Year: 2010

  • “Honey & Clover” R1 DVD Review

    I would like to preface this post by putting it out there up front that there will be a lot of frustration contained within. It will also be kinda wordy and ranty. Perhaps that “spoils” the “review” too quickly, but I guarantee it will not be in the way that you might think. Do not misunderstand — there is a huge difference between the content of a show and its presentation. Be sure to keep those separate in your head as you read on.

    I have spoken at length how one of my favorite aspects of shônen is the camaraderie. This same concept showcased and executed in other anime “genres” works just as flawlessly on me — it is somewhat fascinating to watch this concept go from my standard shônen fandom over to josei, but how themes can cross over “intended” audiences and strike a chord with someone is what I have always loved about anime so much. For an obvious example, DragonBall is a show for young boys, and yet I still love it.

    For those of you who may have followed some of my other online adventures over the years, it should come as no surprise that Honey & Clover was one of my favorite shows in recent history.

    I conceived the above video in 2007 and created it together with Meri and Jeff over the span of about six months. It was one of the best projects I have ever worked on, both in terms of the actual collaboration process, and seeing my vision come to reality.

    Needless to say, I had been waiting a long time for a domestic release of the show. R2s are nice, and fansubs are nice… but the convenience of a domestic DVD box set is always the sweet spot for us fans. Viz announced their license of the show way the heck back in July 2007, and while episodes would trickle (dubbed) to iTunes, the first DVD set would not hit until September 2009, over two years later.

    I do not want to focus on the content of the show too much. I have seen it be “hit or miss” to some folks, with them either latching on to the characters and enjoying the progression of time with them, or being put off by the somewhat-spastic timeline jumping (suddenly we are months later in the story, and yet there is some excuse for a party every episode). “Hagu” can also be a dividing character, occasionally dipping into what feels like the dreaded “moe” territory with her petite size, stress-related frailty, and Morita’s insistence on dressing her up and putting her into wacky photo poses (all of which is strange, since the series is intended for older women… but far be it from me to comment on the desires and fantasies of the josei audience).

    Personally, I feel like the show hits on nearly every level. The characters do not deliver trite and groan-worthy dialogue. Everything they say and do feels completely “real”. You feel for them when they have their epiphanies — the look on Ayu’s face, realizing she has been acting the same way with Mayama, after receiving the confessions from her fellow-generation peers…? It is heart-breaking tough-love. I have given a lot of shows a chance in my time, and few have hit me from their very start with such a mature and realistic way of sharing life stories.

    Even if I wanted to expand upon the content of the show in greater depth, any review of the DVD releases from Viz will ultimately have to focus on their numerous pitfalls, giving the amazing content there-in a total shaft. And that really sucks.

    Given/Family Name Subs
    No, I am not fluent in Japanese. No, I did not take a bazillion years of the language in college (although I did take a bit). Yes, I know people who are fluent. Yes, some of them have translated purely on a fandom level. Yes, some of them have translated on a professional level. No, their work does not directly affect or grow my own personal understanding of the language. Yes, in some ways it does help. Yes, I have been watching anime for something like 15 years. No, I do not think that fact alone gives me the knowledge necessary to make 100%-accurate translation decisions all of the time.

    With all this in mind (and feel free to take whatever I say with a grain of salt), I have always had a huge problem when a translator decides to place a character’s given name (their “first name”) in the subtitles when the character speaking aloud is clearly using their family name (their “last name”), regardless of any suffix being or not being used (-kun, –san, etc.). I feel that it speaks volumes about the relationship the characters have with each other, which is something that can (and does) regularly change over the course of a series. The audible and visible disconnect that occurs when I hear “Morita” and read “Shinobu” drives me slightly bonkers. If I did not already know what was going on and have a general knowledge of the language and personal interactions between the characters, I might be slightly confused. To make matters worse, some characters will refer to someone by their last name, while others will refer to them by their first name. Some characters exclusively call everyone by their last name. Some characters are always referred to by their first name. You cannot consistently subtitle something like this when you make a conscious effort to change what text appears, rather than going with what is actually being spoken aloud.

    I can only imagine these intentional changes combined with utter carelessness leads to examples like what I will share below. “Shu” (Shuji Hanamoto)…? He is not even in this scene, never mind on screen. That’s Morita running away (sorry for the blended fields!). Does anyone even bother to proof-read/watch this before it gets pressed…?

    You might be able to convince me to excuse a one-off mistake like this. It could have been an honest fluke. What if it kept happening, though? What if names that do not even belong to any character in the show begin to appear? Sure, perhaps they meant “Takumi” (again, even though it is clearly “Mayama” being spoken aloud)… but at what point does this become inexcusable? At only seven episodes in to the box set, a wrong name has appeared twice.

    In another scene, Mayama (first name “Takumi”, but almost exclusively referred to by his last name) describes the location of Ayumi’s home to Shu. It is the “Yamada Liquor Store”… except the subtitles read as “Ayumi Yamada Liquor Store”. Really? Ayumi runs the place by herself? She owns it? Did someone just do a global search-and-replace, or something?

    As the series moves on, the subtitles’ translation/adaptation of Hagu’s “Shu-chan” changes from “Shu” to his full first name of “Shuji”… despite the tone, delivery, and intent remaining the same as “Shu-chan” throughout. Why the inconsistency?

