Thursday, October 25, 2018

[Announcement!]

The Anime & Gaming Outpost has moved and evolved. Check out the new site, AGOplus.wordpress.com, especially the newest multimedia feature: Smashing Directly into History: Why Castlevania's Crossover with Nintendo Matters

Thanks for reading!

Saturday, September 8, 2018

Update on Hiatus and a Preview of the Future

[Announcement!]

The Anime & Gaming Outpost is not back from hiatus just yet, but a revival and relaunch are being explored. Various long-term creative projects and unforeseen responsibilities led to a premature hiatus of AGO! after launch. One of the unpublished works from that time, the Gungrave video game review, has recently gone live. It is possible you may be seeing more of these "lost" reviews and editorials popping up in intermittent updates along with newer articles, big and small. With that in mind, a few relevant, smaller-scale interim writings have been compiled and published to the site under the moniker of "Mini-Reviews."

As the future of AGO! is explored, I thank readers for their patience and continued interest. In the meantime, I offer a video preview of a potential future editorial on the Castlevania franchise's first outings in 3D on the Nintendo 64 that is presently in the planning stages.


And if you're just visiting for the first time, check out some of the past highlights:

EDITORIALS


REVIEWS

(Scoring System)




Friday, September 7, 2018

Anime DVD Mini-Reviews: The Skull Man: Complete Collection, Rouroni Kenshin Vol. 2: Battle in the Moonlight, After War Gundam X: Collection 1


[Mini-Reviews: Anime!]

Title: The Skull Man: Complete Collection
Platform: DVD
Publisher: Sentai Filmworks
Studio: Bones
Age Rating: 14+
Release Year: 2010
Production Year: 2007
Details: English Subbed, 2 DVDs, 13 eps.
Extras: Skull Man Japanese Promos
Editor's Note: This review was originally written 
non-contractually for rightstufanime.com in 2017

“Who is the Skull Man?” That is the question this series poses, but by the end, you may be wondering, “What is the The Skull Man?” Is it a stand-alone noir detective story, a supernatural horror tale, a Tokusatsu-like action-drama, a political thriller, or a stealth prequel to one of anime’s oldest enduring franchises?

The answer you settle on will affect your final verdict, but I felt this confusion of identity caught up to it in the finale, preventing it from being truly great. Even so, there’s a lot to like here: a jazzy yet moody score; many likable, well-developed characters; an intriguing world; and some great plot twists. Its 13 episodes feel more like 26.

Mostly a slow burn about those affected by the Skull Man, it has very dark themes offset by moments of levity and humanity. The animation is solid throughout, with a retro aesthetic, but rarely reaches the feats BONES is capable of. Still, it’s worth a watch if you enjoy the genres noted.

Sage says: A dark, tragic, entertaining mystery that tries to be too many things...

FINAL SCORE (Episode Content): [!] [!] [!] - - - 

FINAL SCORE (DVD Production): [!] [!] [!] [!] - -

Sage's Subscript (2018): The Skull Man is loosely based on a 1970 one-shot manga by Shotaro Ishinomori and a remake of said manga co-developed by Kazuhiko Shimamoto in the late 1990s. This new anime reimagining reworks the story to tie it in closer with one of  Ishinomori's most famous series, though I'll leave it up to you to discover which one that is.
--------------------------------------------------------------------------------

Title: Rouroni Kenshin Vol. 2: Battle in the Moonlight
Platform: DVD
Publisher: Media Blasters/Anime Works
Studio: Gallop
Age Rating: 13+
Release Year: 2000
Production Year: 1996
Details: English Subbed & Dubbed, 1 DVD, 4 eps.
Extras: Liner Notes, Art Gallery, Outtakes, Clean Closing
Editor's Note: This review was originally written 
non-contractually for rightstufanime.com in 2017

This DVD is the perfect sampler for newcomers of Rurouni Kenshin. It's early enough in the series so as to not be lost, yet contains iconic episodes that give a real sense of what the best of this series can be. There are no filler episodes in this set, and a number of memorable characters enter the scene, creating scenarios and battles that are both fun and compelling.

