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November 4, 2010

Return of the Review – Vanquish

Filed under: Reviews — Tags: , , , , , , , , , — Brad Johnson @ 5:15 pm

Vanquish
In my capacity as a Sugarperson, I really only serve two functions: sometimes I manufacture prettiness in an effort to make it appear that the site was not, in fact, designed in my basement, and other times I play games, and then I tell you about them. This is one of those times. As tasks go, it is not the worst one could hope for. In fact, the only way it could be better is if it caused the numbers on my bank account to increase, or perhaps if writing overly long sentences made me irresistible to nerd girls.

Vanquish is a game that, upon playing, I was compelled to fulfill this second duty; to write words and deliver them to you, so that you might understand their meaning. Accordingly, in addition to our regular review of Vanquish, I am here to provide a rare second opinion. Let’s begin: if anyone tells you that Vanquish is not worth playing, your duty is clear. Cut this person out of your life forever, as this person is a liar who wishes only misfortune upon you. If, after taking this action, you still doubt the value of Vanquish, I suggest the following: visit youtube, and search for “Casshern.” When you come to the inevitable realization that “There should be a videogame of this,” return here, and I will present to you, Vanquish.

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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 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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September 9, 2010

Demo Report – Vanquish

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

Vanquish
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.

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July 4, 2010

Your Recommended Dose of Vanquish

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

Vanquish
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.

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June 19, 2010

E3 Impressions – Vanquish

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

Vanquish
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.

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March 28, 2010

Lazy Sunday – Katsup

Vanquish
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.

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