    Far too often I find myself nerd-raging at the screen for a name being incorrectly-adapted for the bazillionth time each episode. It just bugs the Hell out of me… but maybe it’s just me.

    “Hard-Subbed” Sign Translations
    No, I will not go to the extent in proclaiming that “hard-subs” (subtitles or translations that are “burned in” to the actual video track, rather than being optional a la traditional dialogue subtitles on DVDs) somehow “defile” the “purity” of the “art”. They are, however, ridiculous in modern times. They look ridiculous in fansubs, and they look even more ridiculous in professional releases. You do not need to erase some Japanese text and replace it with English text. You do not need to stretch and curve English text around some available white space next to the Japanese text. You do not need to plaster giant text on-screen when what you are translating is one-third the size. Simply putting a translation (if one is even necessary) at the top of the screen is more than sufficient. It doesn’t take me “out of the moment”. Trust me. It’s OK. I give you permission.

    One of these silly examples is a scene in which Takemoto returns home and winds up in a batting cage with his mother’s new husband. The “Home Run” sensor is hit, and the characters talk for a little bit about how funny and great it is. The phrase “Home Run” is used several times. It is clear what’s going on. When the frame heads back to that sensor one last time, Viz felt it was necessary to complement the ホームランwith “Home Run” plastered (and hard-subbed) in large font below it. Hey guys? I’m watching the show, too. I got it.

    Of course, the old Solar fansub did the exact same thing (immediately followed by a verbal “Home Run!” subtitled at the bottom of the screen), but that is to be expected from fansubbers… though expectation does not excuse behavior.

    Yes, yes, yes. It is a simple little translation that explains what is on the screen. We do need them from time to time. I am not so crazy that I do not think sign translation tracks should not exist — they serve their purpose and should always be welcome. It is just the almost-unnecessary ones like this that make my scratch my head a little bit, and only truly dislike them when they cross the line into intrusive hard-subs. Is the “Home Run” example “intrusive”? Not particularly.

    What about this example, though? Check out Viz’s version, where “Lottery Ticket” has been hard-subbed onto the ticket, itself… as if you would be completely unable to tell from the context of the conversation.

    Amazingly enough, the Solar fansubbers, in an age where digitally plastering text on as many things as possible was (and still is) the trend, chose not to do it.

    I do not expect (or want!) perfect consistency between fansubbers and the domestic licensee. If anything, it is simply interesting to compare the two and try to decide how and why one of them felt it was necessary to translate or adapt on-screen text so differently from the other.

    Post-Episode Previews
    Be careful what you wish for, anime fans. Domestic licensing companies may not receive every single last bit of audio and video for things like next-episode previews (something North American DBZ fans have dealt with for years), and a compromise must always be made. In the case of Honey & Clover, something is missing, leaving a horribly confusing and seemingly-haphazard next-episode preview. It is an empty background screen with a sample of the opening theme playing. It feels half-complete, because it is half-complete. Would we have been better off without them? Perhaps changed around somehow?

    The most interesting part of this specific inclusion is that they are not included on the original Japanese R2 DVDs! I can’t even tell what the darn thing is! Is it a sponsor card…?

    What Do We Get?
    I fully believe that more fans need to put their money where their mouth is and support their favorite franchises, whether that is through a purchase of a DVD set, merchandise, or some other way. You could argue that it is less about the consumer and more about the raw business model… but if you like something so much, you should at least try to support it somehow. So what exactly are we paying for with a release like this? Is it the sub-par video transfer? Is it the inconsistent name translations/adaptations? Is it the amateur hard-subs?

    I desperately want to be able to support the official, domestic licensed products and the companies spending the money to bring them over to me in a convenient package. The question that has been asked so often in recent memory, though, is: when the free and infinitely reproducible product (digital fansubs) are leagues ahead of, or at least in the same ballpark as, the paid and scarce physical product (domestic DVDs)… where is the incentive?

    What am I paying for? Did I just pay for the salary of someone to inconsistently name characters? Did I just pay for a dub I am never going to watch? Or did I just fund a future endeavor with another great show that I love…? Will it help bring that show over to me? What if the treatment is the same as what I just saw with Honey & Clover, though?

    So many of the issues with this release seem so avoidable, which is what disappoints me so much. I would probably look past the hard-subs if the name translations were at least halfway consistent. I might even excuse some of the extra video compression since we are getting the set for a decent price. Toss all of these factors together, though, and you have a situation where you hold the set in your hand, make that weird deep-breath through your teeth as if you are unsure about it, and put it back on the shelf.

    When we have so much of a choice with our entertainment, I have a really hard time justifying the purchase and support of a product like this. I love Honey & Clover to death, but other series that I love are being treated extremely well right now, and those are the products that need and deserve to get first-dibs on my cash.

    There is the conundrum, though — how do you speak with your wallet when the action of “speaking” itself is to not pay for something…? The message being sent is that I am not interested… which is not the correct message at all. I am very interested, but not with the way it is currently being handled. Does a measly blog post by some dude that likes DBZ send the right message? Somehow I doubt it.

    And that really sucks.

