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2010 Staff Picks: Elliot

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Elliot's choices: Demon's Souls and Bayonetta

For the five days leading up to the New Year, Ani-Gamers is posting an un-ranked list of our favorite titles from the year 2010, featuring up to two choices from each writer. Be sure to check back throughout the week to find out what geeky stuff our contributors really dug this year! We now present the choices from manga and video game reviewer Elliot Page.

Demon’s Souls (From Software): While this came out in the US in 2009, its only this year that Europeans like myself have had the pleasure of being humiliated by the ruthless gaming experience that is Demon’s Souls. There are just so many things that make me love this game — the atmosphere in particular. The ravaged, demon-filled lands of Boletaria and the few people who still cling to life set an excellent tone for your character’s adventure, making you truly feel like the last hope for the world. Not that saving the world is an easy task — the game’s controller-smashing difficulty is well documented, but it never feels punitive. This, combined with the tight direct-action combat and lack of hand-holding, makes playing the game all the more satisfying, especially when you kill a major demon. I barely have time to mention the game’s amazing online system, where players can leave notes for each other as advice or enter another player’s game to either assist or antagonize them. Plus, Demon's Souls has buckets of re-playability due to the breadth of character options available, and the fact that you will grow to love the pain the game inflicts.



Bayonetta (Platinum Games/Nex Entertainment): It’s hard to come up with a fitting opening line to fully encompass the wonder that is Bayonetta, but here goes: Bayonetta is a game where you play a nine-foot-tall woman who wears clothes made out of her own magical hair, has control over time, can summon massive demons, and spends her time destroying hundreds of freakish angels in order to do something or other. I don’t remember the plot very well — while hilarious and a great way to string the action together, it is so insane that your mind rejects it the second you stop playing. Bayonetta is what is known in the trade as a “Character Action Game” — somewhat like Devil May Cry, God of War, that sort of thing. That means a third-person camera, a combo system using different weapons including ground and aerial moves, quick time events, and button-mashing special attacks. Except, Bayonetta is the only game of this genre I have enjoyed, let alone completed twice over. The controls feel so tight and accessible, saving you from being constantly being reminded that there is a plastic knob in between you and the game. The game also has a great sense of fun all over, in its level design, enemies, and weapons. (Even the in-game shop will make you crack a smile when you visit.) The sheer amount of love put into the game shines through especially well in the final levels, during which I could not stop grinning for the entire two-hour session.

A side note: make sure to play the Xbox 360 version of this game, as the PS3 version has some horrible loading issues that rapidly suck the fun out of it.



Extra Bonus Item! (Likely to annoy Evan! This is done in the name of beefing out the amount of anime in the year-end picks.)

Baccano! (Brain’s Base): Seriously, go and read my Anime Secret Santa post on this series. After reading it, it should come as no surprise to learn that as soon as I had moved into my new house I unpacked Baccano! to re-watch it. To be precise, it was the fifth thing I unpacked, coming after the sofa, the DVD player, the TV and the kettle (for tea, of course). My love for this series only grows as I watch it this second time, and I heartily recommend it. (Ed. Note: Baccano! was released in the UK during 2010.)

Baccano! is also recommended by Ani-Gamers editor Evan "Vampt Vo" Minto.



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2010 Staff Picks: Evan Krell

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Evan's choices: Durarara!! and Twin Spica

For the five days leading up to the New Year, Ani-Gamers is posting an un-ranked list of our favorite titles from the year 2010, featuring up to two choices from each writer. Be sure to check back throughout the week to find out what geeky stuff our contributors really dug this year! We now present the choices from video game reviewer Evan "BakaTanuki" Krell.

Durarara!! (Brain’s Base): This oddball show is a bit hard to describe within a few sentences. In fact, even naming the protagonist is complicated with so many characters and plot threads. From the director, studio, and original author of Baccano!, Durarara!! is rather similar, as it is built upon a huge and interesting cast of characters, their interactions, and how their own stories all intertwine into the overall weirdness of Tokyo's Ikebukuro district. The series begins with a high schooler from the country moving into Tokyo, and leaves the impression that it will be about his experiences with his new surroundings and how he will be become involved in them. While not completely inaccurate, everything in Durarara!! has some sort of twist to it — often many. Later episodes introduce and focus on other characters, and eventually these pieces all begin to fit into the puzzle. There is a ton going on in this show, and keeping up with it all is part of the fun. Things can get pretty convoluted, but the atmosphere is laid back and fun enough to not really worry about it. Durarara!!'s urban fantasy setting makes little attempt (if any) to stay grounded in reality, and it manages to pull of some over-the-top fantasy played completely straight. The visuals are all quite distinctive with a certain dark-urban aesthetic to it. The music is also very good with both jazz and rock elements throughout. Durarara!! is extremely enjoyable, and I was thoroughly captivated with it as I followed it through Crunchyroll's simulcasting. Despite only being released this year, I am currently on my third viewing and keep finding more to love about it.

Durarara!! is also recommended by Ani-Gamers editor-in-chief Evan "Vampt Vo" Minto and contributor Ink.



Twin Spica (Kou Yaginuma): This story of a young girl pursuing her dream of becoming an astronaut is easily the best manga I have read this year. Asumi, a 13-year-old girl, has always wanted to be an astronaut like her mother was. The interesting thing about this goal is that her mom died in a rocket accident when Asumi was a baby. Twin Spica is a character drama at its core, as Asumi has to deal with various relationships with others as well as her own personal development. As expected, her father has trouble supporting her ambition to follow the career that lead to his wife's death, and she has to deal with a group of new classmates at the space training academy. There is also a mysterious boy with a Lion mask on that appears to be a figment of Asumi's mind. Twin Spica tells a heartfelt story with an extremely likeable lead. Asumi is very sweet, but has more depth than the typical cutesy anime girls. The astronomical elements add a realistic science fiction aspect to the story that enriches the experience without becoming tacked on “sci-fi.” The artwork is simplistic, but becomes more refined as the artist, Kou Yaginuma, progresses. Twin Spica has four volumes out and is off to a strong start. I find it to be an extremely compelling read, and another great release from Vertical, Inc.

Twin Spica is also recommended by Ani-Gamers editor-in-chief Evan "Vampt Vo" Minto.

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2010 Staff Picks: Vampt Vo

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Evan's choices: Mass Effect 2 and Ayako

For the five days leading up to the New Year, Ani-Gamers is posting an un-ranked list of our favorite titles from the year 2010, featuring up to two choices from each writer. Be sure to check back throughout the week to find out what geeky stuff our contributors really dug this year! We now present the choices from editor-in-chief and podcast host Evan "Vampt Vo" Minto.

Mass Effect 2 (BioWare): When I first started hearing the video game press rave about Mass Effect 2, I knew I had to finally sit down and play the original Mass Effect. It turned out to be just about as disappointing as the reviews made it out to be — a fun ride chock full of potential that doesn't always deliver. Mass Effect 2, on the other hand, fixes nearly every glaring problem with the original game. That's not to say it's perfect, but it's hard not to enjoy this interplanetary heist story, with its quick-paced action scenes, satisfying leveling mechanic, huge catalog of background data on the game world, and endlessly entertaining cast that sticks with you long after you've put down the controller. Mass Effect 2 is some of the finest gaming I've had in a long time, and if you're at all a fan of sci-fi or RPGs, this is the game to pick up this year.

