. They only decided to focus on a few titles at the show itself, but Nintendo fans knew that after E3 2007, all of the surprises for them are buried within the press packet (both online and off). Usually there were only one or two games, like Professor Layton and the Curious Village in 2007 or Rhythm Heaven in 2008. This year, however, there were quite a few; enough that I had to split this into two entries! This one will focus on the DS games, but you probably already knew that:

layton2pic_061409.jpgProfessor Layton and the Diabolical Box

Also known as "IT'S ABOUT DAMN TIME." The second Layton game is finally leaving Japan, and it only took a year-and-a-half for Nintendo of America to localize it. This is also happening after rejuvenated sales of the first game after NoA decided they should start advertising it efficiently. But yeah, it'll be here come August 24, and in Europe around a month later. Don't try and think about the fact that the fourth game is on the horizon in Japan. Judging by the time it's taken to release this over here, I'm sure we'll have the fourth game sometime in 2012. But that might be acceptable, because you're guaranteed to be solving this game's brain teasers until then.

(No actually, that wouldn't be acceptable. But if that's the excuse Nintendo gives, remember that you heard it here first!)

Oh, and don't even ask when Sloane and McHale's Mysterious Story is coming. I hope someone else can localize that, unless Nintendo really decides to pick up the pace.

gloryofheraclespic_061409.jpg Glory of Heracles

Of all the previously unannounced DS games in the pack, this one confounded me the most. Glory of Heracles is actually a revival of a classic RPG franchise that never found much notoriety outside of Japan -- and even in its home country, it wasn't cited as a stunning example of the genre. Yet this one is being localized for a US release, and it's coming from Nintendo? Color me shocked. They're also just announcing this game now, though it released in Japan in April....of 2008. I happen to like RPGs, especially portable ones, so I'll definitely give this one a try when it releases between the end of this year or early next year.

pokemonmdskypic_061409.jpgPokemon Mystery Dungeon: Explorers of Sky

This one is probably the least surprising given how anything even remotely Pokemon related is guaranteed to sell. Explorers of Sky is a new version of last years Explorers of Time and Explorers of Darkness, much like Pokemon Yellow and similar products. You could describe the Pokemon Mystery Dungeon as roguelikes, but that wouldn't be very precise. The games contain all of the conventions from the genre, but they're also incredibly easy, which kind of misses the point of the genre. They're still enjoyable games though, so if you're in for some roguelike-lite (roguelite?) dungeon crawling, it will be out this fall.

picross3Dpic_061409.jpgPicross 3D

If you were a recent victim of addiction to Picross DS when it released last year, well I have bad news for you: Nintendo is localizing Picross 3D (or "Rittai Picross" in Japan). Hope you weren't planning on having pesky things like a live and obligations anytime in the near future, because this newest iteration in the logic puzzler franchise is sure to suck it up completely. The game doesn't have a release date at all, but it'll definitely be localized since the screen shots are in English, and since the game's online packet includes specific information about it.

So there were a few nice surprises in the packet for DS games, a far cry from both E3 2007 and 2008's packets. I'd also like to point out that Nintendo is really carrying the DS lineup this fall, something they haven't done since 2006. They didn't really need to in 2007 due to plenty of third-party titles in their stead, but they were in total cruise control in the latter half of 2008, which wound up being OK for the DS but horrible for Wii. It's nice to see that Nintendo seems intent on balancing the lineup now.

By the way, I wasn't surprised at this point to see ASH: Archaic Sealed Heat or Soma Bringer in the packet, because I think they're a lost cause at this point. There also seems to be a new Tingle game in the works, and like the last game it'll probably miss America entirely; though it may make its way out in Europe. Thankfully the DS is region free, and with that I'm hoping DSi releases don't become too prevalent (since they're not region free).
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The PlayStation 2 is so last generation, but that doesn't mean good games are no longer being made for the system. Case in point, within the last month the PS2 had two notable releases. Guilty Gear XX Accent Core Plus released on April 11th and Shin Megami Tensei: Devil Summoner 2: Raidou Kuzunoha vs. King Abaddon released yesterday (although it didn't hit most stores until today). The franchises themselves in which the games hail from are notable for the small but dedicated following they've garnered over the years. For the sake of this swag editorial I'm only going to focus on the extras that were included with the games.

