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Volume 1 Issue 8 February 2006 Onimusha - Hardcore Gamer

Volume 1 Issue 8 February 2006 Onimusha - Hardcore Gamer

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newgames•oldgames•consolegames•pcgames•arcadegames•portablegames•gamestuf<br />

HARDCORE<br />

LUV2GAME.COM<br />

MAGAZINE<br />

v1i8.sunriseofdestiny<br />

Wakeupandsmel<br />

theMusha!<br />

Pluswejam packedthis<br />

issuefulofpreviews<br />

andreviewslikemad.<br />

$4.99USA ISSUE8 $6.99Canada<br />

Asifthatweren’tenough .<br />

.Wealsogivesumlovin’tosummobilephonegames,<br />

.RogerDanishshowsofhisweirdgamesystems.<br />

.pluscheckouthenewsiteLuv2Game.com!


newgames•oldgames•consolegames•pcgames•arcadegames•portablegames•gamestuf<br />

HARDCORE<br />

LUV2GAME.COM<br />

MAGAZINE<br />

v1i8.sunriseofdestiny<br />

Wakeupandsmel<br />

theMusha!<br />

Pluswejam packedthis<br />

issuefulofpreviews<br />

andreviewslikemad.<br />

$4.99USA ISSUE8 $6.99Canada<br />

Asifthatweren’tenough .<br />

.Wealsogivesumlovin’tosummobilephonegames,<br />

.RogerDanishshowsofhisweirdgamesystems.<br />

.pluscheckouthenewsiteLuv2Game.com!


Publisher<br />

Tim Lindquist<br />

Editor in Chief<br />

Greg Off<br />

greg@hardcoregamermag.com<br />

Art Director<br />

Terry Wolfinger<br />

Senior Editor<br />

Thomas Wilde<br />

Executive Editor<br />

Adam Pavlacka<br />

Costello the Fresh<br />

Anthony Mertz<br />

Editors<br />

Anthony Mertz Danny Cowan<br />

Dave Hulegaard David Brothers<br />

Geson Hatchett Iaian Ross<br />

Jason Venter James Cunningham<br />

Jeremy Peeples Ken Horowitz<br />

Steven Kent Thomas Shin<br />

Elizabeth Ellis Alicia Ashby<br />

Artists<br />

Amadeo Garcia III<br />

Production Director<br />

Jody Seltzer<br />

Production Artists<br />

John McKechnie Bryan Neff<br />

Brady Hartel Gary Harrod<br />

Translator<br />

Elizabeth Ellis<br />

Ad sales<br />

Burr Hilsabeck<br />

415-412-5685<br />

burr@hardcoregamermag.com<br />

Ad coordinator<br />

Martin Gilbert<br />

<strong>Hardcore</strong> <strong>Gamer</strong>® Magazine is published monthly by DoubleJump®<br />

Publishing, Inc. at 21407 NE Union Hill Rd, Redmond, WA 98053.<br />

Periodicals postage pending at Redmond WA and at additional mailing offices.<br />

POSTMASTER: send address changes to DoubleJump Publishing, PO Box 146,<br />

Redmond, WA 98073. “<strong>Hardcore</strong> <strong>Gamer</strong>” and “DoubleJump” are trademarks<br />

or registered trademarks of DoubleJump Publishing Incorporated. All rights<br />

reserved. No part of this magazine may be reproduced or transmitted in any<br />

form or by any means, electronic or mechanical, including photocopying,<br />

recording, or by any information storage or retrieval system without written<br />

permission from DoubleJump Publishing. DoubleJump Books is a division of<br />

DoubleJump Publishing, Inc.<br />

DoubleJump Publishing and the authors have made every effort to ensure<br />

that the information contained in this magazine is accurate. However, the<br />

publisher makes no warranty, either expressed or implied, as to the accuracy,<br />

effectiveness, or completeness of the material in this magazine; nor does the<br />

publisher assume liability for damages, either incidental or consequential, that<br />

may result from using the information in this magazine. Questions regarding<br />