Mass Effect 2 is also recommended by Ani-Gamers contributor Elliot Page.



Ayako (Osamu Tezuka): While Japanese readers were introduced to Ayako in January of 1972, Osamu Tezuka's classic work of historical fiction arrived in the English-speaking world just this year, courtesy of publisher Vertical, Inc. and translator Mari Morimoto. Fans of the so-called "god of manga" (known for Astro Boy and Black Jack) will find him at his darkest point yet, as he weaves a dramatic yarn of deceit and suffering, set in post-war occupied Japan and centering around a young girl trapped by her own family in the storehouse cellar for 23 years. Despite its whopping 704-page single volume, Ayako is a gripping tale from start to finish, sure to leave even the most steadfast of Tezuka fans drained by the time they reach its powerful conclusion.



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2010 Staff Picks: Ink

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For the five days leading up to the New Year, Ani-Gamers is posting an un-ranked list of our favorite titles from the year 2010, featuring up to two choices from each writer. Be sure to check back throughout the week to find out what geeky stuff our contributors really dug this year! We now present the choices from reviewer and columnist Ink.

Ed. Note: We miscalculated the number of contributions we would be receiving from our writers, so we won't be following a one-a-day schedule from this point on. Sorry!

Fable III (Lionhead Studios): What this third incarnation of the Fable franchise does so completely that the former installations do not is create a truly immersive and believable world in which its main character's participation is only a piece of the proverbial pie. It accomplishes this by forsaking the isolated, hero-centric approach of old and broadening the story's focus and consequences to include the needs of all the people around the hero — intimately and in a broader sense. As people in our world continue to grow increasingly isolated from one another, Fable III illustrates how many lives the actions of one person can affect and also serves as a reminder to step into others' shoes before judging their actions. As a poet, I can think of no better video game execution of Shelley's sympathetic imagination.



House of Five Leaves (Manglobe): Though focused on a group of thieves and a lone ronin, House of Five Leaves is less about action than growing to understand personal reasons behind past actions and present conditions. The main character is a samurai turned woebegone bodyguard who is hired into a den of thieves that kidnaps people for ransom, under the auspice of humanitarianism. The art is a bit jarring at first, with fish-like faces adorning otherwise realistically drawn bodies, but there's no denying the animation's beauty via color contrasts and use of darkness or its direct reflection of the story's pacing, which is slow and utterly character driven. All the above characteristics contribute to the sense that this is not an anime aimed at kids but rather the adult viewers of the noitaminA block in which it appeared.



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2010 Staff Picks Day 2: Sean

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Super Meat Boy and Recettear

Once a day for the six days leading up to the New Year, Ani-Gamers is posting an un-ranked list of our favorite titles from the year 2010, featuring up to two choices from each writer. Be sure to check back throughout the week to find out what geeky stuff our contributors really dug this year! We now present the choices from copy editor Sean Kim.

Super Meat Boy (Team Meat): Mind-numbingly difficult, yet surprisingly refreshing, Super Meat Boy manages to capture what truly makes a good platformer. It truly defines the masochistic style of game design, in a similar vein to other indie 2-D platformers: N+, Jumper, and I Wanna Be the Guy, to name a few. Everything about the game is polished, from the sounds that Meat Boy makes as he squishes his way through the levels to the beautiful and often varied environments. The gameplay is spectacular; not only does Meat Boy handle extremely well, the levels are designed with an amazing amount of detail to allow for an exhilarating rush when timing all the jumps perfectly. Make no mistake, though, this game is hard, and I wouldn’t recommend it to everyone. I found myself cursing at the TV on multiple occasions when dealing with some particularly challenging levels. If this type of game sounds interesting, you owe it to yourself to get Super Meat Boy. It is currently on sale for 800 MS points on the 360 and $7.49 on Steam for the PC (Mac version to be released in the coming months)

Super Meat Boy is also recommended by Ani-Gamers contributor Ink.



Recettear: An Item Shop’s Tale (EasyGameStation): Capitalism Ho! Recettear: An Item Shop’s Tale was certainly a surprising hit this year. The premise for the game is simple: you owe a lot of money and need to make it back through market manipulation and dungeon crawling. The gameplay is fairly basic at its core, but offers many different characters to explore various randomly created dungeons in search of fame and fortune. The item shop portion of gameplay takes a bit of getting used to, as the deadlines are a bit harsh, and the amount of options available to wisely spend your time and manipulate the market can make one’s head spin at first, though all these concepts are slowly introduced, as to provide a continual challenge throughout the game. Much of the game’s charm comes from the character interactions and dialogue. I often found myself laughing out loud at many situations, something rare in games these days. If you’re looking for a different kind of RPG, you should pick up Recettear, currently on sale on Steam for $9.99 for the PC.



Click here for all the 2010 Staff Picks posts.

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2010 Staff Picks Day 1: Mehket

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Once a day for the six days leading up to the New Year, Ani-Gamers is posting an un-ranked list of our favorite titles from the year 2010, featuring up to two choices from each writer. Be sure to check back throughout the week to find out what geeky stuff our contributors really dug this year! We now present the choice from video game reviewer Hayley "Mehket" Myer.

Dante's Inferno (Visceral Games): Mixing classical literature and video gaming technology doesn’t sound like the greatest of ideas, but Visceral Games and Electronic Arts do an amazing job portraying Dante’s journey in The Divine Comedy as hetravels through the nine layers of Hell. The game follows the epic poem with a surprising amount of precision, depicting characters and each level of Hell as accurately as possible. The people Dante meets in the poem are scattered throughout Hell, and the ability to absolve or punish them for their worldly crimes allows the players a brief moment to play God, reflecting on their own virtues and morals. While there are some deviations in storyline, there is much to learn about The Divine Comedy from the otherwise brutal, graphic game, including dialogue from Virgil, Dante’s guide, and the cantos shown to players each time they are defeated by Hell’s minions. The game is not for the faint of heart, as it sticks to the gore and fear that Dante inspired throughout the poem, but for those who like a bit of education in their video games, Dante’s Inferno is a necessity.



Click here for all the 2010 Staff Picks posts.

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Review: Ayako (Manga)

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Ayako, by Osamu Tezuka

Medium: Manga (1 volume, 704 pages)
Genres: Drama, Historical, Suspense
Author: Osamu Tezuka
Publishers: Shueisha (JPN), Vertical Inc. (NA/UK)
Demographic: Seinen (ran in Big Comic)
Release Dates: Jan. 25, 1972 – Jun. 25, 1973 (JPN), Fall 2010 (NA/UK)
Age Rating: 16+

It's no secret at this point that Osamu Tezuka's reputation as the "Walt Disney of Japan" is fairly inaccurate. His corpus of English releases, which began with his more well-known children's works like Astro Boy (1952), has grown in years past to include a lot of the artist's more racy material, serving as a reminder that Tezuka was able to tackle a wide variety of styles. Ayako (1972), which came to American shores just last month in a new hardcover translation from Vertical, Inc., illustrates this better than nearly any other Tezuka manga I have read.

Gone are the science-fiction themes of most of Tezuka's other works. Even in his darkest of moments, such as the gripping Ode to Kirihito (1970), there are twinges of the fantastic that betray Tezuka's love for science fiction. In Ayako, Tezuka focuses on the harshness of a historical reality in which there are no robots or aliens or mysterious diseases — only humans are to blame for our misfortunes, and only we can pull ourselves out of them.