I had forgotten how much energy the character designs exude with how cool and distinctive everyone is; even so, they still manage to feel like real people with significant depth, and the fact that real historical concepts are explored only adds to this. I also have to mention the music, which blends jazz, rock, and techno with more historically appropriate tunes. This contrast works amazingly well, grounding the series in reality while highlighting the more fantastical elements and exciting confrontations.

If you like samurai/historical anime or later Shonen Jump titles like Naruto, try the influential Rurouni Kenshin!

Sage says: Classic show, iconic episodes! 

FINAL SCORE (Episode Content): [!] [!] [!] [!] [!] [!] 

FINAL SCORE (DVD Production): [!] [!] [!] [!] [!] - 

Sage's Subscript (2018): In both the anime and the manga it is based on, Rurouni Kenshin's pacifistic lead character's dark past, lighthearted persona, and reverse-arranged main weapon curiously echoes aspects of Vash the Stampede from the manga and anime series Trigun.
--------------------------------------------------------------------------------

Title: After War Gundam X: Collection 1
Publisher: Sunrise Inc./Nozomi
Studio: Sunrise
Age Rating: 14+
Release Year: 2016
Production Year: 1996
Details: English Subbed & Dubbed, 4 DVDs, 19 eps.
Extras: Clean Openings & Closings
Editor's Note: This review was originally written 
non-contractually for rightstufanime.com in 2016


This stand-alone 1996 alternate universe Gundam series followed Gundam Wing’s release in Japan. The story is set in a ruined, lawless post-war Earth resembling Mad Max, Fist of the North Star, or Trigun. While it has a methodical, arc-based plot, it’s one that builds, breathes with life, and pays off with broad appeal.

Its design work blends Gundam Wing, G-Gundam, and Gundam 0079, but could perhaps be called the truest “spiritual successor” to Wing in terms of its overall art direction and ragtag soul. That said, it has many elements that bring Eureka Seven, Zoids, and Gurren Lagann to mind. The subtitles have some errors/inconsistencies, and the DVD picture quality is only average for its age, but the show itself rises above these shortcomings.

Fans of Gundams Wing, G, or 0079: DO NOT delay in grabbing this. Conversely, fans of road trip-style action-adventure shows with colorful, relatable characters, relationship-building, and strong thematic elements will want to give it a spin.

Sage says: The one that got away from Toonami: A post-apocalyptic adventure into mystery, love, hope, and danger... 

FINAL SCORE (Episode Content): [!] [!] [!] [!] [!] [!] 

FINAL SCORE (DVD Production): [!] [!] [!] - - -

Sage's Subscript (2018): The initial release of this set had some issues that caused certain episodes to skip, but the manufacturer replaced those problematic discs, largely DVD 3, upon request without any qualms. Also, the gallery images shown on the release's website do not reflect the image quality of the actual DVDs, as the images reportedly provided by Sunrise (Gundam X's animation studio) were production art rather than screen grabs. The actual DVD images show more of their age.

Comparison between Nozomi Website images (from Sunrise) vs. 2016 DVD images
However, a new remastered blu-ray has been released in Japan with image quality equal to or better than the aforementioned production images, and it is likely to be released overseas in the coming years based on the recent history of other Gundam releases by Sunrise Inc./Nozomi.

NOTE: The images and trademarks contained within this review article are the copyrighted property of their respective owners.

Thursday, September 6, 2018

Gungrave: A Graveyard Blast


[Review: Gaming!]