  • “Final Fantasy” (Yeah, That First Game!) Design Choices

    So I finished up Chrono Trigger about a week ago. I have written at length about it already, and am wavering on whether or not I want to write any kind of “final thoughts” on the game. I do not have much more to add to the conversation, really — nothing particularly blew me away in the final five hours or so. I did start up a New Game+ and beat it again the instant I showed up at the End of Time. For the record, I received “Ending 5” on that go-’round, which is the one with the Nu critters sleeping over top the credits. How enthralling…!

    But this is not about Chrono Trigger, so now for something completely different.

    I use the phrase “fall off the wagon” when I talk about Pokémon. While I am far from a super-fan (I do not EV train, and I do not follow every single last bit of news and community events), I do get pretty heavily “into” the games when I play them every few years. Back in October 2008 I wrote about my experience with the games — right now I have ~180 hours logged in FireRed and ~120 hours logged in Pearl (and maybe a negligible ~10 hours sunk into Emerald before I got bored). Other than downloading event critters at GameStop and such, I have not actually “played” any of the games in something like a year and a half, though.

    Here is where the drinking analogy comes in: I pre-ordered SoulSilver.

    That will be a topic for another post in the future, but it was important information to set up the rest of this post. How it relates to right now is the fact that I have a couple weeks before I pick up the game. I was looking for a shorter RPG to take up my lunch breaks in the meantime.

    I decided to go with the very first Final Fantasy. I picked up the Dawn of Souls version on GameBoy Advance a few years ago, but I have never actually played the game before. I played maybe 10 minutes or so on the NES as a kid, but all I remembered was running into the castle and starting an adventure. I know the general story thanks to the GameTrailers retrospective series, but I still wanted to have a game play experience with it all on my own. It just felt like something I should probably do one day.

    For those who are curious (because you know you are), my team is as follows: Mike (warrior), Julian (monk), Meri (white mage), Deluxe (black mage).

    I am not here to talk about ancient design decisions from Square’s first game in a long-running franchise. To some degree, that would not be fair coming from someone like me. It certainly warrants discussion, but it is not something I am interested in doing and probably would not be able to talk about with the most authority in the world. I know some things are changed, such as the way magic is handled, but I do not know all of the little intricacies. I felt like I could talk about Chrono Trigger in a different light, which is why I gave it so much attention.

    Instead, I would like to bring up one of the most ridiculous and misleading design choices in this particular re-release. It is something that should never have been done the way it was, but I will save my own thoughts on the matter for a little bit later.

    Let me explain.

    I had just made my way through the Cavern of Earth and defeated Lich. I knew what areas of the map I had access to at the moment (by foot and with my pirate ship), and was not sure where I would be heading next. After touching the crystal prize, the game broke away to show a prior location. Oh, OK! I remember the Earthgift Shrine! That was that cave right by Corneria at the beginning of the game. There was a weird demon-looking thing blocking a path. He just faded away. Gotcha! I will head there next!

    I headed on in. I grabbed some of the treasure along the way. The next area was a desert. Oh, no! I never like desert areas in Final Fantasy games! After wandering around for a while and catching on to the looping going on, I found my way to the center oasis and the staircase to the next area. I fought and guided my way through yet another area with the additional treasure chests and monsters.

    Everything seemed totally fine. The monsters were a somewhat-appropriate level for my characters to fight against, and since I knew I was over-leveled, my triumphs against them did not make me question a single thing about my journey.

    Son. Of. A. Bitch.

    I was apparently wandering around a re-release-exclusive bonus dungeon, the end of which housed four bosses making cameos from Final Fantasy III. It had absolutely nothing to do with the general progression of the regular game. This cave area does not even exist on the original NES/Famicom-version game map:

    Why on Earth would they break away to show me this area so early in the game if it was a bonus dungeon that had nothing to do with the current story progress (especially if I was no match for the bosses)?

    I can only chock it up to the fact that the programmers and intended audience (those who had already played the game before, perhaps many times over) were so drastically familiar with the source material that they overlooked such a major presentation flaw. The last time the game cut away to show me a new area opening up was when the bridge to the north was built — there was absolutely no reason to show this bonus cave area at this particular time. It was misleading and time-wasting.

    Thankfully, after losing to the first boss I encountered, the game brought me back right outside the cave. Everyone was alive and down to 1 HP, but I was not kicked back to the title screen, and I did not lose all of the experience and items I had gained along the way. That was, perhaps, the only “smart” design decision in this entire game so far.

    Let it be known that I still actually have no clue where it is I am going next in the game. The dancing girl in Corneria even told me she has nothing let to say to me right now. Really? You are the single helpful NPC in the game that I thought I could always rely on, and you have nothing else to say to me? Sheesh! Thankfully, I have a bit of help in the form of a blast-from-the-past. Rather than looking up any FAQs, I have an item that I accidentally borrowed from a friend in high school something like ten years ago. I used it to find my way to Lich a little faster, and I suppose I can refer to it one more time. It is absolutely fascinating to look back at the way the characters are depicted (traditional high-fantasty style as opposed to referencing Yoshitaka Amano’s designs) and the verbiage differences between the far-too-few-letter-namings in the NES version as opposed to the re-translated and modern-consistency namings in the GBA re-release.