The Tenge family is reeling in the wake of the post-war American occupation. As they watch their lands in the Japanese countryside get sold off to tenant farmers, the once-rich clan sees the return of P.O.W. son Jiro, who is now working undercover for the American occupation forces. He comes home to find a family rife with sin and dark secrets. His brother Ichiro is letting his own father sleep with his wife in return for the family fortune, resulting in Jiro's new four-year-old sister/niece Ayako. After Jiro is implicated in a high-profile murder case, with Ayako’s testimony serving as the only evidence toward his indictment, the family decides to preserve their honor by locking her away in the storehouse cellar, to be kept there until she dies.

It is a testament to Tezuka's tight cast and vibrant characterization that he manages to keep the story interesting despite its frequent jumps in both time and place. The Tenges eventually spread out into different places and careers, but the connection to the original reasons for Ayako's imprisonment remain a burden upon all of their consciences, thus keeping everything centered around the title character. The small cast helps you create a deeper connection with them, as their relationships and feelings are all easily understood within the structure of their acutely dysfunctional family.

Ironically, though, Ayako herself is little more than a caricature. She emerges from her 23-year imprisonment as an emotionally stunted young woman, completely ignorant of many customs and ideas that come naturally to most people. This simplistic personality can get a little grating after a while, and it certainly makes her character hard to connect with, but Tezuka makes it clear that he intends her odd behavior as an expression of her tragic upbringing.

Speaking of tragedy, Ayako is horrifically sad beyond any other Tezuka manga I have ever read, and in fact beyond most other manga, period. With murder, rape, and incest throughout, this is not a book for the faint of heart. Sometimes it feels like Tezuka is just throwing in more tragedy for the sake of making you sadder, but it all ends up serving the author's ultimate message: a condemnation of secrecy and hidden sin. In the end, what destroys the characters is a compounding of everything they have ever done (and not done) to other people. As the vessel for the Tenge family's sins, Ayako gets the brunt of their love, hate, compassion, and anger, making its conclusion all the more impactful.

Throughout Ayako, Tezuka revels in the vastness of the Japanese countryside, providing beautiful full-page drawings of hills and fields alongside meticulously drawn cityscapes. Additionally, he tries his hand at recreations of photographic images, a technique that accentuates the historical relevance granted by his frequent references to real events during the Japanese reconstruction. It's also worth noting that only a single character from Tezuka's Star System (the detective Geta) shows up in Ayako, a very deliberate choice that serves to detach the characters and their predicaments from the sometimes whimsical worlds of Tezuka's other works.

Vertical's translation is great as always, but this time they've brought on Mari Morimoto, well-known translator of manga like Dragon Ball (1984) and Naruto (1997). The one notable facet of the translation, which may be credited to either Morimoto or the editors in charge of revising her translation, is the depiction of the characters' country accents. All of the Tenges speak in a Southern American accent, depicted phonetically in what I can best describe as the manga equivalent of a Mark Twain novel. I find that it adds a welcome sense of place to the work that manga often don't have, but some might find that they can only read "Naw!" so many times before it gets a little grating.

EDIT: Naturally, no review of Ayako can go without mentioning that it is flipped (i.e. reads left to right) and features beautiful art direction — from Peter Mendelsund — both inside and on its striking hard cover. Clearly Vertical did both of these things in order to promote it among literati types (as opposed to your average teenage manga fan in Barnes & Noble) as they did with Buddha (1972), and it does a great job. The flipping is an unfortunate consequence of this, but it should hopefully help the book find an audience outside of the manga crowd.

Ayako isn't quite perfect, mostly due to Tezuka's over-reliance on tragic twists and the title character's flat characterization, but as an examination of sin and long-term guilt, it is a powerful story, almost Shakespearean in its penchant for melodrama. Fans of Ode to Kirihito will find much to love here; in fact, its dedication to only a few locations and a centrally connected cast of characters makes it a little more accessible than the sprawling epic that is Kirihito. Be warned, however: Ayako is manga at its most tragic — in this seemingly endless bout of sin and suffering, no one is safe from the taint of evil, and no one is spared its consequences.

[Highly Recommended]



This review is based on a complimentary review copy, graciously provided by Vertical, Inc. (and given away to an Ani-Gamers reader after this review was written).

Reminder: Ani-Gamers is giving away copies of Ayako to two lucky readers. Check out the contest rules to enter!

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Secret Santa Review: Baccano! (Sub)

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Baccano!, from studio Brains Base

Medium: TV Anime (13 episodes + 3 DVD-only OAV episodes)
Genres: Drama, Adventure, Mystery, Comedy
Adapted from: Baccano! (ongoing 2003 light novel series)
Director: Takahiro Omori
Studio: Brain's Base
Release Date: Jul. 26 – Nov. 1, 2007 (JP – WOWOW), December 2009 (US – FUNimation), Oct. 2010 (UK – Manga UK)
Rated: 18 (UK BBFC, due to frequent swearing and frequent intense violence)

Ed. Note: Welcome to our fourth and final "Anime Secret Santa Review." Our reviewers were given review requests as gifts from their Secret Santas, and are now unveiling their opinions of the shows they chose. For more information, check out our 2010 Anime Secret Santa introductory post.



Before I talk about Baccano! proper, I'd first like to thank my Secret Santa, whoever they may be. All three of your choices were excellent. I had already seen and loved Kino's Journey (2003), but when it came to choosing between Baccano! and Eden of the East (2009), it was a close run contest. What made my mind up for me is the following sequence of events, which I shall dramatize for you:

Elliot : "Hmm, I want to watch both Eden of the East and Baccano! - what to do?"
: "Hey, Hey Elliot!"
Elliot : "What's that?"
: "Hey there!"
Elliot : "What the?"
: "Hey there, Elliot, we think you should watch Baccano!. That would be for the best."
Elliot : "Why?"
: "Well, look how happy we are! Don't you want to find out why we are happy, and be happy yourself?"
Elliot : "I guess..."
: "Do it!"
Elliot : "Agh! Okay, okay."
: "Excellent....."

It went something like that. What I present here is more something of a trip report than a full review.

Now onto the show itself. Having watched the main 13 episode series, I have come to regard Baccano! as a series of victories and small wonders, furnishing the viewer with a massively entertaining show that manages to satisfy without outstaying its welcome or stretching too far.

I will admit that until sitting down and watching it I have avoided all discussion or reviews of Baccano! (Including the Ani-Gamers review) as whenever someone has mentioned the show they have taken pains to point out that almost anything is a spoiler when it comes to the shows twisting plotline. I even avoided reading the synopsis on the back of the DVD set before watching. (I’m glad I didn’t — whoever wrote the one on the Manga UK DVD set appears to have been drunk.)

To outline the show: set primarily in the early 1930s, Baccano! follows the exploits of a wide range of characters in both Manhattan and the transcontinental express train "The Flying Pussyfoot" as they all go about their personal business. The narrative jumps between different time periods and different characters with such frequency that the show's creators saw fit to make much of the first episode a primer for what is to follow. For most of this episode, Norio Wakamoto (with full R-rolling in effect) and his assistant prepare the viewer by discussing in a broad sense the different time periods, settings and characters that you are going to spend the following 12 episodes with, as well as showing the viewer some juicy snippets of what is to come.