Title: GUNGRAVE
Platform: Playstation 2 
Publisher: Sega
Developer: Red Entertainment
ESRB Rating: M
Year: 2002
Editor's Note: This previously unpublished 
review was originally written for an 
AGO! special Halloween feature in 2008



An undead gunman walks the streets of a corrupt city. Carrying his own coffin on his back, this superhuman figure is driven by the desire to protect those he left behind and seek out those who betrayed him. He is known as "Death: Beyond the Grave." With the enormous twin guns called "Cerberus" at his side, a hail of raging bullets and thick smoke will soon pour upon the vile Syndicate and their otherworldly agents...

Gungrave is a stylish, arcade-esque 3D  3rd-person shooter. Featuring character designs by Yasuhiro Nightow of Trigun fame and mechanical work by Kousuke Fujishima, known for Sakura Wars, this game is overflowing with the aura of an interactive anime. Beyond the composition of the visuals and fluid, hyper-exaggerated character animations, this is conveyed even further through the gorgeous use of cel-shading on the 3D models. Unlike other games that have used cel-shading, Gungrave is unique in that it utilizes this coloring method not to present a bright, cheerful, cartoony tapestry, but a tale of justice and revenge that is at once both gritty and flashy. "Beyond the Grave," or Grave, is the main character, and though effectively a zombie, he by contrast wears the sleek graveyard-themed threads of a science-fiction cowboy as he faces off against shady members of the murderous Syndicate and their pale-faced, horrifying mutant minions. In other words, the twisted world of Gungrave requires a monster to defeat an army of monsters.

Make no mistake, this game is about action and making that action look as cool as possible. The flamboyant gunplay in Gungrave is eye-catching and one-of-a-kind. Forget Devil May Cry or Max Payne, this game is in a league of its own. With a small arsenal tucked in his coffin and gunplay that moves like a bullet ballet, the action--undoubtedly inspired by movies like Robert Rodriguez's Desperado--is absolutely dazzling.

The gameplay itself is rudimentary: mash the fire button faster and faster to pull off crazy combos on the never-ending swarm of thugs, mob bosses, machines, and monsters barreling toward you from all angles. Should the enemy throngs get too close, you can perform a 360-degree melee attack by swinging the coffin off of your back on chains. The more enemies you take out in rapid succession, the more your undead character's corpse will stay animated and intact. And this is not just the case for enemies, because cars, furniture, trash cans, boxes, barrels, neon signs, and more in the highly destructible environments can fill up your power gauges as well.

Only explosives and blunt blows can slow Grave down, but without refilling your character's life-shield meter, a steady stream of bullets will eventually turn even this stalwart undead gunman into Swiss cheese. If you consistently fill in your life-shield meter, you will gain a "Demolition Shot." This element provides more artistic style and a dash of strategy, as these mind-blowing super moves must be used in the fiercest of moments to clear a path forward. The more stages you clear and art points you rack up for defeating enemies in creative ways, the more types of Demolition Shots you can earn: from firing a rocket to delivering a 360-degree machine-gun barrage. Blue energy flying from defeated enemies drifts into the chomping jaws of a mechanical skull icon on the upper left-hand corner, informing you how much life you have and how much more energy is needed to produce a Demolition Shot.

Over the course of six stages, the 3D environments vary quite a bit, including trips to a neon-lit dance club, a dark, dank sewer, and a glitzy airship shindig. This dichotomy is played out in the soundtrack, as eerie industrial music, manic techno beats, snappy jazz tunes, honking blues riffs, maudlin oriental strings, and haunting ambient dissonance are heard level to level, ensuring that this genre-bending game strikes a unique balance between horror and hip action. The 3D environments themselves are largely linear hallways leading to larger, more open venues, but the game never quite feels boxy or on rails, as the stages have spatial depth and wrap around themselves into indoor and outdoor combat arenas. Further, the detailed art direction gives each area a lifelike gravity to the exaggerated reality being depicted, and you can maneuver Grave freely in any direction.

