Shiki #07 — Stalling Out of the Grave

August 19th, 2010

 

So much for forward progress.

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Ookami-san and Her Seven Companions #08 — Re-Re-Re-Rewind

August 18th, 2010

 

Oh boy! Retreading old ground.

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The Stone That The Builder Refused

August 16th, 2010

               

Because if you haven’t watched it, you should.

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Occult Academy #07 — Electra Complex

August 16th, 2010

 

Hey guys, remember how the world is ending? No? Me either.

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High School of the Dead #07 — Heavenly Bodies

August 16th, 2010

 

Objects with that much inertia usually end up in orbit.

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Sekirei ~Pure Engagement~ #07 — The Rise of Super Sekibraver

August 15th, 2010

 

I’ll stick to my delusions, thank you very much.

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Sengoku Basara 2 #06 — The Deaths of Mooks

August 15th, 2010

 

Who are these people again?

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Sanae Challenge Fusion Impressions

August 15th, 2010

One more quickie for the night. The sequel to Sanae Challenge doesn’t mix up the formula too much. You’re limited to three jumps this time, have Okyuu backing you up (including an all out "Go nuclear" option for an instant game over), and the bosses of course, but the core mechanics remain pretty much identical. Still not a bad way to pass an hour or so, which is more than one can say for certain other games… Werk… but I feel like Lionheart’s gotten a bit lazy since Mystical Chain.

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Sora Impressions

August 14th, 2010

        

        

Well, the good is that if you liked the trial from last year, this is more of the same. The bad is that they didn’t improve much either. The mechanics are still very basic, the controls a little frustrating at times, especially with the dashes being hard to control and sometimes sending you in the completely wrong direction… along with the screen simply pulling you in directions. They also made the incomprehensible decision to force you to sit through about a 5 minute unskippable introduction that you must watch every time you load the game until you complete the first stage, at which point you must play the first stage again to unlock the second stage. That’s just… moronic. Nice music at least, although it’s a little overly electronic for my tastes. You unlock more weapons and whatnot that you can switch out of the basic slots as you progress, and like Suguri, is trying to sell itself as having some kind of overly melodramatic plot, but eh… what can you do? And I’ve still got three Touhou RPGs sitting in front of me, begging for attention. Oi.

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New Super Marisa Land Impressions

August 14th, 2010

The good. It’s very cute, Tasofro’s music is still awesome, and it is very Marioish, if such things appeal to you. There are a ton more powers, including the ‘giant’ power being a rather terrifyingly over-inflated Marisa. The bad. Tasofro stuck with the original Marisa Land’s physics engine, which means that control varies from frustrating to rage inducing. Particularly jumping. Marisa stalls at the top of her jump regardless of any other movement. God help you if you try to turn around in midair. Run speed also doesn’t scale with time, it just suddenly goes from medium speed to full after about 2 seconds, which gives the sense that you’re controlling a hippo on ice skates. It’s still a decent game, but definitely not up to Megamari or Patchcon’s level.

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