A wallpaper featuring a small part of Baccano's cast

This initially flummoxing first episode nearly turned me off of the show. It felt like a warning, telling me "Hey, if you aren't down with what’s going on now maybe you should just give up and put this back on your shelf. Oh, here is a quick cut of a young boy getting shot in the head. Bet you're interested now, eh?" Then, at the end of the episode something awesome happens (that I won't spoil) and I was hooked.

To cut to the chase, the plotting works marvelously. The highest praise I can lavish on Baccano! is that even with all the switching of character, time period and setting, the entire plotline comes together into a coherent whole that is massively satisfying, like watching a good detective story. The timing and placement of character and time zone transitions feels meticulously thought out and perfectly judged to maintain viewer interest without causing confusion or irritation. When transitioning between different time periods the show will throw up a black static image with the year that the following events take place in - the genius of these cuts are that they act as welcome breathing spaces in the action, heightening tension. The presentation reminds me an awful lot of the Guy Ritchie film Snatch (2000), which also uses multiple viewpoints to weave together a coherent and thrilling tale. I was worried towards the end that Baccano! would contract a fatal case of "Dumb Anime Ending" syndrome, but I was proven completely and wonderfully wrong. The ending was not bombastic or laden with sudden twists, but was immensely satisfying and ties the disparate plotlines up wonderfully.

The characters themselves also do a lot of the lifting when it comes to drawing you into the story, in part because there are so damn many of them but also because they are genuinely interesting. One particular character is called Jacuzzi Splot, and when I first saw him, i hated his guts. He had a dumb tattoo, a whiny voice, and a melancholy outlook on life. His one redeeming feature was that listening to Japanese voice actors try and pronounce "Jacuzzi" was endlessly amusing. But after a few appearances I began to root for the guy as his development on screen was so engaging and interesting to watch. This happens a lot with the characters — you might not like them, but you come to understand them through their actions. I can honestly say that Baccano! is one of the few shows that have had me rooting for a mass murderer. Multiple mass murderers, in fact.

The lovable thieves Isaac and Miria

Not only are the characters interesting because of their actions, but they also look great. Everyone is stylishly drawn and with a great deal of care, something that really helps out not only in learning names but also in deciphering expressions and intentions of the cast and helping you connect with them. This ability to empathize with the characters really pulls you in, and I feel is best outlined by two of its best characters, Isaac and Miria. I love these two, so very much. Isaac and Miria are a pair of loud, boisterous, idiotic and immensely lucky thieves and the fact that they feel like believable characters while acting in such an absurd manner for their entire time on screen is a credit to the series. They are used just the right amount — too little and they would become a throwaway gimmick, too much and they would take over the show and ruin the magic.

I mentioned that the characters were stylish before. In fact the whole series is damn stylish. Every character, backdrop and action has style in spades. What makes this work is that the style is completely cohesive and well thought out to work as a single whole experience: no sudden SHAFT-style insanity, no winks at the camera, no snickering to itself behind the stage curtains. Every element presented on screen has a purpose and it was put there to contribute directly towards viewer enjoyment, drawing you into a coherent world that has a tangible feeling of authenticity to it.

To sum up my thoughts on Baccano!, after the end of the 13th episode in my third non-stop viewing session, I stood up to retrieve the DVD from the disc tray and thought to myself: "Wow. That was really enjoyable. I wish more things were made this well." I only regret I waited until I had to be pushed by Santa to actually sit down and watch it!

[Highly Recommended]



This review is based on the Manga UK DVD box set, purchased by the reviewer.

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Secret Santa Review: Pale Cocoon (Sub)

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Pale Cocoon, from Studio Rikka

Medium: Original Anime Video (OAV) (1 episode, 23 minutes)
Genres: Drama, Science Fiction
Director: Yasuhiro Yoshiura
Studio: Studio Rikka
Release Date: Jan. 18, 2006 (JP), Jan. 8, 2007 (Crunchyroll – NA)
Rated: Not Rated

Ed. Note: Welcome to the third of our four "Anime Secret Santa Reviews." Our reviewers were given review requests as gifts from their Secret Santas, and are now unveiling their opinions of the shows they chose. For more information, check out our 2010 Anime Secret Santa introductory post.



Pale Cocoon is a short (under 25 minutes), OAV by Yasuhiro Yoshiura that seems to mainly serve as an animation and concept demonstration. The story itself is quite simple, despite being told through vague, psuedo-deep dialogue. The message is one many would describe as “moving” or “profound”, but all I saw was tiring environmentalism and juvenile artsy writing. Also, the dialogue is bland and the pacing needlessly drawn out. As a reader of magazines like Galaxy Science Fiction and Asimov’s Science Fiction, I certainly enjoy a good piece of SF short story, but Pale Cocoon’s premise lacks the impact it should have. From a social SF standpoint, the environmental aspect of humans being driven away from the Earth due their own mistakes is a dime-a-dozen plot that has been much better done elsewhere. As a character drama, the two protagonists seem like they could be interesting, but not enough depth or background to their relationship is present for me to feel emotionally invested. Despite an interesting SF concept, it needs a lot more fleshing out to be enjoyable.

In the future, human society has been forced underground by environmental destruction. Archeologists have now dedicated themselves to archiving and researching photos and other documentation from the surfacebound past. Photographs of a green, living earth captivate the protagonist of the story, while everyone else is questioning the necessity of the historical discovery and feel as if it is better if humanity doesn’t know what it was once like. Despite his female friend encouraging him to abandon his work, the protagonist discovers an old music video that compels him to seek the truth about the human race’s previous life.

A scene from Pale Cocoon

My issues with the plot are largely irrelevant since the entire OAV is a technical demonstration, but as a vessel for displaying Yoshiura and the studio’s animation talent it succeeds quite well. The animation is gorgeously detailed with intriguing cinematography. The aesthetic is built around, well, technology looking cool, and as such it features lots of detailed shots of wires, pulsing light towers, computer desktop screens, and related. Naturally, it is impossible not to make the obvious Serial Experiments Lain (1998) comparison with its technical, cyber-cool focus. Interesting camera angles and panning may serve as animation shortcuts at times, but are effective stylistic choices at others. Aside from the amateurish character designs, Pale Cocoon is a strong demonstration of atmospheric, technological animation.

It is easy to compare it to Makoto Shinkai's Voices of a Distant Star (2002), as both are these are short works that showcase the director's budding talent. However, since Pale Cocoon is a studio production, it features better quality animation that Shinkai's home made effort, but there is a similar spirit between the two. In fact, both manage to pull off a "Macross" by using cheesy pop music to reinforce a climactic scene. Voices of a Distant Star, however, executes a very effective character drama built around strong SF themes, whereas Pale Cocoon’s plot comes off as mere structure to show off pretty graphics.

If not for the Secret Santa recommendation, I would not have even bothered to review Pale Cocoon. I see it as a piece of experimental filming, used as practice for the director's “real” debut. Reviewing it seems equal to browsing through an accomplished director's early archives and giving criticism on their practice projects. I can understand commenting on it when it was first released, but now it should be left alone and treated only as historical documentation. Where Pale Cocoon succeeds is in whetting the appetite for future projects from the director.