operation of the game software and hardware should be directed to the<br />

support numbers provided by the game and device manufacturers in their<br />

documentation.<br />

Printed in the United States of America<br />

DJPubba_Tim Lindquist<br />

Oh, man. I spent waaaay too much time trying to get a<br />

Vectrex controller working on a PC without modifying the<br />

controller. Unfortunately, I have not yet succeeded and<br />

the deadline is rather angry about being stood up. Rather<br />

than present a half-baked part 2 of the Vectrex article,<br />

I’ve decided to put it off until next issue to make sure it’s<br />

done justice.<br />

Now Playing: Vectrex Controller Interface Toss (Vectrex/<br />

PC), Castlevania: Aria of Sorrow.<br />

Roger Danish_Greg Off<br />

Wolfie_Terry Wolfinger<br />

Wanderer_Thomas Wilde Lynxara_Alicia Ashby Metalbolt_Anthony Mertz<br />

The unofficial theme of this issue is Capcom rereleasing<br />

old games with minor add-ons. They managed to do the<br />

impossible and make the original Resident Evil worth<br />

replaying, but Monster Hunter? A new version of Devil<br />

May Cry 3? Capcom, you know I respect you, but how<br />

many times are you going to make me buy the same<br />

games? I’ve already got three #$@!ing copies of RE...<br />

Now Playing: Castlevania: CoD, Haunting Ground,<br />

Resident Evil: DS, Mario and Luigi: Partners in Time<br />

Syriel_Adam Pavlacka<br />

Due to the moon’s effect on the tides, the way the wind<br />

blows, a feeling in my gut, and the changing of the<br />

seasons, I’ve decided that I will only play and review<br />

games with the letters I, M, F and D in them. While<br />

this may be considered an odd decision by many of our<br />

readers, I think it makes perfect sense. But then again,<br />

I also believe that I have a fairy godmother, a “secret”<br />

friend named Harvey, and that my toast whispers obscene<br />

suggestions every time I bring it to my mouth.<br />

Racewing_Geson Hatchett<br />

My God. Valkyrie Profile: Sylmeria. Kingdom Hearts II.<br />

Xenosaga 3. Tales of Legendia. Grandia III. And, if we’re<br />

lucky, Final Fantasy XII. Remember when it was “cool”<br />

and “hardcore” to hate on Square and Namco for no good<br />

reason? Yeah. I’m scared too. (Of course, if a new Skies of<br />

Arcadia were announced tomorrow, it’d blow everything I<br />

just mentioned off the face of the earth, but that’s not the<br />

point. Or is it...?)<br />

Now Playing: Ape Escape 3, The Adventures of Blackfire,<br />

Queen of the Galaxy! (My Imagination)<br />

Shoegazer_Dave Hulegaard<br />

Is it a little sad that <strong>2006</strong> is just underway and I’m<br />

already counting down the days ‘til E3? I’m as anxious<br />

as anyone to see Nintendo and Sony put up or shut up,<br />

but there’s still some life flowing through the current<br />

generation. My predictions for ’06? Square Enix will<br />

astonish, Sony’s PSP will tap out, and innovation is not<br />

dead… merely dormant.<br />

Now Playing: Black, Wild Arms 4, MVP NCAA Baseball 06<br />

KouAidou_Elizabeth Ellis<br />

I was all set to write the cover feature, then real life<br />

went and bobshacked me. Fortunately, David was man<br />

enough to step up to the plate and do it for m... err, I<br />

mean, um, help me out a little bit. Yeah. Please enjoy<br />

this month’s <strong>Onimusha</strong> feature, co-written by the two<br />

sexiest members of the HGM staff.<br />

Now Playing: Sid Meier’s Pirates!, Civilization IV<br />

A quick trip (and I mean quick) to Japan for an interview<br />

with the creators and producers of the Grandia series for<br />

next issue’s cover feature has thrown me for a serious<br />

loop (or perhaps it was the Teriyaki McBurger Seto I ate<br />

at McDonalds before I got on the plane, I don’t know).<br />

Unfortunately, a trip to Akihabara was not in the cards,<br />

but I did find a used Bust a Move for the PSP for the<br />

dirt-cheap price of $10.00 at a nearby electronics shop in<br />

Shinjuku. So I got that going for me.<br />

I got engaged, and in the same month Bandai releases the<br />

first good Gundam game ever in the US! And I’m playing<br />

Final Fantasy IV on my GBA! Folks, this is a great time to<br />

be alive. Go find your favorite video game and give it a<br />

hug.<br />

Now Playing: Final Fantasy IV Advance, MS Saga: A New<br />

Dawn, Dance Dance Revolution Ultramix 3, Mario Kart DS,<br />

Legend of Heroes<br />

4thletter_David Brothers<br />

I think if I had to pick my favorite record of 2005, it’d be<br />

Royce da 5’9”’s Independent’s Day. It’s midway between<br />

Rock City and Death is Certain in tone, but twice as good<br />

as either of them. Every track is bumpable, to be sure,<br />

and Royce’s rhymes have never been tighter. “Looking At<br />

My Dog” is incredible. Runner-up album? Ghostface and<br />

Trife’s Put It On The Line.<br />

Now Playing: Dead or Alive 4, Hexic HD, Geometry Wars<br />

James_James Cunningham<br />

As I write this it’s going on 8AM and I’m just finishing up<br />

the Age of Empires review. A light snow is falling, my<br />

cat is looking at me funny, and I’m fanasizing over what<br />

a good night’s sleep must be like. Fortunately I don’t<br />

work until the afternoon, so deadline hell isn’t going to<br />

completely kill me dead. This time.<br />

Now playing: Dragon Quest VIII, Geometry Wars 2, Dead<br />

or Alive 4, Tokobot<br />

Honest<strong>Gamer</strong>_Jason Venter<br />

It’s a good thing I didn’t resolve to take better care<br />

of myself in <strong>2006</strong>. I’m already sitting in front of my<br />

computer and eating pudding straight from the kettle.<br />

That’s not a great start. When it comes to resolutions,<br />

I know myself too well. That’s why I resolved to keep<br />

doing what I’m doing. It seems to be working.<br />

Now Playing: Mega Man X Collection (PS2), Wild Arms 4<br />

Hitoshura_Iaian Ross<br />

I got a PSP over the holidays. Sure, there are hardly any<br />

games to choose from, and I couldn’t care less about<br />

UMD movies. None of that matters, since Wipeout Pure is<br />

so damn fun. It makes me glad I got the Giga Pack when<br />

there’s about 60 megs of extra content for the game.<br />

Now Playing: FFIV:Advance, Wipeout Pure<br />

So after surviving the holidays and being gone for a<br />

week, the first thing I wanted to do was play World of<br />

Warcraft. That game’s so addictive... but to my horror,<br />

when I returned home, I found my PC wasn’t working!!<br />

Never mind the work I had to do -- I needed my WoW fix!!<br />

So I was three days without the computer, then another<br />

couple to fix the bugs, and finally I could install the new<br />

patch and level up my Undead Rogue! Lvl24 and rising.<br />

I hate it when I’m so addicted to two games, that while<br />

I’m playing one of them I feel bored because I want to be<br />

playing the other! Being stuck between Battlefield 2 and<br />

Final Fantasy III is slightly annoying. At least with Raven<br />

Shield, I could minimize and play FFIII between rounds!<br />

Now Playing: Final Fantasy III (SNES), Battlefield 2 (PC),<br />

Rock N’ Roll Racing (SNES), Super Mario Blue Twilight DX<br />

(PC)<br />

Arlieth_Thomas Shin<br />

I’ve discovered some disturbing, yet interesting things about<br />

the nature of Dead or Alive 4’s combo system. I have also<br />

played Guitar Hero for the first time, and beat 20 Expert<br />

songs. Then I tried playing Guitar Freaks at the arcade and<br />

tore it to shreds. Konami, you’ve just been out-hardcore’d by<br />

Americans!<br />

Now Playing: Guitar Hero (PS2), Dead or Alive 4 (Xbox 360),<br />

Guitar Freaks 11th Mix (Arcade)<br />

Ashura_Brady Hartel<br />

Name’s Ash, Housewares. Er, layouts. Why does a layout<br />

artist have a bio, you ask? Well, I... don’t know either!<br />

But I do play videogames, uh, hardcore. Just like the<br />

magazine’s cover says! (See cover for details.) Game wise,<br />

Neo Geo Battle Coliseum has sucked my brain out. Yes,<br />

despite evil load times. Oh, and Metal Gear Online! Any<br />

game that has people fighting over the possession of a tiny<br />

plastic frog has to be rocksome.<br />

Now Playing: Neo Geo Battle Coliseum, Metal Gear Solid 3:<br />

Subsistence, Metal Gear Online<br />

Jeremy_Jeremy Peeples<br />

FF IV Advance owned my soul this month, and made me<br />

want to get back into some SNES and PSOne classics I<br />

hadn’t dug out of the archives in many a year. It felt<br />

good to reacquaint myself with some forgotten classics,<br />

while still enjoying my newer, regularly-played games.<br />

Now playing: Uniracers, Ignition Factor, Columns, Final<br />

Fantasy IV Advance, Metal Gear Solid, Final Fantasy VII<br />

Sardius_Danny Cowan<br />

Important update from last issue: I now own a DS and<br />

Animal Crossing, and all is well. Unfortunately, I now also<br />

own a Philips CD-i, which I got for free in exchange for a<br />

plate of cornbread (thanks Proz!). Next up on my list of<br />

games to buy: Eugene Levy’s Wacky World of Miniature<br />

Golf. STROOOOKE LIMIT!<br />

Now Playing: Link: The Faces of Evil, Zelda: The Wand of<br />

Gamelon, Sandy’s Circus Adventure (CD-i)<br />

VOLUME 1_ISSUE 8_SUNRISE OF DESTINY


Previews<br />

You want previews? You need previews? You wish you<br />

could live tucked neatly away inside a great big preview,<br />