First up we have Devil Summoner 2, which just came out. Atlus had been promoting the bundle for months now, but pictures really don't do it justice. The box is extremely impressive in person.

devilsummoner2box01.jpg

I'll have to admit I was interested in the game more than the plushie (being a limited release and all), but I'm glad I went for the swag. It didn't cost anything extra, and I got this awesome package in the deal. I'm tempted to leave it just like that until I'm actually ready to play Devil Summoner 2. In fact, I think this game will remained sealed as it sits nicely on my shelf along with Raiho.

devilsummoner2box02.jpg

Surprisingly, the back of this package is just as nice as the front. Atlus certainly put a lot of thought and care into this presentation. I'm tempted to buy a second copy of the game without the packaging just to preserve the seal on mine. It's not very realistic given my frustrating lack of full-time work, but I can dream. I can dream.

guitygear_w_ost.jpg

By comparison, Guilty Gear looks so much less impressive. Still, a free soundtrack and an expansive version of a game that had become hard to find in local stores is a good deal. While I was at it I also bought Super Robot Taisen OG Saga: Endless Frontier for my DS. The soundtrack is also an added bonus, but I'll admit right now I don't know the first thing about Super Robot Taisen. I picked this title up for the perverted humor and KOS-MOS cameo. (Yes I know, I'm such a geek.)

For the moment all of my current purchases have found a notable spot in my video game backlog, but in the meantime I can still enjoy the included swag.

Carried along the Wind of Nostalgia

nostalgia_050709.jpgYeah, something else I forgot to talk about last week.

Though Tecmo decided to pass on it for unknown reasons, it looks like Wind of Nostalgia (or "Nostalgio" or "Nostalgeo," take your pick) is making its way overseas after all courtesy of Ignition Entertainment. They're simply going to title it Nostalgia when it releases in the US in September. Kind of an odd name for a game, though I understand why they're calling it that.

From its appearances, Nostalgia is a game most certainly aimed at a set audience. Sure, you could say that for any game that releases these days, especially the more niche ones, but Nostalgia's intended audience is more defined than that. It's for an older set of gamers who fondly remember both 80s anime and JRPGs of the 90s, as evinced by the character art and game aestetics. For this purpose, they chose the right artist: Yoshiteru Tsujino, who was also known for the art in the Tengai Makyou titles (raise your hands, the three of you who recognize that name).

The games 3D graphics look pretty good as well if the screen shots above are any indication. Not surprising at all, seeing as how the game is handled by Matrix Software, which were also responsible for the Final Fantasy III and FFIV for DS. It also gives me a real Skies of Arcadia vibe from the looks of it, so it would be great if it could capture the sense of nostalgia and adventure that game did so well. After all, that's one of its intended purposes for existing, right?
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Treasure Hunter is a monthly feature that details swag (toys, CDs, t-shirts, art, etc.) of a collectible nature. Treasure Hunter columns are posted at the end of each month.



The last two months have been a busy period for Atlus. They released new game announcements, new trailers or Atlus Spoils updates every week. With the Atlus PR machine going into overdrive it was hard to keep track of the games with spoils and the ones without spoils. After pouring over each of the Atlus Faithful e-mails in my inbox I compiled a list of swag to collect in the coming weeks and months.

hammerin_hero_swag.jpg


Hammerin' Hero releases on April 7th, and is a quirky side-scrolling beat 'em up/platformer/action game all about defeating corporate evil in Japan. With a variety of jobs and allies to choose from this game looks to be a lot of fun. More importantly, cute figurines are included as an exclusive bonus item with all GameStop pre-orders.



thedarkspire_swag.jpg


The Dark Spire releases on April 14th, and looks to appeal to fans of classic Western-style RPGs. In addition to being a first person-RPG the game also features classic and modern mode choices. In February Atlus announced each copy of the game would ship with a CD filled with tracks from the game. For a new game that promises to have a very old school feel the music is quite rousing.


SuperRobotTaisenOGSaga_swag.jpg

Super Robot Taisen OG Saga: Endless Frontier almost rivals Devil Summoner 2 for the longest game title released by Atlus. Almost. At first glance I nearly mistook this game for some kind of franchise robot battler, but it is a sci-fi/fantasy/action RPG that releases on April 28th, as Geoff recently pointed out. All pre-orders of this game come with a soundtrack CD. Fans of Xenosaga might want to give the newest Super Robot Taisen series a go, as KOS-MOS does make an appearance in this game.


ds2packaging_020709.jpg
We also have Shin Megami Tensei: Devil Summoner 2: Raidou Kuzunoha vs. King Abaddon, which releases on May 12th. Geoff and I have already covered this upcoming title in some detail.


stealprincess_swag.jpg

Steal Princess is a puzzle/platfomer game with over 150 levels to play through. In this game a female thief is charged with rescuing a captive prince from the palace of an ancient demon king. Interesting story and gameplay aside, Atlus held a poll in early March to decide on the type of bonus poster that will be included with launch copies of the game. The image above is the winner of the poll and will most likely ship with the game's May 19th release.