    While I have a huge issue with that one aspect of the game (and one that is only related to the re-release, no less), do not misunderstand — I am having a really fun time exploring this first game. It is crazy that I never got around to playing it.

    Will it be one that I complete (III, IV, VII), or one that I ultimately drop (VI, VIII, X)…? I have a good feeling about this one…!

  • Seven Things That Have Blown Me Away In The Second 10 Hours Of “Chrono Trigger”

    I was very concerned as I crossed the 10-hour mark in Chrono Trigger. Those first ten hours were amazingly good on so many different levels. The game had actually managed to deliver everything I wanted and anticipated. I loved the characters, the story, and all of the artistic elements that brought the package together. I commented that after sequences like the raiding of the Fiendlord’s Keep, I was afraid it had blown its proverbial load already, and while the rest of the game would probably be “good”… it would whimper on to the end like many RPGs of the day, hindered by an ever-growing cast of characters, poor pacing, and extraneous side-quests.

    Thankfully, my fears were completely unjustified.

    (OK, minus this “Inner Sanctum” area which was apparently new for the DS version. That’s pretty awful.)

    To be fair, the second ten hours are not as good as the first ten. The game introduces so many of its iconic styles and mannerisms that even when variations on them are introduced with perfect execution later on, they do not have the same impact as the first go ’round. Do not misunderstand — like I said, the game has been amazing, and a “Not Jaw-Droppingly Amazing Chrono Trigger Sequence” is still leaps and bounds above most of the other garbage I have tried before.

    It is with this game that I continue to question my gaming habits and supposed preferences. I have dabbled into so many different genres and play styles in the last two years that I no longer feel like I have any particular allegiance to a type of game, or even specific franchises. I joke to the wife how there was a monkey bridge in Link’s Awakening… lo and behold, monkeys come to the rescue as I watch her replay Twilight Princess. I look around in shock, wondering if I’m the crazy one that does not love the play style of New Super Mario Bros. with its floaty-controls. I compare the two above examples, coming down harshly on one series for recycling an old trope, while simultaneously criticizing another for not being familiar enough, and wonder how I can be so hypocritical.

    That may be the subject matter for another article in the future, though. For now, Chrono Trigger is the sole subject of my attention.  I sit wide-eyed on the train, during lunch, and on the couch at home as I clutch my DS. A game from 15 years ago — a game that I should have played and yet continuously overlooked — is one of the reasons I have been questioning my supposed gaming affiliations. With 20 hours now sunk into the game, here is a list of things that have blown me away in those second 10 hours. Spoilers are in full effect.

    (more…)

  • Cropping Complaints (Sorta) Justified Three Years Later

    I almost feel like it is not even worth bringing this up. I mean, honestly… the FUNimation cropping fiasco of 2007 is three years old. Not only is it old, but it is irrelevant with the release of domestic Dragon Box sets.

    This just makes me smirk a little too much, though. When Mike smirks, it usually manifests itself as a blog post. And you all have to suffer.

    In case you have been living under a DBZ fandom rock for the last half-decade, there was a lovely bit of controversy in 2007 when FUNimation released a so-called “remastered” version of the DragonBall Z TV series on DVD in North America. Among things like lies about the remastering process, the whole thing was brought into a new 16:9 aspect ratio presentation by cropping 20% of the footage (the top and bottom of the screen) to fit it into that viewing window.

    Hilarity ensued online.

    Daizenshuu EX is (obviously) at the forefront of the English-speaking fandom in a variety of ways. We have been following the series as a website since 1998, which includes all of the North American releases. We have a wealth of knowledge and experience with the franchise as both an original Japanese entity and a domestic “reversioning”. We took a stand against the cropping. Many of the casual fans could not understand why it was an issue for us… and understandably so. If you simply wanted to watch the show, the cheap orange bricks were a wonderful way to legally to do so (something we agreed with from the get-go). These types of fans (of which there are plenty) met the opposition with well-written, researched, and thorough arguments on how we were all just a bunch of fags, should shut up, and just be thankful we ever got the show in the first place. Why do we care so much? These fans do not even notice the cropping, and would prefer that the picture fill up their awesome, widescreen HDTV.

    (Wondering why Daizenshuu EX would care about the aspect ratio of DBZ would be like wondering why the health care industry has an interest in American health care reform. We bitch because we love.)

    Two years later, DragonBall Kai began airing on Japanese TV, also cropped into a 16:9 aspect ratio (though it was actually being produced in a full 4:3 which was later presented as-is on the Blu-ray release). Some of the scenes were adjusted for more carefully-presented cropping (sliding them up or down a little bit to adjust for a center of focus), but overall, it was a similar process to the FUNimation release from two years prior.

    Episode 43 of DragonBall Kai aired on 06 February 2010 in Japan. Almost immediately, there was a bout of fan outcry… on several different forums… on how ridiculous it was that Toei could be so sloppy as to not finish drawing Goku’s arm:

    There were actually two camps, to be fair. While there were definitely (1) those that placed the blame on Toei’s art department (assuming it was a completely re-drawn scene that was never completed), there were also (2) others who were quick to place the blame on Toei’s cropping department — these folks knew the whole story (keep reading), and knew that it was an awkward and inadvertent cropping.