sticking your head out every once a week for a breath of<br />

fresh air and a ray of sunshine? Well then, welcome home<br />

little buddy. Our previews are always clean and odor free.<br />

Why not set awhile and see for yourself?<br />

Feature<br />

On the cover<br />

Phil: “Say John, where did you get the nifty<br />

gadget ya got there right in your hands?”<br />

John: “Well, Phil, it’s none of your goddamn<br />

business now, is it?”<br />

Thanks to Capcom, <strong>Onimusha</strong>: Dawn of<br />

Dreams provides halting action comfort<br />

and super hyper delight without the<br />

usual side effects (which can include<br />

drowsiness, shortness of breath, nausea, tightening<br />

of the chest, headaches, diarrhea, dry mouth,<br />

chiggers and leakage). The only thing that could<br />

possibly cause us to love Capcom even more is if<br />

they were to bring back the Ghouls n’ Ghosts series<br />

on next gen portables – that would be so dreamy.<br />

Now bring us our Pee Monkeys!!!<br />

<br />

<br />

8 : News<br />

10 : Preview: MGS Subsistence<br />

<br />

11 : Preview: Resident Evil DS<br />

<br />

12 : Preview: State of Emergency 2<br />

<br />

13 : Preview: Ace Combat<br />

<br />

14 : Preview: Capcom Cllassics<br />

15 : Preview: Monster Hunter<br />

<br />

16 : Preview: Jaws Unleashed<br />

17 : Preview: FIGHT NIGHT ROUND 3<br />

18 : Preview: MLB ‘06<br />

19 : Preview: Pursuit Force<br />

<br />

20 : Preview: The Outfit<br />

<br />

10<br />

21 : Preview: Naruto<br />

22 : Preview: Disgaea 2<br />

23 : Preview: Splinter Cell: Double Agent<br />

<br />

24 : Preview: Commandos Strike Force<br />

<br />

25 : Preview: Field Commander<br />

26 : Preview: King of Fighters: Neo Wave<br />

27 : Preview: Untold Legends<br />

30 : Feature: Console Curiosities<br />

34 : Feature: Mobile Gaming<br />

38 : Graveyard : Big Foot<br />

40 : Strategy: FF4 Advance<br />

44 : Cover Feature: OniMusha:<br />

Dawn of Dreams<br />

54 : Review: MSSaga<br />

56 : Review: Rub Rabbits<br />

58 : Review: Samurai Shodown V<br />

59 : Review: Winning Eleven 9<br />

60 : Review: Devil May Cry 3 SE<br />

61 : Review: PQ:<br />

30<br />

Practical<br />

Intelligence Quotient<br />

62 : Review: Midway Classics<br />

Extended Play<br />

63 : Review: Ape Escape 3<br />

64 : Review: Ape Escape Academy<br />

65 : Review: The Sims 2<br />

66 : Review: Arena Football<br />

67 : Review: Age of Empires DS<br />

68 : Review: Final Fantasy Advance<br />

69 : Review: Teen Titans<br />

70 : Review: Megaman X Collection<br />

71 : Review: Kingdom of Paradise<br />

72 : Review: World Championship Poker 2<br />

73 : Review: Gauntlet - Seven Sorrows<br />

74 : Japan: NARUTO GEKITOU<br />

NINJA TAISEN! 4<br />

76 : Japan: Ryuu ga Gotoku<br />

44<br />

77 : Japan: Pokemon Fushigi no Dungeon<br />

78 : Fan Art<br />

80 : Cosplay<br />

<br />

<br />

82 : Funnies<br />

<br />

<br />

VOLUME 1_ISSUE 8_SUNRISE OF DESTINY


y Lynxara<br />

No, it’s not just a car blinged up in the 360’s white and<br />

green color scheme. Billed as a partnership between<br />

Microsoft and Nissan, the Urge represents the first “fully<br />

integrated gaming system within a vehicle.” This means<br />

that there’s a lot more to the Urge than just a 360<br />

installed in the backseat.<br />

Players can use the Nissan Urge - while it’s in a parked<br />

position with the engine off - to play Project Gotham<br />

Racing 3 with the Urge itself acting as a controller. While<br />

the game is displayed on a seven-inch flip-down screen,<br />

the driver can steer with the car’s own wheel, brake with<br />

the car’s own brake pedals, and accelerate with the gas<br />

pedal. When not being used for gaming, the LCD monitor<br />

functions as a rearview mirror.<br />

You may be wondering who on earth would want such<br />

a car, and indeed the Urge is targeted at a very narrow<br />

demographic: echo boomers, the generation born<br />

between 1982 and 1995. Echo boomers are so named<br />

because they’re the by and large the children of the postwar<br />

baby boomers, and often described by sociologists<br />

as “echoes” of their parents in many ways. “Nissan<br />

conducted an Internet survey of 2,000 echo boomers, a<br />

majority of which said technology and gaming are among<br />

the most important attributes in their first car,” said<br />

Bruce Campbell, vice president of design at Nissan Design<br />

America. “Xbox 360 offered the latest in technology and<br />

was already a favorite among this audience.”<br />

Like many concept cars, the Nissan Urge design may<br />

never be mass-produced, and even in concept form<br />

it’s only compatible with PGR3. Still, it promises some<br />

interesting new integrations of technology and gaming in<br />

the future. Steering wheels you could take off your car<br />

and carry inside to play Ridge Racer? D-Pads built right<br />

into the armrests of your seat? The sky’s the limit. The<br />

Nissan Urge will be displayed to the<br />

public January 14-22 at the<br />

North American<br />

International Auto<br />

Show in Detroit.<br />

Fans who logged in to the Working Designs forums on<br />

December 13 found an unpleasant surprise waiting for them:<br />

an announcement from Victor Ireland himself that the small<br />

publisher was closing up shop after nearly 20 years in the<br />

business. From there the information quickly propagated<br />

across the internet as the announcement become undeniably<br />

official. Working Designs was no more.<br />

Whether you loved or hated Working Designs’ localization<br />

style, there’s no denying that their bold decisions to publish<br />

distinctly Japanese games in the US market at a time when<br />

no one else would changed the industry. Certainly, had it not<br />

been for Working Designs, it’s doubtful that cult favorites like<br />

Lunar: The Silver Star, Alundra, Popful Mail, or Magic Knight<br />

Rayearth ever would’ve escaped the narrow confines of the<br />

import scene.<br />

These days a variety of American publishers localize quirky<br />

Japanese stuff, from small guys like NIS-A right up to Nintendo<br />

themselves, and thanks to the internet the import scene is<br />

thriving like never before. Things weren’t so easy back in<br />

the era of the TurboGrafx-16, the SNES, or even the Sega<br />

CD. Although Working Designs is a name that’s about to fade<br />

into video game history, it’s time for the hardcore to take<br />

a moment to reflect on how different our world would be<br />

without all that company accomplished.<br />

NISSAN URGE<br />

THE XBOX 360 CONCEPT CAR<br />

8_NEWS<br />

HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 9_SUNRISE OF DESTINY


Preview by Jeremy<br />

Publisher: Konami<br />

Developer: Konami<br />

Release Date: March 14, <strong>2006</strong><br />

Genre(s): Action/Stealth<br />

Category: Third Person<br />

# of Players: 1-4<br />

Publisher: Capcom<br />

Developer: Capcom<br />

Release Date: <strong>February</strong> 8th, <strong>2006</strong><br />

Genre(s): Survival Horror<br />

Category: Retro<br />

# of Players: 1-4<br />

Last year’s Metal Gear Solid 3: Snake Eater gave many players a Merry<br />

Christmas, and while Subsistence just missed the holiday season, it is hitting<br />

right in time to let folks enjoy it for the last nine months of the new year.<br />

Konami has added a ton of new stuff to it, and allows Hideo Kojima’s classic<br />

series to essentially come full circle.<br />

First off, this comes with the MSX2 versions of Metal Gear and Metal Gear 2:<br />

Solid Snake, which haven‘t been seen on a U.S. console before. This is easily<br />

the most intriguing extra for long-time Metal Gear fans, and should erase the<br />

nightmares that Snake’s Revenge scorched into the brains of ‘80s players.<br />

Then you’ve got multi-player online modes, a boss battle-only mode for those<br />

who want to perfect their techniques, and even a new third-person camera<br />

angle to play with.<br />

Given all these additions, this could easily end up feeling like a whole new<br />

game, even for veteran players. The new camera angle in particular should<br />

really spice up the single-player action, since it’ll give you an entirely new way<br />

to play though the adventure and advance the plot. For those who don’t want<br />

to do that, Konami has come to your rescue with a feature-length movie full<br />

of crucial cinema scenes and gameplay sections. While this kind of thing was<br />

done before with Shenmue, it’ll be nice to see it done with actors who actually<br />

emote, and characters who can poke fun at themselves.<br />

These slices of Metal Gear pie come packed on three discs, and should hit<br />

stores in time for St. Patrick’s Day.<br />

Resident Evil: Deadly Silence is, when you first put it in, the original<br />

PSOne Resident Evil from 1996: infamously bad voice acting, poorly-aged<br />

graphics, giant clouds of pixellated blood, and all. At first, it looks like<br />

Capcom’s dusted off yet another old game, as is their wont, and tried to<br />

figure out how to make you pay for it again.<br />

Then you’ll notice you can skip the cutscenes now, you can manually reload<br />

your current weapon with the Y button, and that you have access to your<br />

knife at all times, RE4-style. Capcom’s actually made a few positive changes.<br />