Grave himself feels sluggish at first...but you have to remember he's essentially Frankenstein's monster with guns. By holding L3 you can jog and shoot, and by holding the Circle button, you can make Grave sprint (though he cannot attack while doing so). Spinning to face enemies is easy with the L1 button, and once Grave gets into his wild firing routine, you can use the right stick to have Grave pivot and shoot all around him. With the weight of that coffin, Grave cannot jump very high, but he can dive forward, backward, and side to side to strafe enemies with bullets--even while falling down stairs! Once you start blending these movements with regular attacks and Demolition Shots, the lumbering form of Grave starts to feel much sprier. The game does experience mild cases of slowdown from time to time, but given the fact that you can choose to manually slow the visuals down by holding the R2 button, and that the action is so fast to begin with, it doesn't mar the game's pace all that much. Emphasizing the game's action is the ability to strike victory poses with the Select button or execute a special finishing-move cinema scene on certain bosses. It's worth mentioning that despite all the intense action, the actual presentation of the violence is handled tastefully, with little to nothing in the way of blatant gore.

The story of this game and the characters within it have surprising depth for a simple revenge yarn. Themes of loyalty, love, and tragedy play out in cinema scenes and optional English-subtitled conversations between levels with the mysterious young girl Mika and the enigmatic, chain-smoking Dr. T. It's genuinely entertaining to see the mysteries of the story play out, and it is one incentive to keep going, even as the constant action may cause some fatigue. Equally exciting is the directorial skill and excellent choreography delivered in the brief but very clever cel-shaded CG cut-scenes.

As noted, the simplicity of the game may get tiring upon frequent or repeated playthroughs. The game is admittedly short, too, so don't expect a sprawling epic. But for what it does--stylish, intriguing action--it does it well and it does it in spades.

Sage says: If you are a fan of action anime and/or arcade-style shooters, this game is for you. It's short and uncomplicated, but memorably sweet. Gungrave for the PS2 has an atmosphere like no other. It's not only fun to play, but fun to watch. One reviewer once described it as "a Halloween shooter," and while that label doesn't tell the full story by any means, this game's over-the-top thrills and chills go perfectly with any Halloween night.

FINAL SCORE: [!] [!] [!] [!] - -

Sage's Subscript: After the release of Gungrave, an anime spinoff was produced. This version is markedly different in the execution of its story. The anime focuses on detailing the pasts of Grave, Mika, Dr. T, and the Syndicate, and does so rather well in the tradition of The Godfather. However, the "revenge arc" presented in the video game is told with far less atmosphere and dynamic action in the anime version, and the setting and ending diverge a great deal. To get the full experience of what the Gungrave world has to offer in terms of story, visuals, and action, the anime should be viewed in conjunction with the game.

Because the video game ends differently than the anime, a sequel was made continuing the continuity of the game's ending. The result is 2007's Gungrave Overdose. which improves in many ways upon the formula of its predecessor. But that is for another review, another time.

2018 Update: The Gungrave video game series has returned in recent times with Gungrave VR for Playstation VR, due in North America October 16, and a more traditional follow-up is also in development for Playstation 4, titled Gungrave G.O.R.E.

NOTE: The images and trademarks contained within this review article are the copyrighted property of their respective owners.

Tuesday, October 21, 2008

Contra 4: Return of the Run ‘n' Gun King

[Review: Gaming!]

Title: CONTRA 4
Platform: Nintendo DS
Publisher: Konami
Developer: WayForward Technologies
ESRB Rating: T
Year: 2007





A military helicopter zooms toward the archipelago of Galuga, off the coast of New Zealand. Aboard this craft are the four strongest soldiers on Earth, known collectively as "Contra." Their mission: to eliminate Black Viper, an alien mastermind staging a global invasion, and anyone--or anything--that gets in their way!

Contra 4 marks the 20th anniversary of the storied Contra franchise. Instead of being handled in-house by Konami of Japan, the assignment of development was handed over to WayForward Technologies, a small American company. Given the unfavorable track record of 1996's Legacy of War and 1998's C: The Contra Adventure by American developer Appaloosa Interactive, this might seem like a scenario for disaster. However, it just so happens that WayForward is filled with and connected to Contra fans who have a real passion for the series and a deep understanding of its two-decade history.