KnightsintheNightmare_swag.jpg

Knights in the Nightmare is a real-time strategy RPG due for release on June 2nd. It promises complex gameplay and has ties to the Riviera and Yggdra Union series. The game itself looks gorgeous and sounds great, so it comes as no surprise that Atlus would include both a soundtrack CD and an art book as pre-order bonuses. Of all of Atlus' upcoming games Knights in the Nightmare includes the most swag.


The flood of Atlus spoils and bonuses have slowed down slightly, but I'm certain the spoils will return in time for the fall and winter (i.e. holiday) seasons. Wallets and bank accounts beware.


April 07, 2009: Entry edited to reflect changes in the Steal Princess release date. It had previously been listed as June 30th on Amazon.com but has been updated to an earlier May 19th release date.

Lunar Dragon Song header.jpg

Imagine that you are at a flea market, and someone sets up a stall.  They have bags of shit, literally shit, sitting upon the table for sale.  It's somehow understood that if these bags of shit sell, that the next time the merchant comes and sets up a stall, maybe there'll be diamonds for sale instead.  But he will have found that shit sells, so he will continue to sell shit.  No matter how much his shoppers hope for diamonds, he will continue to sell shit.

lunards3.jpg
Little green men

The shit for sale is Lunar: Dragon Song, and the shoppers are Lunar fans.  I don't say this lightly.  This game, honestly, contains so many otherwise good ideas that clash with each other that it renders the game very nearly unenjoyable.  It seems that when Working Designs folded, the Japanese studio that made the first two games in the series decided to give up as well.  The first thing that went with Working Designs' demise was the possibility that the games would get a good translation.  When Ubisoft took over, not only were their English translations void of most of the humour the older games had, but this game in particular contained so many typos that it seemed like no one even tried to proof-read the English script.  It is a sad day when you are supposedly fluent in both English and Japanese, and yet can't spell.  I would expect such a thing from someone involved with numbers, not words.

People Say I Look Like A Bad Game.  That's Not True.  Bad Games Look Like Me.

But speaking of numbers, I have always found that including certain spells or effects that always deal an exact amount or exact percentage of damage each time was a boring design choice in any game I've played.  Case in point: in this game, certain cards will help you determine exactly how much HP a boss has by dealing poison damage to him, and so you will be able to predict when you'll be able to forget about healing your nearly dead party and just go ahead and slaughter the enemy.  As such, using cards makes the game entirely easy to beat, if not for the tough random enemies you have to face on your way to the boss.  The random enemies seem to level up with you, which means you will almost never get the upper hand against them.  It's the only way I can explain why you can almost never seem to kill enemies faster by leveling up a few times.  The only way you'll ever be able to increase your damage versus anything would be to equip more powerful weapons and armour.

And speaking of weapons and armour, guess what happens when an enemy gets lucky with a hit?  A piece of equipment breaks!  If the game wasn't hard enough already in between the boss fights, I might've let this feature slide.  But it just makes playing the game even more frustrating because by the time you get back to town, you might've lost half your equipment and you'll need to somehow come up with enough money to purchase your armour again.  It doesn't help, later in the game, when an enemy takes out a piece of equipment that was providing a significant boost to your stats, and now you must waste lots of magic and items on keeping this character alive.

Money itself is very hard to come by, especially since enemies only drop experience and items, and even then you can only choose one or the other, you can't receive both experience and items from the same battle.  It may have been an unrealistic trope to always have enemies carrying around big bags of money wherever they went, but at least it made games somewhat playable.  In Lunar: Dragon Song, you can only get money from selling items and making deliveries.  Deliveries require you to take a job from someone and then bring items or packages to someone in a different town (which also requires you to go all the way through a monster-infested forest or two over and over and over).  What makes this method exceptionally cruel is that often times, you must hunt down this material yourself, and in some cases it was hard to find, since you have to fight many monsters that drop many random items before they'll drop the one you need.  Then once you've found it, you have to go and deliver it halfway across the world map.