    Sure enough, if you look at a different encode and frame of the episode as captured from Japanese television, you get a little more insight:

    The slightest bit of Goku’s arm is visible at the bottom of the frame. Checking back on the original animation from the actual DragonBall Z TV series, we get the whole story:

    What this says to me is that even without some prominent website that has a ridiculous interest in the presentation of the series pointing it out to them… certain fans still noticed a problem with the cropping. Not only that, but they brought their complaints and ridicule online to share with their peers.

    The hypocrisy is a bit silly. Why was it unjustified to bring FUNimation to Elitist Weeaboo Fanboy Court over their cropping of the series, but it was totally fine to go after Toei for the exact same thing? Was it just an extension of the complacent American fan culture that has no problem with their domestic releases, but Japanese stuff is OK and funny to laugh at? Lolz Goku sounds like a girlie and his arm is missing?

    Sure, it was totally just this one minor scene during one episode of Kai that gave us some laughs online. It was nothing compared to the FUNimation fiasco in terms of prevalence and significance. On some tiny level, though, it made me feel something resembling justification for my complaints against the domestic cropping.

    People do notice this kind of stuff, even when it is not specifically pointed out to them. That’s all there is to it.

    Oh, and just for the Hell of it, here’s how it looked on FUNimation’s faux-“remastered” orange brick numero tres. It looks nearly identical to the recent shot from Kai. Did anyone complain about it back in 2007…?

    Thanks to Hujio and Kaboom for a bit of screen shot assistance!

  • Five iPhone Games Worth Paying For

    I have written in the past about how Apple can be pompous with their public image surrounding games. I have also written in the past about the “bottomed-out” level of pricing for iPhone games, and how game developers (specifically the big-name, established ones) have struggled to adapt to and create for a platform where just a couple bucks is somehow seen as “too expensive”. I do think there is a place for “higher”-priced games on the iPhone (that is to say “higher than $1”), but I do agree that the expectation of the price and its respective deliverable is nowhere near its DS and PSP brethren. It is a completely different model where even the big guys have to think like an indie developer.

    That all being said, I wanted to share a few games that I have purchased for my iPhone that I regularly return to and genuinely feel are worth the price — regardless of the developer type. These are not fun little applications that you load up once or twice, show off to someone, and never return to again. These are not applications that you pay 99-cents for and feel you got your 99-cents worth of value after a couple days. These are games that take full advantage of the platform they are on, and over-deliver on their value. Picking up any of these is a no-brainer. I present them to you in an order that somewhat resembles my feelings on that value compared with their price compared with how much time I have actually sunk into them.

    (5) Wolfenstein 3D Classic Platinum (AppShopper.com Link)

    WHAT I PAID: $1.99
    CURRENT PRICE: $1.99

    I played my fair share of Wolfenstein and Doom back during their original PC release just as much as the next kid. I was never super-into these grand-daddies of the modern FPS (back when the only term was “Doom-clone”), unfortunately, so I could not tell you just how faithful the port is based on my own experience. When you consider that John Carmack worked on it himself, though, I have full-faith this this is how it was intended to look and be played. The control scheme takes quite a bit of adjustment before you start cruising around — it uses a virtual control pad in the bottom-left like many games. Since it was always a very “2D” game with no real strafing in the first place, however, it carries over quite well once your thumb gets used to how it should nimbly and minutely slide back and forth. I have played it more than I thought I would, though I will admit that the sheer curiosity factor of playing Wolfenstein 3D on my phone carries as much weight as it does for simply being good.

    (4) Rock Band (AppShopper.com Link)

    WHAT I PAID: $9.99
    CURRENT PRICE: $6.99

    I disagree whole-heartedly with my buddy Bob over at The Appcast. Back on episode 39 of their show, a battle between Rock Band and Tap Tap Revenge 3 (then still a paid app) concluded with my choice as the loser. This could not be more wrong. Whereas Bob liked all of the avatar customization and modes in TTR3 and disliked the “vocals” part of Rock Band, I have had nothing but terrible experiences with the cruft of TTR3 getting in the way of enjoying it. Earnings credits to unlock songs that are totally different from paying (with real money) for them is not as direct as Rock Band‘s simple “beat this playlist and get the mystery song” setup, which (while it is terribly antiquated) just works. The bazillion things on-screen in TTR3 leaves me confused as to what I actually selected — it’s a MySpace-esque assault of terrible design aesthetics. It is slow. It is unresponsive in the menus. Its business model of paid downloads literally gets in the way of me trying to do anything when it takes up 60-70% of the screen.

    I may sound like a fanboy, but that’s fine. Harmonix knows what they are doing, and I am fully on board with them. Rock Band is fast. It is minimalistic and yet retains its distinctive look. It is organized. If you are into downloadable content, it is cheap — two (bundled) songs run you a mere 99-cents, a huge discount from the $2-per-song price point that is standard on the consoles, and (unfortunately) even carried over to the PSP’s Rock Band Unplugged store. It is true that this game does not have the huge variety and raw number of  songs available in the Tap Tap Revenge series, but you have to ask yourself which type of game play experience is more your style: do you want random taps that could follow any variety of musical qualities of the song (TTR), or do you want instrument-specific patterns (RB)?