Set between the events of Contra III: The Alien Wars and Contra: Shattered Soldier, the game is a blend of every Contra entry, with an emphasis on the design of Contra and Contra III: The Alien Wars. By and large, Contra 4 is about returning to the roots of the series with a bang. Therefore, unlike later entries built around frequent mini-boss encounters, this installment focuses on high-adrenaline run ‘n gun action-platforming.

From rushing a jungle fort to infiltrating a laboratory to storming a harbor to surviving a fierce city siege, this game has the wide variety of locales and scenarios Contra vets have come to expect. The levels are a mixture of 2D side-scrolling and vertical-scrolling, with a few inward-scrolling "tunnel-style" stages ala Contra on the NES (which are now rendered in 3D). You never quite know what's going to come at you next in this game, but it never ceases to amaze. The series is synonymous with steep, white-knuckle challenges, and Contra 4 is no different. Taking on these challenges requires skill, memorization, and the ability to strategically react. There are three difficulty settings with various differences, but even on "Normal mode" the most seasoned gamers will quickly run out of continues on just the first few stages. Thankfully, it won't be because of the controls.

The game's controls are simple and tight. Using the face buttons allows the player to run, jump, duck, climb, and blast their way through hordes of alien baddies that come from every direction. And I do mean every direction.

Contra 4
takes advantage of the DS hardware to provide two screens of simultaneous action. While it can take a little adjustment to get used to following what's going on in both screens, like everything else in this game, the effort is well worth it. The dual screens provide all sorts of wild new scenarios and daring strategies. The one quirk is that the plastic gap between the two screens means a stray bullet or two might catch you off guard for a while, but the more you play, the more you can anticipate these occasional blind potshots.

The 3D "tunnel-style" stages swap the bottom screen for a map and play more akin to a shooting gallery. The character moves side to side, clearing the enemies and obstructions in front of them. Unfortunately, the hit detection in these stages can take some trial and error, as the exact trajectory of the fire coming from the background to the foreground is not always apparent the first time through; likewise, it is not always clear if you are hitting the bosses in these stages.

To navigate the two screens during the side-scrolling stages, a new gameplay element has been included: the grappling hook. Don't expect to turn into Bionic Commando or Spider-Man with this, though, as it fires in just one direction and is used like a zip line/super-jump, taking you straight up. This is good, because this element could have easily been embellished and broken the fervent Contra flavor this game contains. As it is, it's unobtrusive and allows for added depth, letting you to avoid attacks, pull yourself from death pits, and grab the high ground during various points in each stage. The game is clearly designed around using this new element, because you can't jump as high as you could in previous installments. The only hangup with this feature is that you cannot fire your gun until the grappling hook reels you in, resulting in some free shots for the enemies. But this is a small issue that is swiftly resolved once you realize that everything in Contra is about rhythm and timing, and the grappling hook is no exception. Rounding out the solid and versatile controls are features from later Contra games, such as holding one's ground to swing and angle the gun in eight stationary directions (though holding a firing angle while running is absent), and the ability to keep in reserve and/or switch between two weapons.

The weapons in this series are legendary, and Contra 4 delivers. Just about every weapon you would expect--Machine Gun, Spread Gun, Homing Gun, Flame Gun, Laser Gun, Crush Gun--is present, and for the first time, each can be upgraded to a new, more powerful incarnation by grabbing and stacking the same weapon twice on one slot. Acquiring and maintaining these upgrades through the obstacle-rich levels is often the key to mastering the bosses. Further, in a new strategic twist, if you know you're going to your doom--and if you react quickly enough--you can throw off your weapon and then grab it after your character has respawned (assuming you have lives to spare, that is).