Despite its flaws, Pale Cocoon has attracted a surprising amount of enthusiastic viewers. With its short length and ease of access through Crunchyroll streaming, it requires no significant commitment. I believe that it also represents anime fandom's interest in good science fiction anime, and people watch it in hopes of filling a void. Thankfully, Yoshiura went on to release Time of Eve (2008) that uses even better animation with similar elements and overall vibe. Time of Eve is a strong science fiction series that has the appeal that Pale Cocoon only hints at. I would recommend skipping out on Pale Cocoon, and diving straight into Time of Eve. Pale Cocoon could then viewed as a piece of historical interest to fans interested in the director's developing ideas.

[Bad]



This review is based on the Crunchyroll stream of the series, provided by Studio Rikka.

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Secret Santa Review: Last Exile (Hyb)

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DVD box set for GONZO's Last Exile

Medium: TV Anime (26 episodes)
Genres: Adventure, Fantasy, Military, Science Fiction
Director: Koichi Chigira
Studio: GONZO
Release Date: Apr. 7 – Sep. 29, 2003 (TV Tokyo – JP), Nov. 18, 2003 (Geneon/FUNimation – NA)
Rated: Not Rated

Ed. Note: Welcome to the second of our four "Anime Secret Santa Reviews." Our reviewers were given review requests as gifts from their Secret Santas, and are now unveiling their opinions of the shows they chose. For more information, check out our 2010 Anime Secret Santa introductory post.



You know you're in for a polarizing show when one of the biggest pieces of praise people can give is "it's one of the few shows by this studio that's actually worth watching!" Unfortunately for anime studio GONZO (Gankutsuou, Welcome to the NHK, Linebarrels of Iron), that's basically the compliment granted to any relatively successful series that they create, and for better or for worse, Last Exile (2003) sits among this short list of "not terrible" GONZO series.

The show begins in a vaguely steampunk era in which giant airships have become the primary tool of war. Our heroes are two young pilots who make their living as couriers on the wings of their small fighter plane-esque craft called a "vanship." Claus Valca is a quiet, kindly pilot with a penchant for finishing everything he starts, while Lavie is his hot-headed, impetuous, and intelligent navigator. As the guy piloting the vanship, Claus is naturally the hero GONZO chooses to focus on, while Lavie serves simultaneously as his childhood friend, romantic interest, and moral compass.

These two couriers are living a simple life in the shadows of their legendary fathers (couriers who flew together until their untimely deaths) when they find themselves tasked with transporting a young girl named Alvis to the "Kill 'Em All" Silvana, a notorious mercenary airship thought to suck the souls out of anyone who comes aboard. After narrowly escaping attacks from the Guild, a shadowy organization that exerts subtle control over all the world's militaries and governments, the two vanship operators end up joining the Silvana's not-so-scary crew in a mysterious mission to strike the very heart of the Guild.

Some of the cool concept art for Last Exile

On paper, Last Exile seems like an exhilarating modern military tale, set in the skies of a unique world bound by strange rules — and it almost is, too. Unfortunately, GONZO's execution is painfully uneven, to the point that I often wondered if the writers knew where they were going when they created the original concept. The story is roughly split into three acts: 1) introduction of major cast and factions, 2) the Silvana wanders around doing things and battling some people, and 3) final confrontation with the Guild. As you might be able to guess, the second act features no central narrative or even an attempt at a formula (which would have made it much easier to follow). Instead the characters just meet a few unrelated challenges and overcome them, all the while developing ever so slightly as both individual characters and as a team.

Unfortunately, that individual development often leads to dead ends, as with two of the show's seemingly important romantic threads that simply die out before the introduction of the third act. The overall development of the cast, however, is one of the Last Exile's defining characteristics. The sense of cohesion between the Silvana's crew might not be apparent at first, but the motley crew of pilots, mechanics, and bridge personnel really start to feel like one big team by the end of the series. The most apt comparison that comes to my mind is original Gundam (1979), though Last Exile certainly doesn't pull it off quite that well.

Despite the compelling sense of overall camaraderie, some of the individual characters can get truly grating after 26 episodes. Let's start with Claus: his personality is so meek and boring that he is effectively the same as any of the cookie-cutter protagonists in harem anime. Underscoring this unfortunate truth is his harem of girls, including Lavie, Alvis, the cold-hearted pilot Tatiana, and even the strong-willed Vice Captain Sophia. To make matters worse, Tatiana turns into a mushy little lovestruck schoolgirl when Claus so much as lends her his jacket, and Sophia's romantic encounter comes from so far in left field that you'll likely be throwing things at your screen in frustration. To be honest, by episode 15 I was convinced that Last Exile was a harem show in disguise.

Meanwhile, there are a few characters who really shine despite their disappointing company. Alex Row, the stoic captain of the Silvana, rocks all kinds of socks with his grumpy demeanor and tortured past, but cracks begin to show in his emotional armor as we learn more about his history and see him lose control near the end of the show. Dio (no, not that one) and Lucciola, two runaways from the Guild who join up with the Silvana, and Mullin Shetland, a musketeer-turned-mechanic, provide an interesting counterpoint to the rest of the crew as outsiders coping with the stress of turning away from their previous loyalties. On the bad guy's side, the sinister Guild leader Maestro Delphine comes off as a poisonously sweet version of Gundam's Haman Karn.

Lavie Head, the surprisingly well characterized female lead of Last Exile

But as far as I'm concerned, the real star of Last Exile is Lavie Head, Claus's energetic navigator. Originally she seems like nothing more than an obligatory bossy love interest, but by episode 8 or so it is clear that her personality reaches depths far beyond those of her lame childhood friend. Even when she decides that she doesn't want to be Claus's navigator as long as he is flying in combat (a brave and unexpected decision that throws a fascinating wrench in the works), she remains one of the most well-developed members of the crew. Lavie feels with a magnitude that nobody else in the show does, careening between nurturing love for Alvis, passionate concern for Claus, and unexpected bravery in the face of danger. Through it all, she manages to be both completely admirable and believably flawed, a feat that I'm frankly surprised GONZO managed to pull off so well.

While Japanese voice actor Chiwa Saito's performance as Lavie certainly gets the job done, Kari Wahlgren truly makes the role her own. Especially compared to Johnny Yong Bosch's typically overwrought Claus, Wahlgren's Lavie is always believable, no matter where she is on the emotional spectrum. In terms of the rest of the English cast, despite some clunky deliveries they mostly stack up well, especially thanks to spot-on Japanese-to-English voice matching by Bang Zoom.

Nearly all of the technology in the show (intricately researched and designed by character designer Range Murata and Gankutsuou's Mahiro Maeda) is animated using GONZO's notorious CG style, which only rarely blends with the two-dimensional character animation used throughout. Movement is also irritatingly choppy during the fight scenes, undercutting the clear quality of the original concepts. The skilled 2-D animators who realized Murata and Maeda's beautiful character and costume designs likely could have transformed most of the storyboards for the battle scenes into thrilling dogfights, but as it stands the 3-D fights are merely passable (though GONZO gets points for including ZERO Gundam-style monologues or pilot-to-pilot arguments during fights).