You can also crack into Rebirth mode, where the old mansion’s been<br />

livened up with new touchscreen puzzles (giving mouth-to-mouth to the<br />

ill-fated Richard Aiken by blowing on the microphone; spinning a record<br />

by hand; solving chest puzzles reminiscent of <strong>Onimusha</strong>; and more),<br />

reshuffled items, and a new first-person combat mode, where you use<br />

your touchscreen to dispatch enemies with your trusty knife. Timing is of<br />

paramount importance when knife-fighting, as you have to stuff incoming<br />

attacks with sidewise slashes. If you attack an enemy just before it hits<br />

you, you’ll get a critical hit and a one-shot kill.<br />

Playing the main game can also unlock seven out of the nine characters you<br />

can use in Deadly Silence’s online multiplayer modes. In the Versus mode,<br />

the enemies you kill can cripple your opponents (for example, killing a purple<br />

enemy leaves your opponents unable to run), while in co-op mode, you work<br />

together with a team to survive the dangers of the Spencer mansion.<br />

Resident Evil: Deadly Silence is a positive spin on an old game, and<br />

amazingly, it isn’t just another tired port. Like RE4, this is a solid<br />

reinvention of an old formula. Now, Capcom, let’s see some new<br />

games, huh?<br />

Preview by Wanderer<br />

10_METAL GEAR SOLID 3: SUBSISTENCE_PREVIEW<br />

HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY<br />

HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY<br />

RESIDENT EVIL: DEADLY SILENCE_PREVIEW_11


Preview by Shoegazer<br />

Publisher: Namco<br />

Developer: Namco<br />

Release Date: Spring, <strong>2006</strong><br />

Genre(s): Flight Sim<br />

Category: Action<br />

# of Players: 1-2<br />

Publisher: Southpeak Interactive<br />

Developer: DC Studios<br />

Release Date: <strong>February</strong> <strong>2006</strong><br />

Preview by Roger<br />

Genre: Action<br />

Category: Shooter<br />

The first State of Emergency, developed by Scottish-based VIS Entertainment and<br />

published by Rockstar, owed a lot of its success to Grand Theft Auto. Having been<br />

released during the height of GTA III mania, SoE rode that game’s coattails to a<br />

certain extent, capitalizing on Rockstar’s knack for releasing games with uberviolent<br />

and controversial content. The game was fairly well-received critically, and went on<br />

to sell high numbers (over one and a half million units world wide, to date). Sadly,<br />

the sequel has spent the better part of the last four years wallowing in development<br />

limbo, as bad business decisions, buy outs and bankruptcies have kept it from being<br />

finalized and shipped to retail shelves. Thankfully, Canadian-based DC Studios, along<br />

with Southpeak Interactive, had the good sense to resurrect the title and are busy<br />

putting their own finishing touches on this chaotic and mayhem-filled action shooter.<br />

Grittier and more realistic than the original, State of Emergency 2 incorporates<br />

a much more involved single player story mode, but the core theme of Sticking it to<br />

The Man remains the same. Taking place four years after the original, familiar faces,<br />

such as Spanky, MacNeil, Bull and the rest of the Freedom movement are still inciting<br />

havoc in an effort to rid the world of the oppressive Corporation.<br />

SoE2 has a full host of new features, additions and improvements that promise<br />

to raise your adrenaline levels to dangerous extremes. Included in the mix is a<br />

new, cinematic singleplayer story mode that unfolds over 12 missions, a variety of<br />

enemy types (each with their own unique AI), the ability to control your own gangs<br />

and issue commands, the ability to switch characters on the fly, and five multiplayer<br />

modes (deathmatch, flag attack, last man standing, etc.).<br />

Flight simulation games for console<br />

have never seemed to reach the<br />

same level of popularity as they<br />

do on the PC, save for one series:<br />

Ace Combat. Namco’s long-running<br />

franchise returns to the skies this spring<br />

in the form of Ace Combat Zero: The<br />

Belkan War.<br />

As the title suggests, Zero takes place<br />

earlier in the series. To be exact, it’s set<br />

fifteen years prior to the events of Ace<br />

Combat 5, and it chronicles the history<br />

of the Belkan War. Keeping true to the<br />

series, you are able to pick your aircraft and<br />

weaponry, before selecting a mission. Zero<br />

offers real world aircraft such as the F-15C<br />

Eagle and the F/A-18C Hornet to use in your<br />

playground of mass destruction.<br />

The most exciting addition is the new<br />

player rating system, in which your<br />

progress is tracked, and you are awarded<br />

a rating based on your play tendencies.<br />

Players can be classified as Soldier,<br />

Mercenary, or Knight, which will effect<br />

how the storyline progresses, adding huge<br />

replay value.<br />

With improvements also coming to<br />

the wingman controls and POV<br />

camera, Ace Combat Zero is<br />

looking to keep both old and<br />

new fans happy.<br />

12_PREVIEW_STATE OF EMERGENCY<br />

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ACE COMBAT ZERO: THE BELKAN WAT_PREVIEW_13


Publisher: Capcom<br />

Developer: Capcom<br />

Release Date: Q1 <strong>2006</strong><br />

Genre(s): Adventure<br />

Category: Bounty Hunting<br />

# of Players: 1-2<br />

Preview by Wanderer<br />

Monster Hunter Freedom builds upon the fledgling Monster Hunter franchise, providing fans<br />

of the series with plenty of bonus content and enriching the experience of playing the older<br />

games, including the Japan-only Monster Hunter G.<br />

In a unique fantasy world, players can customize their own character down to the hair, face,<br />

and voice. Working out of the newly expanded village, which serves as a hub for the game,<br />

you can team up with up to three other players to go on cooperative missions, exchange<br />

items, and swap out special guild cards.<br />

Publisher: Capcom<br />

Developer: Capcom<br />

Release Date: March <strong>2006</strong><br />

Genre: Compliation<br />

Category: Retro<br />

# of Players: 1-4<br />

Preview by Wanderer<br />

When you’re in the field, you can earn quest rewards or pillage items from defeated<br />

monsters, and in turn, use those to upgrade your weapons and armor. While you’re at it, you<br />

can store and manage your items by visiting your new and improved house, where your<br />

hunter can rest, relax, and access the new Felyne Kitchen. By preparing special dishes,<br />

you’ll pick up buffs that’ll last for the duration of an entire quest.<br />

Do you want to carry around a ton of classic games on your PSP?<br />

Then you probably do already. Let’s not kid ourselves.<br />

Do you want to do so legally? Well, then, you’re in luck!<br />

Twenty classic arcade games will, once again, get crammed into a<br />

single UMD when Capcom Classics Collection Remixed ships for the<br />

PSP in March of this year.<br />

Only a few of the games have been announced for the collection,<br />

but some of these are a big deal. Three Wonders, for<br />

example, has never had a console port before, and Captain Commando<br />

will accomodate up to four players using the PSP’s wireless<br />

functionality. Other games in the collection include Strider,<br />

the original Street Fighter, Varth, Quiz and Dragons, Magic<br />

Sword, 1941, Avengers (not to be confused with Captain<br />

America and the Avengers), and Block Block.<br />

You’ll also be able to mess with the games’ control setups<br />

and aspect ratios, tilting the PSP sideways to play vertical<br />

shooters the way nature intended. Capcom’s also promising<br />

some unique bonus material, such as downloadable music,<br />

remixed tracks, and original artwork.<br />

With all this, as well as the new “Treasure Hunters” cooperative mode, a graphical<br />

facelift, and a variety of new minigames, Monster Hunter Freedom promises to<br />

improve upon the PS2 game. We’ll see if they can live up to that at some point in the<br />

coming months.<br />

14_PREVIEW_CAPCOM CLASSICS COLLECTION REMIXED<br />

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MONSTER HUNTER FREEDOM_PREVIEW_15