One significant change to recent Contra installments is that you don't start off with a rapid-firing machine gun. In what is essentially a return to Contra and Super C, you have a button-mashing "peashooter" rifle to start with, and most of the weapons also require button-mashing now to fire in fast succession. It does create an atmosphere of extra frenetic intensity, but it can be hard on the fingers at times to get the most out of your weapons.

The graphics are primarily hand-drawn 2D sprites, and everything from the character animations to the too-crazy-to-believe dual-screen boss fights to the lush backgrounds are executed with vibrant detail and special effects. When 3D is employed, it blends pretty seamlessly with the 2D sprites. Due to the twin screens, the sprites are significantly larger than previous entries, which makes the action even more in-your-face. The color palette and tone are much brighter than recent Contra games, opting for a more cartoonish/comic book look in the vein of Contra and Super C. Incredibly, despite all the action and all the eye-popping battle scenarios you will face, Contra 4 has zero slowdown.

As strong as the graphics are, the music is what really brings this game to life. Contra has a famous soundtrack, and Contra 4 maintains this tradition with a number of new and remixed tunes that make the action explode on screen. This memorable music drives you forward to surpass each consecutive stage's mounting challenges even after countless failures. The new Jungle, Waterfall, and Harbor tracks are right there with the best songs in Contra's twenty-year legacy. Definitely play this game through headphones to get the full aural experience, as the tracks are even more layered than the DS' speakers initially let on. The sound effects are also classically Contra, and the limited inclusion of voices this time around lends the game a more complete audio package.

Contra 4 has four selectable characters at the start, but they all play the same. The multicard-required multiplayer mode was originally going to be four players, but was unfortunately pared back to two. Regardless, Contra 4 is still a blast and a half to play with a friend.


One final strength of the game is its abundant offering of unlockable extras, including a Challenge Mode where the player is given daunting tasks like beating sections of levels with limited ammunition or no gun at all. From this Challenge Mode you will unlock the best extras: Contra and Super C. Yes, the first two NES games in the series are included (albeit without multiplayer support) alongside other unlockables such as additional playable characters, comic books, an art gallery, a series log, a sound test, and an interview with Konami's Nobuya Nakazato on Contra's history.

Now, if this portable action game has one Achilles heel, it's that--at times--it almost feels too familiar to fans of the series. As noted earlier, the game is a blend of Contra's entire history, and if you take away the dual screens of action, much of it feels like a remix of past Contra levels. Back in 2002, Contra: Shattered Soldier suffered from this same issue to some degree as well. While having all these old level motifs present ensures the classic Contra experience, it doesn't add nearly as much to the franchise as past entries, such as Contra III: The Alien Wars. Also worth mentioning: One thing that sticks out upon repeated playthroughs is that the Ocean stage is far too short and straightforward, and that one of the "tunnel-style" stages--which aren't exactly the best stages from past Contras--could have been swapped for a newly-themed side-scrolling or overhead stage. Still, the fact that this DS title remains a great experience means that Contra 4 is above the norm in the realm of gaming, and has just enough new for it hold a respectable position in the larger legacy of Contra. Here's hoping this premier action series will be continued and expanded upon. Contra 4 shows that the name "Contra" is still the king when it comes to run 'n' gun.

Sage says: With all the extra gameplay modes and a solid core game, Contra 4 has tons of replay value. If you like Contra or action games, get this game immediately. Easily one of the best games on the DS, you'll return to Contra 4 again and again for its over-the-top action and slick presentation. What other game will you ride an ICBM in midair while being attacked by a giant killer robot?

FINAL SCORE: [!] [!] [!] [!] [!] -

Sage's Subscript: Contra 4 changes the established Contra timeline in several ways. The characters Scorpion and Mad Dog, which were code names for Bill and Lance in the early North American releases, are now distinct soldiers. This is also true for Black Viper, who was originally a character conceived in the booklet of the North American localization of Operation C for the Gameboy. Contra 4 establishes Black Viper as a legitimate, though enigmatic, alien villain in the timeline. This latter point is more problematic than the former, as it at the very least distorts the Red Falcon/Federation Government conspiracy story laid out in Contra: Shattered Soldier for the PS2. On an unrelated but often overlooked note, the boss of level 7 seems to be eerily similar to Ghouls ‘N Ghosts' level 4 boss.