One of the CGI battle scenes in Last Exile

While I don't usually comment on such things, Last Exile's sound design is actually one of its greatest strengths. The sound effects used to represent the creaking and turning of machinery and the movements of the wind are far more visceral (and frequent) than the effects used in most other anime. This, combined with Maeda and Murata's unique and complex designs for clothing and machinery, makes for a lot of fascinating world-building potential. Unfortunately, spotty explanations of the factions and technologies often make it difficult to understand who is fighting whom and for what reasons. By the time the series reaches its exciting finale, it might still take a Wikipedia visit or two to understand just what was going on in the skies of Claus and Lavie's world.

Last Exile, like many GONZO series before it, is a valuable lesson in wasted potential. It's clear that the concept designers put a lot of work into the series during pre-production, and the animators' love for their material shines through in rare moments that belie Last Exile's most glaring flaw, which is that it doesn't really say or do very much with its own material. In the end, the exquisite presentation, the attempts at world-building, and the moments of genuine humanity come together to produce a work that is nothing more than the sum of its parts. We are left with a vaporous story about people in airships who fight each other.

[Passable]



This review is based on the Hulu streams (both dub and sub) of the series, provided by FUNimation.

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Secret Santa Review: Fate/Stay Night (Sub)

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Fate/Stay Night from Studio DEEN

Medium: TV Anime (24 episodes)
Genres: Fantasy, Action, Romance, Supernatural, Thriller
Adapted from: Fate/Stay Night (2004 game)
Director: Yuji Yamaguchi
Studio: Aniplex/Studio DEEN
Release Date: Jan. 6 – Jun. 16, 2006 (JP), Dec. 19, 2006 (Geneon/FUNimation – NA)
Rated: Not Rated

Ed. Note: Welcome to the first of our four "Anime Secret Santa Reviews." Our reviewers were given review requests as gifts from their Secret Santas, and are now unveiling their opinions of the shows they chose. For more information, check out our 2010 Anime Secret Santa introductory post.



Fate/Stay Night tells the story of Shirō Emiya, sole surviving civilian of a local holocaust, ten years after said event. The man who rescues Shirō becomes his adoptive father and instills in him a sense of pacifist justice before passing away. Having taken this philosophy to heart, Shirō embodies self-sacrifice and lives as a doormat for his classmates' inconsiderate soles. He does not turn down any request and is always willing to sacrifice his own well being for the welfare of others. As a result, Shirō's philosophy is challenged one day after summoning the world's most capable warrior (Saber) via latent magical abilities in a knee-jerk response to a mortal threat. By doing so, Shirō inadvertently enters an exclusive tournament known as "The Holy Grail Wars," in which all participants – pairs comprised of masters (magi, or magic users) and servants (warriors) – must either kill or be killed until only one magus and his or her warrior remain.

While the overall presentation of said story is awash with harem elements, the main conflict of the story, pacifism in the midst of battle, is aptly personified via the assignment of Saber to Shirō. Furthermore, implications are deepened via the introduction of Shirō's inability, caused by his lack of study in magic, to make Saber properly materialize. Thus Emiya and Saber, respectively as magus and servant, portray two incomplete parts that leverage each other to form a whole in the hopes of competently fighting against multiple pairs of complementary wholes. This setup is rife for conflicts, and the execution does right by exploring the main theme of action vs. inaction. However, the weaving of romantic tension turns too many scenes into boring and (for the most part) inconsequential harem tropes.

That's not to say that romantic tension doesn't serve some purpose. Rather, the execution of its repeated influence only weakens the story. I'd maintain there are two instances of romantic tension aptly serving the story: that of Emiya's falling for Saber and Rin's unexplainable interest in Emiya. While the latter only serves as a reason why a fellow magus would not kill, and instead might even protect, a competitor, Emiya's falling for Saber further lends credence to why he constantly puts his life on the line for what he views as his responsibility. Really, there's an essay waiting to be written on Emiya and Saber, and that fact alone makes the anime a worthwhile watch, but other aspects deserved to be touched upon as well. Art in Fate/Stay Night is standard fare but of above average quality (budget). Really, its only fault would be the showcasing of CG alchemic circles, the animation of which seems a little too out of place. Fight scenes are well orchestrated and, for the most part, fully animated, and the overall ambience is set rather perfectly. Deep hues of night, the only time during which combat is permitted, are foreboding and bloodthirsty, while days offer a palate more complimentary to the harem walls and the associated tension break. Character designs are also quite Romantic, especially concerning the servants' attire/armor.

Writing is a tad overly dramatic, except, surprisingly, for the harem aspects. Instead, I found myself actually liking how statements by the majority of the female characters never (or rarely) said anything directly. In retrospect, I also greatly enjoyed the underlying and understated theme of regret that manifests not only within the warriors throughout the series but which also resonates as the drive behind the warriors – each a mythical figure of ancient origin.

If you have time to kill, there are far worse anime to help you pull the trigger. It's pretty, the pacing of the main plot is quick, and general subtext is nothing that requires much thought. There is even decent potential as fodder for analysis, which is surprising given the series' origin as an “eroge” (erotic game). What I can only guess to be a successful anime translation (best to ask Elliot Page) manages to eliminate all hentai aspects, save the annoyingly omnipresent harem elements (beware the first half of the date episode!!!), and deliver an enjoyable watch akin to a more grown-up Zatch Bell (2003).

[Recommended]



This review is based on rental copies obtained via the reviewer's personal Netflix account.

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Ani-Gamers Podcast #034 – Still Talking

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Minecraft, from Mojang Specifications

Hosts: Evan "Vampt Vo" Minto, Elliot Page, Ink
Topic: "What'cha Been Doing?"

After a ridiculously long break between episodes, we're back with a 100% Ani-Gamers staff episode (i.e. both co-hosts are Ani-Gamers contributors). We discuss the anime, manga, and video games we've been checking out in these last few weeks, including Ink's Anime Secret Santa pick, Fate/Stay Night. Plus, in the last fifteen minutes or so, Evan and Elliot have an in-depth discussion of the wildly popular indie game Minecraft.

Check out show notes and links after the break.

DIRECT DOWNLOAD - RSS Feed - iTunes - Send us Feedback! - More episodes


(Runtime: 58 minutes)


[00:00] Evan plays with the soundboard and annoys Elliot.

[00:12] Opening Song: "R.O.D. Theme" by Taku Iwasaki (Read Or Die OAV OP)

[00:27] Introductions all around. Our hosts this time are Evan, Elliot, and Ink

[01:50] Check out Evan's appearances on other podcasts: Anime3000 (20 Questions), MangaPlasma (Dragon Ball), and MangaPlasma (Princess Ai).

[02:50] Elliot is reading the slightly disappointing fifth volume of Kiminori Wakasugi's Detroit Metal City manga.

[08:32] Evan is reading Asuka Izumi's The Lizard Prince, a silly shōjo manga about a pretty-boy Prince who has been transformed into a lizard. Did we mention it's silly?

[11:52] Ink is watching the anime versions of Shikabane-Hime, Fate/Stay Night, and Claymore. Elliot admits that he has played the Fate/Stay Night game.

[16:43] Elliot bought a Crunchyroll subscription, and is now watching Gainax and Hiroyuki Imaishi's Panty & Stocking with Garterbelt.

[22:30] Evan's watching his roommate's Gundam Unicorn Blu-rays. (The show is from studio Sunrise and directed by Kazuhiro Furuhashi.) We talk a bit about where the best place to start is for fans who want to get into the Universal Century Gundam timeline.