Preview by Wanderer<br />

Publisher: Majesco<br />

Developer: Appaloosa Interactive<br />

Release Date: Q1 <strong>2006</strong><br />

Genre(s): Action<br />

Category: Feeding Frenzy<br />

# of Players: 1<br />

Steven Spielberg’s Jaws has been adapted for video games<br />

before, but usually, you were the hunters, trying to stop<br />

Jaws before it killed again.<br />

This time, you’re the shark itself, and you’ve worked up<br />

an appetite. You’ll get to tear animals, people, buildings,<br />

and boats apart in a destruction-based action game that’s... well,<br />

frankly, it creeps me the hell out.<br />

Appaloosa — which, in a slightly ironic twist, is the developer that<br />

brought us all Ecco the Dolphin--has set you up with more than ten<br />

environments, set around the shores of the thriving community of<br />

Amity Island. With this new settlement comes new people, and<br />

new prey for you. You can hunt humans, take on dolphins,<br />

and crucially, work to evade Michael Brody and Cruz Ruddock,<br />

the biologist and hunter who’ve sworn to take you out.<br />

Jaws Unleashed can be played as a mission-based action<br />

game, where you wreck boats, chase swimmers with the aid<br />

of your target-lock “Shark Vision,” and casually dismember<br />

people using a specially constructed engine. Alternatively,<br />

you can go sandbox with it, dismantling Amity’s infrastructure<br />

and roaming the seas in search of targets. Bosses will include<br />

powerful hunting boats, giant squid, and killer whales.<br />

Between the easy-to-learn combat system and the crowdpleasing<br />

bloodshed, Jaws Unleashed is... well, frankly, I can barely<br />

play it, because sharks freak me out. I gave it to some friends,<br />

though, and they are currently laughing disturbingly and chasing<br />

down swimmers. If this sounds like the kind of thing you can handle,<br />

the evil chuckles coming from the other side of the room would<br />

suggest that Jaws Unleashed is a sickeningly good time.<br />

The “sweet science” has rarely, if ever, looked this good. I suck at<br />

Fight Night Round 3 — seriously, if you see me online, go for it; I<br />

am a free win--but I have to stand up and appreciate the graphics,<br />

the craft, and the sheer number of options available to you.<br />

All of the established boxers in the game are presented in<br />

nearly photorealistic brawls, letting you see the sweat on<br />

their foreheads and the ripple as they take a haymaker<br />

to the chin. Muhammad Ali, Evander Holyfield, Sugar<br />

Ray Leonard, and a host of other boxing giants are<br />

here for you to play with, complete with their<br />

trademark moves and taunts.<br />

When you’re actually in the ring, the first<br />

thing that’ll spring out at you (I almost said<br />

“hit you,” but, well, lame) is the sheer<br />

sense of impact the 360’s power brings<br />

to the game. When you get hit in Fight<br />

Night Round 3, you know it. Some of<br />

these impacts are brought across so<br />

realistically that they practically<br />

hurt me.<br />

Fight Night Round 3 allows you<br />

to play out a number of the most<br />

famous bouts in boxing history,<br />

either by training a boxer up from<br />

the bush leagues in Career Mode<br />

or skipping straight to the bouts<br />

in ESPN Classic mode. Robinson<br />

vs. Lamotta, Leonard vs. Duran,<br />

Ali vs. Frazier, and more are<br />

available, allowing you to change<br />

or reinforce boxing history.<br />

I’m not going to pretend I know<br />

a lot about the genre or the series,<br />

but I’m having fun with Fight Night<br />

Round 3. Hopefully, I’ll know what I’m doing<br />

in time to not suck when the game drops.<br />

Publisher: EA Sports<br />

Developer: EA Chicago<br />

Release Date: <strong>February</strong> <strong>2006</strong><br />

Preview by Wanderer<br />

Genre(s): Sports<br />

Category: Boxing<br />

# of Players: 1-2<br />

16_PREVIEW_JAWS UNLEASHED<br />

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FIGHT NIGHT: ROUND 3_PREVIEW_17


Preview by 4thletter<br />

Publisher: SCEA<br />

Developer: BigBig Studios, Ltd.<br />

Release Date: March <strong>2006</strong><br />

Genre: Action<br />

Category: Cop<br />

Number of Players: 1<br />

Preview by Syriel<br />

Publisher: Sony Computer Entertainment<br />

Developer: SCE Studios San Diego/SCEA<br />

Release Date: March <strong>2006</strong><br />

Genre(s): Sports<br />

Category: Pro Baseball<br />

# of Players: 1-4<br />

For the past few years, sports games in general have been dominated by the twin<br />

juggernauts that are EA Sports and Sega Sports. Any upstart franchise who wanted a<br />

chunk of the market had to settle for a distant third place, no matter the quality of the<br />

game. MLB ‘06: The Show has a fighting chance this year, though, what with being one<br />

of two Major League Baseball games on the market.<br />

MLB ‘06 is taking the old “if it ain’t broke...” angle this time around and focusing<br />

more on presentation and game modes than gameplay. The hitting and pitching were<br />

fairly tight in the build we played, so there’s really no reason to blame them for that,<br />

particularly with the new additions. Rivalry Mode is extremely interesting. You play<br />

a series of games between two different teams, complete with stat-tracking. If your<br />

buddy swears up and down that his White Sox can beat the snot out of your Yankees,<br />

put him to the test and prove him wrong in this mode.<br />

Also in the line-up are a variety of features that make the game a neat experience.<br />

When you’re batting, you can guess at what kind of pitch is about to be thrown. If<br />

you’re right, you’re that much more likely to really nail the ball. There’s even a<br />

concession to the fact that baseball games can run fairly long in the form of a Fast<br />

Forward feature. If your game is going nowhere, leaving you bored, or if you’re<br />

sneaking in a quick game at work, hit the Fast Forward option on the menu and zoom to<br />

a new inning, or even the end of the game.<br />

When it comes to exciting games, the PSP has been coming up dry as of late. Sony is looking<br />

to change that with the localization of Pursuit Force. Originally released in Europe<br />

last year, Pursuit Force was plagued with balancing issues that ended up hurting the<br />

quality of the game. As a result, when Sony decided to bring the game stateside, it<br />

took the time for a revamp, keeping the story and features intact, while completely<br />

rebalancing the gameplay. We recently had a chance to play with an early build<br />

and it appears as if the time spent was worth it.<br />

The premise behind Pursuit Force is one of an interactive action movie.<br />

You are a typical supercop that can perform death-defying feats in the<br />

name of truth and justice. Of course, sitting in your way are five fiendishly<br />

evil gangs with dastardly plans. To prevail you’ll hop in and out<br />

of vehicles, arm yourself with a variety of weapons and even spend a<br />

little time going mano-e-mano with the thugs. Don’t worry though,<br />

Pursuit Force isn’t trying to be another GTA and time on foot is a<br />

relatively small part of the game.<br />

Controls were certainly a high spot, with an intuitive<br />

system that made it easy to hop from one speeding car to<br />

the next while pursuing your foes down the freeway. It’s<br />

possible to shoot your opponents from a distance, or race<br />

right up to them and jump over to their vehicle before<br />

taking them out at close range, all while the gangsters<br />

are busy shooting at you. It may not be the<br />

deepest experience out there, but Pursuit Force<br />

is looking like it could be a breakout hit in the<br />

somewhat lacking PSP library.<br />

The first game of the season hits on March 1, <strong>2006</strong>. Keep your eyes open.<br />

18_PREVIEW_MLB ‘06 THE SHOW<br />

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PURSUIT FORCE_PREVIEW_19


Preview by Prodnet<br />

Preview by Lynxara<br />

When The Outfit is released, many may take a quick look and say, “Oh, just another WWII shooter. I<br />

guess this one was late to the big dance.” Although Relic and THQ may be following some big names<br />

in a theme that’s been nearly played out, there is something special in The Outfit that’s bound to<br />

get it noticed.<br />

The Outfit is similar to other squad-based third person shooters with its focus on achieving specific<br />

tactical objectives throughout the game, but it makes its mark with style. The ultimate goal is to<br />

retake occupied France from the Nazi regime, and you’re going to do it Jerry Bruckheimer style.<br />

Beginning with the inclusion of iconic playable squad leaders – an Infantry Lieutenant, an Airborne<br />