NOTE: The images and trademarks contained within this review article are the copyrighted property of their respective owners.

AGO! Scoring System

[Announcement!]

Below is the 6-point scale used by AGO! in the final evaluation of anime and games:

[!] - - - - - Subpar
[!] [!] - - - - Rental
[!] [!] [!] - - - Average
[!] [!] [!] [!] - - Solid
[!] [!] [!] [!] [!] - Stellar
[!] [!] [!] [!] [!] [!] Classic

*****************************[DETAILS]*****************************
^Subpar: A production that has little going in its favor.
^Rental: A production that has positive points, but is ultimately not worth owning.
^Average: A production that does many things well, but little stands out as spectacular.
^Solid: A production that has a strong core, but could use further embellishment.
^Stellar: An exceptional production that pulls you in, but is just short of perfect.
^Classic: An exceptional production that sets itself apart, consistently evoking a strong emotional response, and keeping one's attention long after the experience is over.

*In addition to the above, there are two other features for AGO! Reviews:

^"Sage says": This is the final word on the title reviewed, cutting through the pros and cons to the straight dirt.

^"Sage's Subscript": A fun, interesting, and/or obscure fact on the title reviewed.

Monday, October 6, 2008

Mega Man 9: Robotic Recycling or Revival?

[Editorial: Games!]

Is Mega Man 9 being overhyped? There's no doubt it's a must-play game, especially for Mega Man fans, but the buzz about it being among "the best" in the series seems to be crossing the line. As a fan of Mega Man since Mega Man 2 on the NES who has played through all of the main entries in the Classic, X, and Zero series, the prospect of Mega Man 9 offered a wealth of creative speculation. My imagination only became more active upon hearing it would be done in an 8-bit retro visual style and feature such unconventional additions as Splash Woman and Hornet Man alongside long-absent, obvious choices such as Magma Man and Tornado Man. Seeing new Robot Masters for the first time is always a treasured moment for the Mega Man fan, as imagination, expectations, and reality intersect when the stage select screen appears...

However, as the finalized designs trickled out into the media, I was left with mixed feelings. While it is fantastic to see new Classic-style Robot Masters, their presentation has come off as largely uninspired. Yes, one could easily say they are all in the correct motif of the Classic series, but one is left wondering if Capcom was overly cautious in its design choices. Going down the list of the eight "new" Robot Masters:

Concrete Man, rather than having something to set himself apart like a concrete mixer integrated into his body, comes across as a recolored Guts Man or retooled Stone Man. Tornado Man, from the green paint job to the winglike helmet extensions, could be Harpuia's little brother. Likewise, the mermaid-esque Splash Woman could be Leviathan's estranged sister. And since Inti Creates (the makers of the Mega Man Zero series) is behind Mega Man 9, it makes those influences even more obvious. Moving on, Galaxy Man's motif and face design immediately come across as a reimagining of Astro Man; the fact that Mega Man V (for Gameboy) featured a full cast of space-based bosses--including one with an orbiting ring and black hole powers (Saturn)--makes this design seem all the less fresh.

Now, stare Jewel Man in the eyes; you start to get images of Top Man sporting a giant pink jewel set on his head and equipped with the bling of Gemini Man. Meanwhile, Plug Man is an unabashed reworking of Dynamo Man, removing the glass helmet and replacing the electrical conductors with plug prongs. Magma Man is the worst offender, as he nearly looks like a red Needle Man (ironically, in Nintendo Power Vol.234, the artist behind this design said he thought this also, but that it was an unintended outcome). Finally, there's Hornet Man, which I must confess is probably the most unique of them all. While it is a reusing of the hornet theme from Mega Man X3's Blast Hornet, this is a very new interpretation, where the best Classic series parallel would be seen in the head of Ring Man or maybe the mouthpiece of Crystal Man--but that is admittedly a stretch.