[32:25] Ink watched the beginning of the Masaaki Yuasa anime The Tatami Galaxy, but had to frequently pause to read the dense dialogue.

[35:40] MINECRAFT! Minecraft? MINECRAFT! Evan and Elliot have been playing, and they get super-excited when they talk about it.

[55:43] Evan goes into the outro. Check out the site, subscribe or leave us comments on our iTunes page, visit the podcast homepage, and follow us on Twitter (@AniGamers, @VamptVo, @elliotpage, @Poetic_Ink)

[57:30] Ending Song: "WORLD END Instrumental" by FLOW (Code Geass R2 2nd OP)

[57:45] Evan's still talking. Still talking. STILL talking.

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Holiday Giveaway: Ayako by Osamu Tezuka

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Ayako, by Osamu Tezuka

The holiday season is upon us, so in keeping with the spirit of this time of year, we want to give away some gifts to our wonderful readers. Thanks to the folks at Vertical, Inc., I've got two copies of Osamu Tezuka's manga Ayako (1972) sitting right next to me, and I need to select two lucky winners to receive this brand-new, hardcover English release from the "god of manga." (Note that one of these is the review copy that I read in order to write my upcoming review of the book. It is still in near-perfect condition.)

How can you win one of these fabulous prizes, you ask? Well, just leave us a comment below this post telling us about the best geek-related gift you've ever received (or given to someone else) for any occasion — not just the holidays. Extra points for anime, manga, or game-related ones, but you can stray outside of that if you want. Make sure to leave some form of contact information, because we'll be picking our two favorite entries from the comments section and sending those people copies of Ayako!

The deadline for this contest is 11:59 PM on December 30, 2010, so you've got time to report back about any gifts you might receive this year. Best of luck! Oh, and before I forget: all of us at Ani-Gamers would like to wish our readers a happy and healthy holiday season. We hope you'll keep reading for the next two weeks as we roll out our Anime Secret Santa reviews and 2010 Staff Picks.

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Review: Dead Space (360)

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Dead Space, from EA Redwood Shores

Genre: Survival Horror, Third-Person Shooter
Designers: Glen Schofield (executive producer/creator), Bret Robbins (creative director)
Developer: EA Redwood Shores
Publisher: Electronic Arts
Console: PC, Xbox 360, PS3
Release Date: Oct. 14, 2008 (360/PS3), Oct. 20/24, 2008 (PC, NA/EU)
Rating: M for Mature

Set in a bleak, spacebound future, Dead Space begins with a silent engineer named Isaac Clarke traveling on a rescue mission to the USG Ishimura, Earth’s largest and most efficient "planet cracker." He receives a strange message from his girlfriend Nicole and decides to travel as the leading engineer of the rescue group, hoping to discover what the message means. He is accompanied by Kendra Daniels, a technologist, and Zach Hammond, the senior security officer of the crew on a small rescue ship called the Kellion, which crashes immediately into the Ishimura when the gravity booster breaks away from the ship. Isaac and crew enter the Ishimura and begin starting up systems, hoping to discover why no one is around, when they are ambushed by enemies labeled "Necromorphs." After escaping the ambush, you (Isaac) receive your first and arguably best weapon, the Plasma Cutter, before beginning your long journey through the Ishimura.

Isaac's main goal is to discover what happened to his girlfriend, but the majority of your missions revolve around restoring the Ishimura back to normal. You are sent to do a variety of tasks in different areas throughout the ship, all while ascertaining what really happened onboard. Much of the back-story is detailed through audio, text, and video logs, which are displayed on Isaac’s holographic menu, although some logs are tricky to find. The missions do get a bit tiresome after awhile, mainly because the game makes you feel as though you are doing all the work while your allies sit in a safe haven and hack a computer. It feels unfair, and for the most part, it is.

The gameplay itself is immersive, as there is no heads-up display (HUD) in Dead Space. Instead, Isaac’s items, maps, health, and ammo are displayed via holographic menus that do not stop time, meaning that enemies can still be attacking you when you decide to check your inventory. The game is much scarier in this sense, as there is nothing along the border of the screen to distract gamers from the sights and sounds within the Ishimura. Added to this is the concept of 3D exploration, in which you can jump from wall to wall in zero-gravity areas. This means that you can travel from room to room (only in designated areas) by jumping from wall to wall, but it also means that enemies can come from nearly any angle.

Dead Space's combat is rather well done, as it sticks to both the story and its horror roots. The battle system is termed “strategic dismemberment,” which is the process of shooting off a Necromorph’s limbs until he is dead. If you shoot off an arm, it runs towards you. Shoot off a leg, it crawls until it catches up to you. Shoot off the head, and it flings its arms around in a frenzy. Players have to be careful to conserve ammo during runs, so it is important to shoot where it hurts most, which changes for each enemy. All of the weapons fit the storyline, amazingly enough, as it is easy to see that the weapons used were tools made available to the miners when they worked. The Pulse Rifle goes a little against this, but weapons such as the Flamethrower or the Cutter could have just as easily been used to cut and mine rock as they are to kill Necromorphs.

The graphics and sounds of the game are quite impressive; lighting and shadows in particular make for a pretty creepy atmosphere, and the sheer amount of blood and gore found in the corridors, along the walls, and in the rooms of the Ishimura is enough to make your skin crawl. One room specifically comes to mind: the one in which you find your first weapon. In blood above a dead body is written the words “Cut off their limbs.” Images such as these are everywhere and never seem to become any less scary.

Music and sound effects are also extremely well executed. The former intensifies as players get closer and closer to either an enemy or an objective (in most cases, both), and rather than dying off when a player decides to back away, it merely softens, keeping its edge while not ruining the moment. You can also hear the Necromorphs crawling and breaking through vents and air ducts in a majority of the rooms, yet finding them can often be difficult. I have encountered more than a few rooms in which I was afraid to enter due to the sound of an enemy’s presence on the other side.

A rather interesting aspect of the game is the treatment of outer space. Isaac goes outside into space on several occasions, and the producers do a fantastic job in creating a completely different environment. When Isaac enters space, his suit switches modes in order to accommodate his intake of oxygen. Graphics become a mixture of blues and grays, and all sound is practically wiped out. Instead of hearing enemies or bullets, players will hear the sound of Isaac’s heart beating and breathing. It is creepy, particularly when you begin running low on oxygen, as Isaac’s breathing becomes labored, indicating it is time to use an oxygen tank.

Dead Space is a fantastic mixture of science fiction and horror, plain and simple. While your allies could have played a bigger role in the storyline, the plot is a detailed and ultimately satisfying one with some nice twists involved. Enemies and gameplay remain scary throughout the entire game thanks to well done graphics and sound designs, and the fighting style is both immersive and brutal. Players obtain some pretty nice items after beating the game and can run through a second time with all the items and weapons obtained through the first run, making it fun to play through several times. Those intensely involved in the series have other avenues to explore, including the animated movie Dead Space: Downfall (2008) and the Wii game Dead Space: Extraction (2009). Dead Space 2, the official sequel to Dead Space, is set to be released January 25, 2011.

[Highly Recommended]



This review is based on a retail copy of the Xbox 360 version purchased by the reviewer.