Ranger, and a Mechanized Infantry Captain — The Outfit characterizes itself as something a little<br />

different than your average WWII game. Nearly everything in The Outfit is destructible. From<br />

barrels to trucks to cathedrals, players will be able to take out anything in their path,<br />

and we do mean anything.<br />

Helping keep the action going is the Field Unit system. As you complete mission<br />

objectives, the game awards FUs, which can be redeemed for anything from<br />

replacing your dead squadmates to placing machine gun sentinels or calling<br />

in an air raid. Because reinforcements can be called in at any time, it<br />

ensures a constant level of action.<br />

Even more promising was The Outfit’s multiplayer action. With two<br />

player teams, head-to-head action was not only highly strategic and<br />

destructive, but the pace of the game is quick, and sometimes feels<br />

frantic as the tide can quickly turn against you. With a fun single<br />

player experience and the possibility of massive battles over Xbox<br />

Live, The Outfit may just be the next big WWII bonanza.<br />

Publisher: THQ<br />

Developer: Relic<br />

Release Date: Q1, <strong>2006</strong><br />

Genre(s): Third Person Action<br />

Category: WWII<br />

# of Players: Up to 8 Players on Xbox Live<br />

Publisher: D3<br />

Developer: Tomy<br />

Release Date: Spring <strong>2006</strong><br />

Genre(s): Fighting / Action<br />

Category: NINJAS!!!!<br />

# of Players: 1-2 / 1<br />

Naruto is a kinetic action manga about a little boy who, deep down, wants<br />

what all little boys want: to be a ninja. With huge ratings on Cartoon<br />

Network and enormous manga sales, all Naruto needs to become the<br />

Dragonball Z for the 21st century is some popular and surprisingly good<br />

video games.<br />

Publisher D3 is stepping up to the plate with Tomy’s Naruto efforts,<br />

Clash of Ninja for the GameCube and Ninja Council for the GBA. Ninja<br />

Council is an old-school style 2D beat ‘em up that lets players send<br />

Naruto, his mentor Kakashi, or his ill-tempered best friend Sasuke<br />

through seven stages teeming with rival ninja and elite boss ninja.<br />

The bosses include some of the most popular characters in the entire<br />

series, like Gaara, Orochimaru, and Rock Lee.<br />

Clash of Ninja, on the other hand, is a full-on 3D fighting game with celshaded<br />

graphics that mimic the look of the anime as closely as possible.<br />

With easy-to-learn controls and a wide variety of the most popular Naruto<br />

ninjas to play as, Clash of Ninja has been a favorite with importers for<br />

years. The real question with this game is which characters and features<br />

from the four Japanese Clash of Ninja games it’ll end up including, since<br />

the latest games feature characters who won’t appear in the English<br />

manga and anime for years.<br />

Right now Clash of Ninja is set for March 14, <strong>2006</strong>, and Ninja Council’s<br />

release date is TBA. Keep your eyes peeled for these games, but you<br />

probably won’t see them coming. They are, after all, ninja games.<br />

20_PREVIEW_THE OUTFIT<br />

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NARUTO: CLASH OF NINJA_PREVIEW_21


(DISGAEA 2)<br />

Preview by Hitoshura<br />

Publisher: NIS America<br />

Developer: Nippon Ichi Software<br />

Release Date: August <strong>2006</strong><br />

Genre: RPG<br />

Category: Strategy<br />

# of Players: 1<br />

In 2003, a little game by the name of Disgaea: Hour of Darkness<br />

quietly made its way onto store shelves. However, no one could’ve<br />

foreseen the impact it would have by making Nippon Ichi a<br />

household name almost overnight. It convinced the little-known<br />

developer to set up branches in both Europe and North America to<br />

tap into this unexpected success. Here we are three years later;<br />

Nippon Ichi is still going strong with a number of solid games under<br />

its belt and is looking to wrap up its PS2 lineup with a bang by<br />

returning to the madcap world of Disgaea in the form of Disgaea 2.<br />

Disgaea 2 is looking to be everything a sequel to any game<br />

should be, by taking the same basic concept and improving it with<br />

tweaks and additions. The most obvious improvement is that the<br />

graphics are now (finally) in high-resolution mode. To those thinking<br />

NIS had abandoned the traditional grid some system, you will be<br />

pleased to know that Disgaea 2 will return to traditional gridbased<br />

movement. Other notable mentions include, a Courthouse<br />

system, some new classes as well as old ones returning with<br />

some redesigns, an improved throwing system, and almost<br />

everything that made the original such a joy to play will<br />

be returning.<br />

Disgaea 2 will focus mostly on a new netherworld<br />

with new main characters to keep things fresh. The<br />

story promises to be hilariously chaotic with the<br />

hero, Adell, intending to summon Overlord Zenon<br />

as a means of exacting revenge but summons his<br />

daughter Rozalin by mistake, who demands Adell<br />

return her to her father. As always, NIS promises<br />

to include some way of assembling cast favorites<br />

from their previous SRPG efforts to please diehard<br />

fans. You can start leveling to 9999 when<br />

Disgaea 2 is released this August.<br />

Preview by 4thletter<br />

Publisher: Ubisoft<br />

Developer: Ubisoft Montreal/Shanghai<br />

Release Date: March <strong>2006</strong><br />

Genre(s): Action<br />

Category: Stealth<br />

# of Players: 1-6<br />

How do you improve on one of the best games of the past console<br />

generation? Easy: you turn everything on its head and stir ‘til it’s ready.<br />

Splinter Cell: Chaos Theory gave us a Sam Fisher that was at the top<br />

of his game. Fisher was scarily efficient at the whole “saving the free<br />

world” thing and he knew it. In Splinter Cell: Double Agent, tragedy<br />

strikes. Sam loses someone dear to him, and then proceeds to lose<br />

his cool and almost his job. He decides to get back on his feet and is<br />

promptly given an unexploded bombshell of an assignment: infiltrate a<br />

terrorist cell, gain their trust, and then destroy them from the inside.<br />

Double Agent picks up from there. You’ll play a variety of roles. Sam Fisher<br />

the Convict has to convince a member of this cell that he’s worthy of his<br />

trust, then break out of jail. Sam Fisher the Newbie Terrorist must convince<br />

his new masters that he is on their side and eager to do some serious damage<br />

on their behalf. In the midst of all this, Sam Fisher the Hero must make sure that<br />

he doesn’t get too used to playing these roles and tip too far over the edge.<br />

The missions of the game will reflect Sam’s predicament. Once you join the<br />

terrorist cell, you’ll have a variety of missions to accomplish on their behalf.<br />

At the same time, you’ll have missions from your bosses at the NSA. The trick is<br />

figuring out which missions you need to do to complete the goals for both sides,<br />

while also not attracting suspicion. Put yourself in deep cover this March.<br />

22_PREVIEW_DISGAEA 2<br />

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SPLINTER CELL: DOUBLE AGENT_PREVIEW_23


Publisher: Eidos Interactive<br />

Developer: Pyro Studios<br />

Release Date: Spring <strong>2006</strong><br />

Preview by 4thletter<br />

Genre(s): First-person Shooter<br />

Category: World War II<br />

# of Players: 1, 7 PS2 online, 15 Xbox Live and PC<br />

Commandos Strike Force is quite a change from the old Commandos games. The previous titles were third-person action-adventure<br />

games, with a fair bit of stealth involved in some of the missions. Strike Force, on the other hand, joins the ranks of roughly eleventy<br />

million World War II-based first person shooters.<br />

Good news! The tried-and-true class-based gameplay from the<br />

earlier games remains intact. Each of the different classes sports<br />

some sort of gimmick to make it special. The sniper, for example, is<br />

wholly stealth-based and extremely lethal. He comes equipped with<br />

a sniper rifle for long-range murder, throwing knives for mid-range,<br />

and a stealth kill for when you’re within spitting distance. Add<br />

binoculars to that line-up and you have a great scout that doubles<br />

as a silent killer. The Green Beret may be a bit more familiar to your<br />

average FPS-jockey. He<br />

has a machine gun (to<br />

begin with, at least),<br />

a few grenades, and<br />

the ability to dualwield<br />

his guns. The spy<br />

can disguise himself<br />

as an enemy unit and<br />

infiltrate their camp, as well as choke out Nazis with a length of piano wire.<br />