Still, what this means is that there is only a single Robot Master among eight where one does not immediately have a Robot Master or Mega Man villain from the past pop into one's head. That's not to say that these designs do not have their charm (far from it!), but they just may not be all that innovative or memorable in the larger historical pantheon. Even Mega Man & Bass' additions, for example--with the exceptions of the Mega Man 8 repeats--were more striking.

I wish the lack of inspiration was just in the Robot Master designs, but the levels, too, possibly reuse more resources than I would have expected. There appears to be sprites reappearing from as far back as Mega Man 1, and Splash Woman's stage features a bubble-riding section with the exact same opening layout as the bubble-riding sequence introduced in Mega Man 5's Wave Man stage.
Even Tornado Man's seemingly unique, vertically rotating platforms in the sky are reminiscent of Gyro Man's horizontally rotating platforms, and the level's feature of changing weather conditions proves to be in the same tradition as Cloud Man's stage. Further, the stages' backgrounds seem less detailed than even the NES Mega Mans, particularly the latter entries. I understand this was a "back to basics" game, but I believe the literalness of that phrase was taken at the game's expense in some cases.

In fact, I question the whole decision to have it be 8-bit. Graphics in of themselves are not the reason the Mega Man series has been inconsistent in recent years. 16-bit can have classic gameplay, and would have been a better canvas to create more dynamic new levels and characters, as seen in the creative potential presented in Mega Man 7 and Mega Man & Bass (which felt more true to the Mega Man series than the 32-bit Mega Man 8). Such visuals might have made the game more inviting for newer gamers as well, and it still would have been relatively cost-effective to develop.

Along these same lines, this business of removing the Mega Buster and slide from the core game is debatable. Both of those elements allowed for additional stage obstacles and tactics in the past. True, as certain fans moan, perhaps they did make some challenges easier; but I would contend that they had became part of the fundamental definition and tradition of Classic Mega Man. If these two moves would have been included, they could have been retooled in various ways to maintain the "old-school challenge." As an example: Rush's usefulness has varied game to game, and thus most so-called "game-breaking" devices within a game's design can be limited to be more balanced with regard to fun factor and challenge. Keep in mind, I'm saying all this, and Mega Man 2 is perhaps my favorite Mega Man game.

Regardless of these potential shortcomings, there are some elements that were squarely nailed, such as the decision to make eight bosses selectable from the start again. While the 4 x 4 design of Mega Man 7 and Mega Man 8 was interesting, and allowed for some neat gameplay tricks, it limited a player's choices. (That said, as a consequence, the usefulness of the Robot Master weapons in Mega Man 9 seems to be limited to offensive and defensive usage once again, as opposed to altering the terrain as seen beginning with Mega Man 7). The music is another element that deserves mention, as it is part of Mega Man's identity and fame. This is a solid soundtrack. While some songs are only average, none are particularly hard on the ears, and tracks such as those used for Tornado Man's stage and the opening theme are instantly among the best of the best.

My final verdict on Mega Man 9 is still out, as I have not had the opportunity to play through it. It looks to be a lot of fun and definitely worth playing; however, as a longtime fan, and from what I have read and observed from interviews, images, and videos, it also feels like a missed opportunity. I hope to follow up this editorial with a full review in the future so that a more comprehensive look can be undertaken. In the meantime, while I respect what the creators were trying to do with this game, I believe this project could have been far more ambitious and rewarding to the long-awaited numeric addition of "9."

With any luck, there will be a "10" that can build from this entry more markedly. And, given the impressive sales numbers thus far, a tenth entry down the line appears to be a likely occurrence.

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