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December 9, 2010

PSA – Both Editions of Muchi Muchi Pork! & Pink Sweets are Region Free

Filed under: News Feed — Tags: , , , , , — Jamie Love @ 12:24 pm

Muchi Muchi Pork and Pink Sweets
The only thing sweeter than Cave putting two shooters on one 360 disc was the recent revelation that the February release would also be region free. Since then I’ve received a few emails from readers wanting to confirm that this applied to both the regular and limited edition of the release.

As the title of this post subtlety suggests, Cave confirmed that regardless of which edition grabs your fancy, both are region free for your importing needs –

Yes, both versions will be region free. The reason they are asking is because Espgaluda II’s LE was region-locked while the SE was region-free. This was due to the decision to go region-free being made last minute, whereas this time we had a lot of feedback to make the Muchi Muchi Pork/Pink Sweets pack region free.

November 26, 2010

Your Recommended Dose of Cave

Filed under: News Feed — Tags: , , , , , — Jamie Love @ 12:40 pm

Muchi Muchi Pork & Pink Sweets
Cave’s released a trailer for one sweet 360 disc that brings together shooters Pink Sweets and Muchi Muchi Pork, set to release on February 24 in Japan with a standard and limited edition – either one sure to satisfy the quota on bullets, eye candy, and pigs.

Fellow Cave enthusiasts can hit the official site here, or catch the trailer after the break.

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November 13, 2010

Review – Guwange

Filed under: Reviews — Tags: , , , , , , , , , — Jamie Love @ 1:47 pm

Guwange
Cave’s bullethell blast from the past hit Xbox Live Arcade with all the trimmings this week, plus a few features I wouldn’t have anticipated. Running through modes and stages, I can’t shake the thought that Guwange would make a spectacular Wii title. That isn’t intended to veer completely off topic, but has just been floating around in my brain while tackling the core of this game – controlling two physical objects on screen simultaneously.

Each of the game’s three playable characters is linked to a shikigami, an entity that player’s can summon at their leisure, and also one that each character seeks to free themselves from, the driving bit of narrative beneath the barrage of bullets standing between the player and that goal. At first this can result in several shades of retina overload, keeping track of two objects on-screen while Cave’s fine sprites vanish beneath the chaos of color changing bullets and loose change, until survival seems like sheer luck while pushing the analog sticks of the 360 controller in all directions. But a one size fits all difficulty setting, generous screen display and co-op options, as well as three modes to suit all possible tastes should help the uninitiated quickly discover an elegance at work that speaks to Cave’s well earned legacy as shooter royalty.

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October 28, 2010

You Against the Music – SHMUSICUP

Filed under: News Feed — Tags: , , , , , , — Jamie Love @ 1:53 pm

SHMUSICUP
In development from Tzai Entertainment, Shoot Music Up (SHMUSICUP) is a vertical-scrolling PC shooter the generates enemy bullet patterns based on MP3’s chosen from players’ collections.

It’s unclear how stage progression would enter in at the moment, but Tzai released a trailer to help demonstrate the core music concept, which you can catch after the break.

You can also keep an eye on updates at the game’s site over here.

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October 20, 2010

Review – Vanquish

Vanquish
The squad of marines pushed forward as enemy grunts shimmered Soviet-era red from cover points along the hillside. At the peak, a giant robotic crab tossed wreckage indiscriminately, forcing me to rush between cover while pumping bullets into robotic soldiers never shy about disregarding their own safety to invade my personal space.

Quick melee attacks cut them in half easily enough – the trick is in making sure to finish the job, least their broken carcasses scurry along the ground hoping to detonate as close as possible.

About halfway up the hillside, a tower collapsed and spread more debris and smoke over the battlefield while a horde of enemy reinforcements broke through an opening to thwart my advance.

All that cover may make it seem worth stopping for a smoke break until the dust settles, and Sam Gideon is always willing to steal a few puffs whenever the moment presents itself, but sitting to wait the war out from a safe vantage point is rarely an option. Momentum encourages players to keep moving with a beat that begins the moment Sam crashes aboard the orbital space colony at the center of a fresh Russia vs. America conflict, and Vanquish uses every last enemy capable of carrying a weapon to keep your ass moving.

The achievement for surviving the first stage of the invasion is dubbed “Space Normandy” for good reason. Platinum Games has married the gritty realism of battle typically assigned to games based on the Second World War with the anime lasers and sheen of influences like Neo-Human Casshern to create a third-person Sci-Fi D-Day.

Along the way it becomes clear that the rumored irrelevance of Japanese videogame design continues to be greatly exaggerated, with Vanquish offering a level of exquisite mathematics that make trigger fingers tingle with a workout unmatched by heavier North American releases.

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October 9, 2010

Review – Halo: Reach

Filed under: Reviews — Tags: , , , , , , , , , , , , , , — Brad Johnson @ 8:44 am


It’s 2010 now, and at this stage in the videogame universe reviewing a Halo game seems largely unnecessary. You’ve played it. You know what it is. You know if you’re prepared to spend your sixty-dollars for it. Still, there are some things about Reach that deserve to be said, so we’re going to say them, regardless of the fact that you already bought the game on launch day.

When I reviewed StarCraft II I wrote that a level of perfection in the gameplay design allowed the original StarCraft to endure, without sequels, far longer than any game has a right to. The Halo franchise is characterized by a similar condition with opposite results; in this case, a string of fundamentally similar sequels have been produced, capitalizing on the natural strength of the core gameplay mechanic.

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October 7, 2010

It’s Nearly Vanquish Time – Smoke ’em if You Got ’em

Vanquish
Sony held their annual Holiday preview event in Toronto this week, spreading this year’s wishlist for the PlayStation set around the Sony Centre for the Performing Arts. A few titles that won’t be making it to shelves before 2011 were in attendance, such as Killzone 3 and LittleBigPlanet2, but the primary focus was on releases vying for your wallet before the end of 2010.

A quick tour around the building managed to reunite me with Vanquish, which meant a glimpse at a stage not available in the earlier released demo, which in turn gave me something new to think about regarding the game before it hits shelves on October 19th.

Soaking up the greenery this particular stage offered, I’m still pretty impressed by just how much seems to be going on within the game at any given moment, which makes AR mode something increasingly significant despite my initial doubts.

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