In some missions, you’ll have to use a few of the units in concert to pass through. You can<br />

swap between them via a button-press, which makes unit management a snap.<br />

Can Commandos Strike Force measure up to the other titles in its subgenre?<br />

It’s got some stiff competition, but we’ll find out soon enough.<br />

Watch for it this Spring.<br />

Publisher: Sony Online Entertainment<br />

Developer: Sony Online Entertainment<br />

Release Date: March <strong>2006</strong><br />

Genre: Military Strategy<br />

Category: Turn Based<br />

Number of Players: 1-2<br />

Preview by James<br />

War is a never-ending process, and someone will always be needed to plan strategy and<br />

control the battlefield. In Field Commander, the forces of ATLAS square off against the<br />

evils of the Shadow Nation in a civil war to reunite a shattered country, and it’s up to<br />

you to win the day.<br />

Let’s get this out of the way up front- Advance Wars. While grid-based, turn-based<br />

military battle strategy is its own genre, the shadow of Nintendo’s desevedly popular<br />

series will fall over any portable entry in it from now on. Still, my hands-on time with<br />

Field Commander showed a game worth playing in its own right.<br />

While much will be familiar here, it’s all looking sharp thanks to a very capable<br />

3D engine. Units are looking nicely detailed, and the camera swoops in when they<br />

attack each other for a dramatic view of the carnage. There are ground, ocean, and<br />

air units to build and control, towns to take over, and a country to reunite through 30<br />

story-based missions. Different squads have unique strengths and weaknesses, like low<br />

defence/high mobility, and the same is true of the enemy. So far Field Commander is<br />

promising to have as many layers of strategy as a war gamer could want.<br />

In addition to all this, Field Commander is designed with multiplayer in mind. Hot<br />

Swap allows two players to switch off on one PSP, standard local and online gaming is<br />

available, and there’s even a sort of play-by-e-mail option available called HQ Mode.<br />

That last mode is done by taking a move, uploading it to SOE’s servers, and then waiting<br />

for your opponent to get back to you. It’s even possible to create and upload missions<br />

for the world to enjoy/suffer through. Take that, Advance Wars!<br />

24_PREVIEW_COMMANDOS STRIKE FORCE<br />

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FIELD COMMANDER_PREVIEW_25


Preview by Wanderer<br />

Publisher: SNK<br />

Developer: SNK<br />

Release Date: <strong>February</strong> <strong>2006</strong><br />

Genre(s): Fighting<br />

Category: 2D Martial Arts<br />

# of Players: 1-2, Live<br />

Publisher: Sony Online Ent.<br />

Developer: Sony Online Ent.<br />

Release Date: Q1 <strong>2006</strong><br />

Genre(s): Action<br />

Category: Top Down<br />

# of Players: 1-16<br />

The King of Fighters Neowave serves as part dream match, and part<br />

test run of the Atomiswave hardware unit, which was chosen to do<br />

SNK’s bidding after their Neo-Geo MVS was put to rest. Those who<br />

were around for the heyday of 2D fighters know how the formula goes<br />

by now—you pick a team of three, and your characters have it out,<br />

one by one, until one team’s out of the game. Neowave takes the<br />

series’s fighting and presentation (especially the presentation) back<br />

to basics, with King of Fighters 2002’s roster (plus Kula Diamond, for<br />

some reason; never underestimate the power of fanboys, I always say).<br />

Nonetheless, it boasts features that give it its own identity.<br />

What sets Neowave out from its brethren is its three fighting “Modes,”<br />

which act much like the the “Grooves” in Capcom vs. SNK 2 and<br />

change how characters play in-game. Super Cancel Mode allows for<br />

Capcom-esque fights, with a modular super meter, different super<br />

attack strengths, and move cancelling. Guard Break Mode gives you<br />

Just Defense from Garou: Mark of the Wolves. Finally, M2 Mode can be<br />

compared to Street Fighter Alpha 3’s X-Ism Mode, providing one long<br />

super meter to fuel a single massive super move to be used when the<br />

time is right. The last addition to Neowave’s gameplay repertoire is the<br />

Heat Mode, which ups your attack strength in exchange for gradually<br />

decreasing life.<br />

Also of note would be the Xbox Live play, now standard in every SNK<br />

fighter that has or will be coming down the pike. If you’ve got a<br />

hankering for some new 2D fighting outside of Guilty Gear, SNK’s<br />

got your number with a good handful of choices, including this<br />

one. Look for it close to the time you read this issue.<br />

Preview by Racewing<br />

A peaceful city’s been driven into a dark age by the arrival<br />

of a seemingly unstoppable warlord. Who could possibly<br />

stop hi--oh, right. You and your friends, each of<br />

you piloting one of five selectable, customizable<br />

fantasy warriors, must navigate the dungeons,<br />

cliffsides, sewers, and ruins throughout<br />

the land, building up power and magical<br />

strength to fuel a final confrontation with<br />

the mad warlord.<br />

Untold Legends: The Warrior’s Code is a<br />

streamlined and focused version of the<br />

original game’s play style, featuring<br />

easier-to-use menus, AI support<br />

characters, new weapons (including a<br />

really vicious-looking sawblade launcher),<br />

and a new take on offensive abilities. The<br />

end result is a much faster-paced version<br />

of an already fast-paced dungeon<br />

crawler, complete with the usual<br />

wi-fi multiplayer.<br />

Instead of forcing you to<br />

use your upgrade points<br />

on passive buffs, The<br />

Warrior’s Code takes<br />

them off your skill tree<br />

entirely. You can now use special runes to<br />

invoke passive effects, and save your points for<br />

the powerful arsenal of magical attacks that<br />

The Warrior’s Code offers.<br />

Each character is also a member of the<br />

changeling race, which is part of the reason<br />

you’re on the run from the aforementioned<br />

mad warlord. With each kill you rack up, you’ll<br />

fill a meter, eventually allowing you to transform<br />

into a more powerful combat form for a short time.<br />

With all that and a renewed focus on the game’s<br />

storyline, Untold Legends: The Warrior’s Code is a<br />

marked improvement on its predecessor. It’s not going<br />

to change your mind about the dungeon-crawler<br />

genre, but what it does, it does pretty well.<br />

26_PREVIEW_THE KING OF FIGHTERS: NEOWAVE<br />

HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY<br />

HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY<br />

UNTOLD LEGENDS: THE WARRIOR’S CODE_PREVIEW_27


Our guides<br />

aren’t for<br />

everyone.<br />

Official Strategy Guides<br />

Genji: Dawn of the<br />

Samurai<br />

Whether you’re a novice or an<br />

expert player, there’s something<br />

for everyone in the of cal strategy<br />

guide for Genji: Dawn of the<br />

Samurai.<br />

Castlevania®: Dawn of<br />

Sorrow<br />

Set one year after the events<br />

of 2003’s Castlevania®: Aria of<br />

Sorrow, this sequel follows the<br />

protagonist Soma Cruz into a new<br />

castle, and a new adventure.<br />

Makai Kingdom<br />

Another masterpiece from the<br />

creators of Disgaea — Makai<br />

Kingdom combines the best<br />

elements from Nippon Ichi’s past<br />

S-RPGs into one amazing game.<br />

Phantom Brave<br />

The of cial guide will help gamers<br />

uncover all of Phantom Brave’s<br />

many, many secrets, without<br />

spoiling the story.<br />

Shin Megami Tensei:<br />

Nocturne<br />

An RPG this good deserves more<br />

then just a guide. It deserves a<br />

400 page monster.<br />

Disgaea: Hour of<br />

Darkness<br />

Secrets, techniques for capturing<br />

monsters, all the item ranks, job<br />

evolutions, class prerequisites and<br />

much, much more.<br />

www.DoubleJumpBooks.com<br />

(Some people don’t play video games.)<br />

Makai Kingdom, Phantom Brave and Disgaea ©NIPPON ICHI SOFTWARE INC. ©NIS<br />

America, Inc. Shin Megami Tensei: Nocturne ©Atlus. Castlevania: Dawn of Sorrow ©<br />

1986-2005 KONAMI. “KONAMI” and “CASTLEVANIA” are registered trademarks of KONAMI<br />

CORPORATION. “CASTLEVANIA Dawn of Sorrow” is a trademark of KONAMI CORPORATION.<br />

Genji: Dawn of the Samurai is a trademark of Sony Computer Entertainment America Inc.<br />

Developed by Game Republic. © 2005 Sony Computer Entertainment Inc. DoubleJump is a<br />

registered trademark of DoubleJump Publishing, Inc.