    For me, the choice of a music game was clear. I paid the full launch price the day it was released, and while I do think it settled down to a more appropriate $6.99 since then, I do not “regret” my purchase in any way. When I am itching for a little drum action on the train ride home, Rock Band for the iPhone has me covered until I can burst through the door to my ION drum kit. That is the main “problem” with this iPhone version, though — when the full experience is waiting for me at home, the only time I ever play the portable version is during commutes. I cannot see myself sitting in my living room playing the iPhone version when I could get up and belt my little heart out. It is what you make of it, though; if you do not have the cash to drop on the full version, skip a couple cups of coffee and get the portable one.

    For the record, I have no problem with the “vocals” portion of the game — I never expected to actually be singing into my phone, so while it would have been a “nice-to-have”, I do not feel any major loss with having to trace my finger up and down the pitch, instead. No, the performers cannot be customized like their cousins on the consoles, and no, they do not perfectly move in sync with the music. None of these things affect the base game play, though, which is the most important thing to get right in an iPhone game.

    (3) wurdle (AppShopper.com Link)

    WHAT I PAID: $1.99
    CURRENT PRICE: $1.99

    As one of the first games I picked up, wurdle certainly deserves a spot on the list. It’s simple, really — a bunch of letters are randomly boggled around in a grid, and you have to draw lines across the letters to form words. More than any other iPhone game, this is the one that I have seen groups of people get involved with (including a train conductor who stood behind us and called out a couple words). It is one of the best two-minute diversions you can find and you will lose more time with it than you choose to admit. There is always something to be said for simplicity, and wurdle hits a home run in that respect. What more can you say?

    (2) Peggle (AppShopper.com Link)

    WHAT I PAID: $0.99
    CURRENT PRICE: $2.99

    Depending on how how addicted you already are, even the $4.99 original asking price may have been a steal. The price has fluctuated all over the place since then, but it is well worth it no matter what the cost is at any given time. While I only dabbled in the game on the PC and did honestly enjoy it, this ultra-portable version of the game is exactly how I wanted to play. The wheel on the right-side to pinpoint your exact angle was a great way to compensate for the lack of mouse control. The colorful design looks fantastic on the iPhone’s screen. It runs beautifully, even zooming in to slow-motion with “Ode To Joy” as you hit your last block. It is the culmination of every bit of “casual” PC gaming since Minesweeper, all wrapped up in an absurd and irreverent aesthetic.

    (1) Harbor Master (AppShopper.com Link)

    WHAT I PAID: $0.99
    CURRENT PRICE: $0.99

    The “line-drawing” genre is one that has exploded on the iPhone. I initially saw Flight Control and thought it looked neat, but for whatever reason, Harbor Master was the one that grabbed enough of my attention to warrant a purchase. It is clear that my favorite games on the platform are the ones that take their simplicity and work feats of genius with a single, underlying concept — Harbor Master is no exception. You have a boat, you have a dock. Draw a line for the boat to empty its cargo at the dock, and draw a line for the boat to leave. Oh, but watch out for the boats hitting each other. Oh, and watch out for putting the orange and purple cargo in the right places. Oh, and on this stage, watch out for the pirate ships. Oh, and on this stage, take advantage of the fast-unloading dock but also watch out for the monster.

    I have sunk more time into Harbor Master than any other application on my iPhone, most likely — yes, that includes Safari and various Twitter apps. Every other day I seem to hit a new high score on a stage, which drives me to want to play it even more. How fascinating is that? A game-lengthening tactic from the industry’s infancy (“beat a high score”) is what brings me back to this game. It is not about unlocking new stages. It is not about unlocking new boats. It is not about multiplayer (though that is also there). It is about the game doing the one thing that it does so well, assigning an obvious 1-point rating to each successful delivery, and making me want to get “just one more” each time. And everyone loves the tropical music that plays, too!

    For reference’s sake, my scores are 182 on Cyclone Island, 135 on Fishing Bay, 127 on Monster Cove, 146 on Smugglers’ Reef, 152 on Cannon Beach, and 111 on Sturgeon Creek.

    How about you all?

    There are plenty of other games that are worth checking out. I still have not grabbed Canabalt, for example, and I know that Spider: The Secret of Bryce Manor is worth a look. One of the earliest games, Fieldrunners, still has not made its way to my phone. I also can’t wait for the port of Plants vs. Zombies. How about you all? Which iPhone / iPod Touch games have you grabbed that you feel are more than worth the price of entry? How do you convince people (like our own buddy Andrew, who refuses to pay for a single iPhone app) that some of these are actually worth paying a buck or so for?

  • Seven Things That Have Blown Me Away In The First 10 Hours Of “Chrono Trigger”

    Longtime Akira Toriyama fan. Playing Chrono Trigger fifteen years late. Check. In theory, I like Japanese role-playing games, but ultimately do not finish the vast majority of ones that I actually start. Gotcha. All caught up? Let’s talk about the game, now!

    The following discussion will be filed under “Video Game Club” and placed behind a cut to prevent inadvertently spoiling the game for those who have not yet played it. You would think there would have to be a statute of limitations for games this old and discussions like this, but since someone like me is only just now getting to the game, I will be kind to the others who also hold their heads in shame!