Wandering around the world of Lunar this time around wouldn't have been bad if the music had at least been good.  Instead, it sounds like someone tried to mimic Iwadare's style from the first two games and failed.  I wouldn't have minded, since running everywhere would've shortened the amount of time I'd spend listening to each piece... except that I wasn't allowed to run, or else I'd lose HP.  The option was there, but it was like giving someone chocolate flavoured rat poison.  It tastes good, but you'll lose health and possibly die if you eat it.  If I'm going to be told I'm not allowed to run, I'd better be allowed to enjoy the walk, or else I'm not going to want to take the journey.

lunards2.jpg
I swear, this is an actual example of the kind of work put into the game.

Speaking of death, here's a spoiler for you: one of the characters dies, and the other characters hardly react in any way during or after the scene.  It makes me wonder if the translation team dropped the ball on the entire scene, or if the original writers were the ones who didn't know enough to give our hero time to grieve his fallen comrade.  If this is what it means to be in the Dragonmaster's party, then I want out, now.  I know there was a battle right after your comrade's Heroic Sacrifice, but after the battle...

Battles themselves were also rather annoying.  When fighting, you could only choose what action you wanted to take.  It was as if the team who made the game didn't know how to make your characters target enemies on the DS, because your actions were always taken against random enemies.  All battle strategy, therefore, went out the window.  You no longer could count on eliminating your enemy in a well planned out manner.  Instead, sheer luck determined who lived and died in battle.  It was an awful system of game play that somehow fit right in with an awful game.

Battles, and especially boss fights, take up both screens.  Unfortunately, and this is a design choice I hate in DS games, the two screens are meant to be seen as one during these battles.  A boss will naturally appear on both screens with a gap in the middle where his top half is supposed to join up to his bottom half.  And sometimes a random enemy will slightly overlap onto the other screen.  It's more of a peeve than an actual design flaw, but it's one that I will complain about in DS games when applicable.

Now not all of these flaws are bad.  Forbidding a character to run might've been a good idea if it was implemented in a game that made you want to explore your surroundings.  Instead, it draws the game out and is another example of a poorly designed way to keep you playing the game for longer than you wanted to.  Breaking a character's equipment might've worked in a Final Fantasy game where everything, including money, is easier to come by and yet it would happen with enough frequency that you'd have to decide whether you want to buy a couple extra weapons or a few extra potions with your last gil.  Even the choice between items and experience might've been better in a game where your enemies didn't automatically match your own level.

Should you play this game?
lunards1.jpg
Wow, even the characters don't want you to.  That's just awful.

...Because The Future Can Take It All Away From You

In the end, all of these features, combined with the shoddy translation and already horrible music, combined to form a bag of complete shit called Lunar: Dragon Song, and if you ask me, this isn't a good way for such a glorious series to end.  It feels like they took their beloved pet out back and shot him, then tossed him to the pigs to eat.  Bag of shit indeed.

Actually, there was one diamond waiting for me at the bottom of my bag: the end credits rolled and I didn't have to play the game any more.

Images stolen from LunarNET

treasurehunter.jpg

Treasure Hunter is a new column that will cover my swag purchases, swag alerts, toys and anything of a collectible nature (that I can think of). This column will replace the swag alerts that previous fell under my Geek Babble columns. For the time being Treasure Hunter has no set day of the week. As for the name, it comes from one of my favorite abilities in
Final Fantasy Tactics. Enjoy!

Unfortunately, I have nothing to contribute to Geoff's Ten Days of Street Fighter articles. Anyone who knows me knows that Street Fighter isn't my flavor when it comes to fighting games. Not because I hate SF, but I'm one of those very people who were alienated by the franchise back in the days of Street Fighter II. With that said, I do enjoy some fighting games, but for the most part I'm an RPG gamer. Which is why on Tuesday I was probably the only one at my local GameStop buying Fire Emblem: Shadow Dragon instead of Street Fighter IV. Though the staff were kind enough to tear themselves away from SFIV so I could pick up my pre-order. I also managed to acquire a laser cel with my copy of Fire Emblem, and it looks pretty good.

fireemblemDS-plusswag.jpg


I was able to pick up the cel on the day I pre-ordered the game, but thanks to Katsucon 2009, I didn't get to write about it sooner. Also, I'm not sure if it was acutally announced or not, but I did discover the existence of the laser cels via GameStop.com. This time around I'm glad I didn't pre-order at Game Crazy, although the staff usually tries to match GS' efforts with something else if asked about it. As for the 23,345 cels printed, local GameStops may have some left over but as always there are a few up on eBay at reasonable prices. The real lesson learned with swag is that it is probably best to shop around before pre-ordering.
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