September 9, 2010

Demo Report – Vanquish

Filed under: Editorial Rants — Tags: , , , , , , — Jamie Love @ 8:46 am

While the demo of Vanquish ends as quickly as it begins, it doesn’t take much time for Platinum Games to dangle another title mixing tight controls and sensory overload. This time around, Shinji Mikami and Atsushi Inaba seem to be catching up on the robot bashing Mikami expressed an interest in creating long ago, a void since left to be filled by cult favorite Gamecube title P.N.03 until now.

It has taken more than a few run-throughs, but Vanquish seems to use elements of P.N.03’s dance moves to create more of a hyper bullet ballet, though not in the ways I might have originally imagined when the title was first announced.


July 4, 2010

Your Recommended Dose of Vanquish

Filed under: News Feed — Tags: , , , , — Jamie Love @ 9:33 am

It’s another lazy Sunday, but I’m up early and catching up on video snippets from Mikami’s “not-just-another-shooter” shooter, Vanquish. The signature Platinum speed and supply of subtle nuances seem to be on the mark, as well as the reminder that in the future, everything blows up real good.

In today’s installment there’s a taste of battlefield gun play as well as fighting giant robots 101 – all of which seems manageable so long as someone remembers to bring the smokes.

Catch if after the break.


June 19, 2010

E3 Impressions – Vanquish

Filed under: Editorial Rants — Tags: , , , , — Aileen Viray @ 9:22 am

Vanquish is the new title from Platinum Games that SEGA is publishing on Xbox 360 and PS3 in October 2010. Producer Atsushi Inaba, who used to head Clover Studio (Viewtiful Joe, Okami, God Hand, etc.), co-founded Platinum Games where he has since worked on Bayonetta, Infinite Space, and MadWorld with Resident Evil creator Shinji Mikami.

At the show I was lucky enough to be in a closed-door setting where Inaba demoed his new 3rd-person shooter for Gamesugar.


March 28, 2010

Lazy Sunday – Katsup

It seems I missed a lazy Sunday post or two. I’m half certain that isn’t a very big deal because I don’t know why anyone would read them, but rather than self-loathing over that fact, the absence owes simply to the fact that we’ve happened to be busy with weekend events this month.

Luckily I found time to scowl at a few things while drinking my coffee this morning, and we can now return to our regularly scheduled programming – wherein my first question of the day is “What’s the deal with Vanquish?”

If a picture is worth a thousand words, I’d like to think a screenshot could merit at least half that many – but when it comes to images for Vanquish lately, I’ve tried my best and only come up with seven.

I really, really want to believe that this isn’t a generic “me too cause we can do it better but probably won’t” kinda thing – I’ll be sincerely shocked if that’s what releases in the end, but Platinum, you gotta give me more to work with here.

And yet there are games of more immediate concern.


January 14, 2010

Bayonetta – Taking My Sweet Time

Filed under: Editorial Rants — Tags: , , , , , — Jamie Love @ 5:02 pm

Given the number of times I’ve thrown words to Bayonetta during the game’s development, I fully expected to have joined the conversation she’s stirred about sex, audience reactions, sex, female identity, and more sex by now. The reason I haven’t is straightforward enough, and provides a chance for you to say I’m biased.

If I am indeed biased, it’s because I love videogames, and Bayonetta loves being a videogame – enough that we’re a good match and someone should go book the chapel by the time I write a proper review.

As for avoiding the extensive conversations going around the net, my problem is simple – talking extensively about any of those aspects would mean that I’d have to stop playing the game long enough to do so.


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