    (more…)

  • Individual Contributions to DBZ Fandom

    It is always fascinating when we are able to track down the actual first-time uses of certain words or phrases in DBZ fandom. Some of the things we take for granted and simply accept as commonplace were actually created by fans either for simplicity’s sake, out of ignorance, or even sometimes out of honest mis-translation.

    Some of our favorite examples are things like:

    • Ultra Super Saiya-jin“, a term coined by Curtis Hoffmann back in 1993 in his summaries of the tankôbon to describe the in-between stages of SSJ that Vegeta, Trunks, and even Goku showcase after Cell has been introduced
    • Kushami“, the Japanese word for “sneeze”, also coined by Hoffmann in 1993 as a nickname for Lunch in her transformed state
    • AD” as used for years in the chronology of the series, a mis-translation of eiji or simply “Age” by Greg Werner in the late 1990s from his translation of the timeline in the seventh daizenshuu

    There are other ones that we have not been able to track down the first-ever uses for. There is “Mystic Gohan” to refer to the character after his “upgrade” from the Old Kaiôshin (which goes back to at least the year 2000 in quick searches); there is the word “zenkaiincorrectly used as a proper noun to explain the power-up that a Saiya-jin receives after recovering from near-death, which appears to be an English-language-only development, possibly originating sometime in the early-to-mid-2000s; there is “base” that gets used to refer to the “normal” (tsûjô in Japanese), non-SSJ forms of characters, which appears to have become common-place in the English-speaking fandom during the PS2 video game revival for the franchise.

    It really gets funny when people cross the line into delusional territory, though. A commenter on our third “Inconsistencies” video posted and asked why the video was receiving bad comments. When another commenter was challenged on their response of it being from “some guy [who] is being critical and nitpicking when he himself has made no creative contribution to this world”, they followed up and justified their existence and contributions to fandom with:

    Well if you really need to know, I’m the first person to use the word “canon” in reference to continuity. That was on the Pojo forums way back in maybe 2002. You won’t find any record of that word being used in that context previous to that time either. So, yeah it’s more of a contribution to a subculture in general and not specifically to DBZ, even tho it was on a DBZ forum.
    I’ll add that it was a more or less original contribution and not simply a commentary on a finished work.

    Yes. You read that right. This individual honestly believes that they invented the term “canon” as it relates to continuity in a work, fictional or otherwise (or, giving them the biggest benefit of the doubt that I can, perhaps just DragonBall). Either that, or they at least have a hilarious (if not obnoxious) sense of humor about themselves.

    The word “canon” shows up at least two years prior on alt.fan.dragonball (and probably much earlier if you are willing to dig). This person’s claim is essentially dead-on-arrival from the very beginning.

    The word itself goes back thousands of years with this very same definition, so they certainly can’t take the claim in that respect. As far as I know (and I hardly claim to be an expert), the term originated with the Bible and what the church deemed to be the “true” and “correct” stories to include in their official version. The word and its associated phrases (“Such and such is canonical…”) have been floating around with not just anime, but all types of fiction for decades. I know little-to-nothing about Star Wars, but I know there are just as many heightened-emotion arguments about what is canonical with its expanded universe as there are with our own ridiculous arguments relating to DragonBall GT and the movies and the guide books and the international translations and so on and so forth.

    That someone honestly believes that they were the first person to use the word “canon” as it relates to DragonBall… and did so only in 2002… and relays this information with the tone they did, propping their “original contribution” above something that is “simply a commentary on a finished work”…

    I mean, it goes beyond delusional at that point, right…?

  • What Makes A Good Blog Entry?

    I ask this question both of myself (to try and answer in an actual blog post… how fascinating!), and also of you all, dear readers. What does make a blog entry “good”…?

    One thing to keep in mind is that I am not talking about a “blog” from a personal standpoint. This is work-work related (as opposed to hobby-work related), so the goals and methods will be slightly different. Are there any “professional” blogs that you follow? If so, what aspects really drag you in?

    Here are a couple of my own thoughts:

    Authoritative Tone
    You know me well, by now — any writing that I do very purposefully takes on a tone of authority. If you simply act as if you know what you are talking about, it is all the more convincing! This is not something I am too concerned about, since the folks I will be calling on for articles have that authority… and I am the final word, anyway, so I get to copy-edit anything that needs it.

    Be Personable
    What makes a “professional” or “corporate” blog different from a standard press release is not just the tone, but the delivery. There needs to be a real voice. It can be a fine line walking between conversational and professional, but it can and should be done. Guest writers of relevant notoriety can be a huge help in lending a personable, yet authoritative, tone.

    Outbound Links
    Again, you know how I operate! If there is a source, it must be cited. Providing links to something other than your own website shows that you live in the real world and acknowledge that other people have ideas and opinions.

    Make a Statement With the Post Title
    It is a little basic, but it is true — grab the reader’s attention.

    Know Your Goals
    What do you want to actually accomplish with this blog? Do you want readers to comment? You need to ask them a question each time, then. Do you want to be picked up by news media? Be sure to mention your blog in conversations and other cross-promotions, have it readily accessible from your navigation… all the good ol’ regular stuff.