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Review: Apollo's Song (Manga)

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Apollo's Song volume 1, by Osamu Tezuka

Medium: Manga (1 volume)
Genres: Drama, Romance
Author: Osamu Tezuka
Publishers: Shōnen Gahōsha (JPN), Vertical Inc. (NA/UK)
Release Dates: 1970 (JPN), 2007, re-release in 2010 (NA/UK)
Age Rating: 16+

Given that the main focus of Apollo's Song is love and all the strife that results, I could get away with writing a "Love is a crazy thing, isn't it?" type of intro for this review. But I won't, because the manga does a much better job of doing that in its own introduction, which shows anthropomorphized sperm in a marathon race to reach the egg. That probably sounds absurd, but the reverence shown to love and procreation comes through the page, letting you know you are reading something rather special.

The main character of Apollo's Song is Shogo Chikaishi, a teenage boy who is brought in to a psychiatric hospital with a rather bizarre malady that is the focus of much of the story. You see, Shogo hates the concept of love. He is incapable of feeling it himself, and the mere sight of love or affection of any kind disgusts him so thoroughly that he feels an unstoppable urge to kill those involved, be they human or animal.

The doctor who takes Shogo on as a patient is rather troubled by this and so decides that a suite of tests and treatments are in order, including a terrifying session of electroconvulsive therapy. It is during this therapy that Apollo's Song introduces it's key element that sets it far apart — the Goddess. Taking the form of a massive female statue she scolds Shogo for his hatred of love and forces him to confront the root of his problem. Then, as a punishment for his transgressions against the sanctity of love, Shogo is condemned to a never-ending series of trials — over and over he must come to know love, but every time it is within his grasp it will be snatched away from him. The more cynical among those reading probably just laughed and yelled “Oh, just like real life then!” out loud.

What follows this proclamation is a series of discrete tales that follow the template that the goddess outlines — each time, Shogo comes close to being cured but is ultimately thwarted, usually in a harrowing fashion. You would think this pattern would get dull, but there is another facet to the story; you are never fully sure what is “real”, or what is a dream, a hypnotic suggestion, or even if Shogo is actually dead or alive for the majority of the manga. The different trials Shogo experiences also have their own back-story and love stories within them, further muddying the waters about what is taking place in reality and what is confined to his imagination. Even the ending of the story is wonderfully ambiguous and ends on a rather depressing note for Shogo, but leaves it up to the reader to decide what the ending entails.

I am a massive fan of this sort of reality-bending fiction and so Apollo’s Song scores lots of points with me, enough to make me overlook some of its nagging flaws. The biggest among these is the repetition of the individual stories within the overall plot arc — as mentioned before, they all follow the exact pattern that the Goddess outlines. In addition, some of the stories are instantly forgettable, and even on my fifth reading I am confronted with entire chapters I had completely forgotten and am beginning to forget even as I write this review. Another, more egregious issue is that Shogo himself is an unpleasant dick who keeps undoing his own character development. While this can be seen as a normal human character flaw, especially for someone as seriously ill as he is, it can become exasperating after he fails to even attempt to reform himself for the umpteenth time in the face of great pressure to do so.

This frustration with Shogo is eased by getting know him through the art, with all emotions laid bare on the page for you to see and feel as you read. Simply put, the facial expressions and body language in the manga are among the best I have seen. At one key moment in the story an entire page is set aside at time for a single facial expression of sorrow — a powerful moment hammered home by a very simply presented image. The rest of the art (especially the layout) is equally superb, with many nice touches and unique pages added to keep you interested. The emotional highs and lows (mostly lows, in this case) are wonderfully captured on the page, with each moment given time to breathe over multiple pages and clear layouts to heighten the impact. The main triumph of the art is that each separate story told within the overarching plot looks and feels like its own separate series. You can tell from a glance what the setting feels like and how it differs from every other story presented in the manga.

While I pointed out some flaws earlier in this review that may sound like deal-breakers to some, I am still a fan of Apollo's Song due to how much it rewards revisiting. While not a short book by any stretch of the imagination, the story is just the right size to pick up and read for the hell of it without without the investment of time that MW or Ode to Kirihito demand. Due to its very powerful message and reality-bending storyline, each reading can give you something new to chew on.

I have read this story in a multitude of personal states and attitudes towards love — while happily in a relationship, in a failing relationship, and shortly after a break-up, and each time it has given me something new to think about and an uplifting feeling despite its grim storyline.

[Recommended]



This review is based on a retail copy purchased by the reviewer.

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Monthly Snapshot: Choose what? I just woke up!

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Monthly Snapshot is a regular column here at Ani-Gamers in which one of our writers chooses a moment from some anime, manga, game, or other media that really made an impact on them in the past month. It's a valuable chance to compare the subjective ways in which we all experience and analyze media. To read previous entries, click here.

Honestly, I'm not even sure if it's worth issuing a spoiler warning for this snapshot, because what made my jaw drop in Fable III happened in the first five minutes of the game, which is all of a minute or so of cumulative gameplay linked together by several cut-scenes. Before purchasing this game, I heard that it offered up some pretty hard choices and thought myself fully prepared for whatever it had in store. Man, was I ever wrong.

It's a fine day to be a prince. I've slept away the greater part of the morning, when my dry-humored butler wakes me for an appointment. The all-important first major decision of the day? What will I wear for my rendezvous with Elise, a "friend" who is currently awaiting me in the castle's garden? When I meet with her, she tells me about some rather unpleasant rumors concerning a factory worker's execution that was condoned by the king (my brother) and the staff's subsequent sense of uneasiness.

On our way back into the castle, I entreat the kitchen staff to a rousing speech in an attempt to make amends for the lack of appreciation shown them of late. Lauded for my generous words, I then head off with Walter for a bit of casual swordplay. On our way to practice, we come across some protesters in the castle lobby. In sympathy, I sign their petition for better living conditions and continue on with Walter, whom I finally beat in mock battle!

No morning that good can last forever, however, and soon there is news of a ruckus directly outside the castle. "This won't end well," says Walter, who’s keen on the king's ill temper of late and rushes to his side to be his voice of reason. Elise and I eavesdrop on the meeting, and I interrupt when Walter is brought low for advising against the king's demand for mortal consequences regarding the non-violent protest. As punishment for me intrusion, my brother, determined to make an example of someone, demands that I make the choice: who will die, Elise or a representative sampling of villagers from the ruckus?

My jaw hit the floor. The A button would send Elise to her death, while the X button did the same for the villagers. What?! This is just about five minutes into the game, and already players are faced with the decision of who would be better to kill to satiate the king's bloodlust. I thought for sure this was a test of being a benevolent person, so despite the king's warning that all parties would die if I didn't choose at all, I decided to test his mettle and wait out the decision. I chose no one, and the controller vibrated with ever quickening pulses until the allotted time to decide had expired. Then the villagers and Elise were all dragged off to their deaths. No trick questions. No got-your-noses. Everyone died because of my own indecision. I failed to save anyone.

Choose who must die: Elise (left) or the villagers (right).

In that moment, I felt the gravity of Fable III. Just like a prince or other pampered person of privilege removed from any real consequences, the decision I had faced and its ramifications served as a wake-up call. My chest sank, just as the playable hero's did in the game, in knowing that I was going to have to make decisions, for better or worse, to avoid further catastrophes in the future. I could no longer call the sidelines my home or my inaction anything less than hurtful to those that needed help the most. This was the perfect setup to a game that makes players experience the thrill of revolution as well as the decisions that besmirch the perceived polished glory of rule.

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