    Maybe the best question to ask is: what makes a bad blog entry? What are some tell-tale signs that something is “off” and perhaps not credible, researched, authoritative, and even worth your time? Things like grammar and aesthetics (while important) are blatantly obvious, so we can skip past those!

  • Podcast Episode Coming – Your Thoughts Are Requested!

    I certainly do not claim to be a podcasting expert by any stretch of the imagination. Even after doing this for a bit over four years now, I still run into random tech problems and sound quality issues that I can not always perfectly troubleshoot, though I do the best I can.

    The spontaneously-combusting XLR cables are not my fault, though. I swear.

    I know it has been well over  a year since the last podcast episode (if you could call it that) for this blog, but I made it a point to say that shows here would be when I have something to say, and I would not do them just for the sake of doing them. That being said, I actually have an idea for a show to do. It is incredibly “meta” (and specifically about podcasting), but that is OK with me if it is OK with you! You have read before how I have upgraded equipment over the years, and what my typical workflow is for producing a show. That was a while ago, though, and a few things have changed.

    I really want to do an updated version of that, but more from the audio end of it rather than a text-and-images description. It fine and dandy to talk about it, but what does it all sound like…? Sure, you could compare the earliest episodes of Daizenshuu EX‘s podcast to some of the most current ones, but that would be a pain to do.

    What I am planning on doing is recording a few segments, under very controlled (read: “ideal”) situations in terms of surroundings and acoustics, to showcase exactly what my different microphones really sound like, and how that makes a difference for the listener. With myself more than anyone else you will be able to tell how upgrading and tweaking a few things can make a huge difference — it’s no secret that my regular male co-hosts Jeff and Julian have amazing, deep, booming, perfect radio voices, where-as I have to over-compensate.

    Not that I can’t form a coherent sentence, or anything like that. Oh, Hell… if you’re reading this blog, you know what I’m talking about!

    In a nutshell, I have a pretty good idea of how that part of the show will go. You will hear the different types of mics, positioning from them, what the most basic of software can do to help with it, blah blah blah. What about the other side, though? Is there anything about the behind-the-scenes production that you are interested in learning about? Not necessarily the tech behind things… but the research, methods, reasons, schedules, time-sinks… that kind of stuff.

    In general, is there anything about any of the shows I am involved with (Daizenshuu EX, lo-fidelity, vgconvos) that you are curious about? Why we do the things we do and how we do them? Let me know! I will probably pull Jeff on that later segment to answer with me, because he’s just such a swell guy.

  • It’s True! I Started “Chrono Trigger”

    Alert the presses! Headline of the year, right here: “Toriyama Fanboy Plays Acclaimed Game 15 Years Late“.

    Despite running a DragonBall fansite since 1998 (and being a fan of the series for a few years before that), I have many embarrassing stories to tell. While I have read a good chunk of Dr. Slump and own things like Kajika, I have never played a Dragon Quest game, and even worse… I have never played Chrono Trigger.

    Despite being a huge fan of its character designer, and despite knowing that it had a “dream-team” of producers working on it, I never played the game back during the SNES days. I had only begun to dabble into RPGs at the time, and would not make any real commitment to one until Final Fantasy VII in 1997. Despite its re-release on the PS1 years later, no matter how many times I told myself to check it out, I never got around to it. Despite receiving it as a Christmas gift from the wife a year ago, it has not had an opportunity to jump into my DS. (Hey, the system saw plenty of action over the last twelve months — Retro Game Challenge was one of my favorite games of the last year.)

    Well, that all changed last night. Mike, a.k.a. “VegettoEX”, a.k.a. “Supposed Toriyama Fanboy”, has played half an hour into Chrono Trigger.

    Last night the wife and I got home from work, then the gym, and then dinner… and decided we were just too exhausted to do anything. I was planning on playing some more Uncharted 2, but that seemed like it would require more of an attention span than I was willing to give. After putzing around for a while, I decided that an RPG would fill the gaming itch perfectly. I could lounge around and play a game without needing to aim at someone’s head with a tranquilizer gun in an action game, or pull off a frame-perfect counter attack in a fighting game.

    I am already enjoying it immensely. Things happen almost immediately from the get-go, giving you a sense of both scale, as well as cause and effect. I dig the music a whole lot, some of which I already know from listening to the included bonus CD a few times over the last year. I have only just reached the point where Lucca meets up with Crono back where Marle had disappeared to (is that vague enough to not spoil any of the first damn thirty minutes?), but that was more than enough to solidify my interest. I am sure you will hear my thoughts on the battle system, character motifs, art style direction, and more as I make my way further into the game.

    More than anything else, I am happy to say that I have discovered why I kept accidentally referring to the RPG in Retro Game Challenge as “Guardia Quest” instead of “Guadia Quest” — the kingdom that Chrono Crono (hehe!) comes from is called “Guardia”, which I must have inadvertently run into and unconsciously absorbed over the years.

    How about you all? So many of you have playfully criticized me for never playing the game. Without spoiling anything for me, what is it about the game that makes you hold it in such high regard? If you are in the same boat as me, what are your excuses (valid or otherwise!) for never playing it? This is your one chance to give me Hell!