We call ourselves <strong>Hardcore</strong> <strong>Gamer</strong> Magazine for a reason. The whole, sad lot of us live, breathe, sleep and eat video games 24/7<br />

and aren’t ashamed to admit it. I know where I fall, too: pretty much right at the top of this list. I was the one who would drive<br />

for hours to the one Kinokuniya book store / Pony Toys in Los Angeles to purchase the latest PC Engine, Famicom and Mega Drive<br />

games before they showed up for their US console counterparts ($100 bucks for Dynamite Duke... what was I thinking?). I was<br />

the one who kept (and still have) all of my consoles in mint condition, along with their original packaging, documentation, etc.<br />

(dating back to the Fairchild F). I was the one that had to have the Neo Geo Gold System, the Super Famicom and even the 3DO,<br />

the day they came out, paying ridiculous money just to be one of the first to play them. I could go on, but as you can see, what<br />

some people might consider a “disturbing” fascination with video games has turned into a lifelong passion for me. I’m just glad<br />

that I can share my love of plastic, pixels and polygons with other like-minded peers.<br />

During my obsessive exploits, I’ve often come across some unique consoles and handhelds that you won’t find at your local Best<br />

Buy or Toys R Us. Some of these funky units, which are typically manufactured overseas in Hong Kong and Korea, can be hard<br />

to find, a bit dodgy, and, in some instances, cost tons of money on eBay... but that’s what makes them unique, endearing, and<br />

special. I’ve showcased six for your viewing pleasure and will continue to offer up more in the coming months.<br />

GAME AXE COLOR<br />

Manufacturer: Legend Technology Co, LTD (Redant) Availability: Rare<br />

Year Manufactured: 1995 Cost: $100-150<br />

The Redant Game Axe Color, manufactured in Taiwan, is basically a portable NES.<br />

Unlicensed by Nintendo, of course (who is fiercely protective of their intellectual<br />

properties and patents), this unique handheld system never made it to the States, but<br />

enjoyed a modicum of success in Hong Kong and Japan. Being that it is a NES, its specs are<br />

pretty much the same as its console counterpart, with an 8bit NMOS 6502 CPU running at<br />

1.8MHz and 16kb VRAM for graphics. The screen size is fairly impressive when compared<br />

to some of the older handhelds (Nomad, Lynx, TurboExpress, Game Gear), sporting a<br />

3.8 inch Passive Matrix LCD with a fluorescent backlight. The LCD screen and sound can<br />

be switched on and off to conserve battery power, which is a sad 2.5 hours running off<br />

six AAs (you can also use a 9-volt AC adapter). The unit is not configured to play US NES<br />

cartridges (the main difference being the size and shape of the plastic casing), but you can use<br />

a converter, which typically comes with the Game Axe or can be purchased on eBay. Unlike most<br />

handhelds, the Game Axe has the ability to connect to a TV set (using standard SEGA Genesis A/<br />

V cables), allowing you to play on your set. It also can take A/V in using a video Y-cable connecting<br />

to a 1/8” mini jack. This means you can hook up a portable DVD player to it (only with mono<br />

sound, however) and even play another console on the Game Axe’s screen.<br />

GENERATION NEX<br />

Manufacturer: Nubytech Availability: Common<br />

Year Manufactured: 2005 Cost: $59.99<br />

Messiah’s Generation NEX is an interesting piece of hardware that has already received<br />

a fair amount of press and controversy since its release in October ’05. As a NES clone,<br />

this small and sleek box (standing at a mere 1.5 inches) is designed to update the look<br />

of the old NES box while still tugging at your nostalgic heartstrings. It comes with one<br />

wired controller (which is designed more like the SNES controller than a traditional<br />

square NES pad), although the original NES controllers (and peripherals) work as<br />

well. In addition, you can purchase a pair of 2.4GHz wireless controllers that work<br />

exceptionally well, which will set you back another $60. Features unique to the<br />

NEX include dual cartridge slots (it comes with a top-loading Famicom slot and a<br />

front loading NES slot) and dual mono sound using standard A/V cables (the original<br />

NES was a mono system, so the NEX combines the left and right channels). The<br />

controversy comes from the fact that this is not a direct remanufacturing of the NES<br />

and uses a custom IC based on the NES algorithm. As such, there are incompatibility<br />

issues with some games (Messiah has provided a fairly comprehensive list on their site:<br />

http://www.playmessiah.com/onlinestore/gnex_faq-chart.htm), and a host of games have<br />

sound, graphical and lock up issues (including Castlevania III).<br />

Manufacturer: Gamepark Holdings Availability: On Hold<br />

Year Manufactured: 2005 Cost: $179.99<br />

GP2x<br />

Having established a rabid fan base in the emulation community with<br />

their user-friendly GP32, GamePark decided to one up themselves and<br />

release a new and more powerful handheld console with the GP2X.<br />

Featuring a dual CPU core, 64MB of memory, SD card storage and a<br />

Linux OS, this affordable and sleek-looking handheld seemed too good<br />

to be true. Unfortunately, when it released at the end of last year, this<br />

was the case. GamePark’s “first edition” GP2X came with a laundry list<br />

of problems, which included broken screens, SD card incompatibility,<br />

battery life issues, video playback issues, and shoddy manufacturing<br />

(joystick dead zone, small action buttons, bad soldering, etc.). If<br />

Gamepark can manage to fix these (and other) issues with their second<br />

edition (which is scheduled to ship early this year), then this is a<br />

really sweet piece of portable hardware with some exciting prospects.<br />

Included in the mix are a 3.5-inch TFT LCD screen, TV Out, video<br />

playback (MPEG4, DivX, WMV and more), and<br />

the ability to run a host of emulators (SNES,<br />

NES, GBA, Genesis, MAME, etc.).<br />

Manufacturer: Gamepark Holdings Availability: On Hold<br />

Year Manufactured: 2005 Cost: $179.99<br />

GP32<br />

Out of all the various portable handhelds out there on the fringe of<br />

gaming, the GP32 is one of the most beloved. While still available but<br />

difficult to find (you can usually find them on eBay, even now), this<br />

little white console is a very powerful handheld that can pull of some<br />

pretty nifty tricks. Unlike it’s glitchy big brother, the GP32 was solid<br />

out of the gate, sporting a 32-bit RISC CPU running up to 133/166MHz,<br />

a 3.5 Reflective TFT LCD display (a backlit model was released in<br />

2004), 16-bit PCM stereo sound and DivX and MP3 compatibility. It also<br />

runs on 2 AA batteries with a healthy 12 hours of play time before<br />

running out of juice. Like the GP2X, the GP32 is an emulator fan’s<br />

dream come true, with solid emulators for pretty much all of the<br />

classic consoles, including Atari 2600, Gameboy, NES, SNES, PC Engine,<br />

SNES, Neo Geo pocket, and more. In addition, there are a number of<br />

official games out of Korea for the unit. While most are of the oldschool<br />

RPG variety, a few are arcade style shooters and beat ‘em ups.<br />

30_FEATURE_CONSOLE CURIOSITIES HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OFF DESTINY<br />

CONSOLE CURIOSITIES_FEATURE_31


TREAMCAST<br />

Manufacturer: Unknown Availability: Rare<br />

Year Manufactured: 2000 Cost: $229<br />

Most hardcore gamers agree that the Dreamcast never fully realized its true<br />

potential, and this beloved system still holds a coveted place upon many of<br />

our desks. As evidenced by the still going strong homebrew community, there<br />

is still a viable market out there, and one of the cooler console collectibles<br />

to show up on the street vendor shelves of Asia is the Treamcast. Basically a<br />

remanufactured Dreamcast with an LCD monitor attached to its base, this<br />

“portable” system comes in its own soft nylon case (complete with knockoff<br />

square Treamcast logo), and is packaged with two Saturn-style six-button<br />

game pads, AC adaptor, car adaptor, and remote. The remote is used in<br />

conjunction with the system’s ability to play VCD, SVCD and MP3s, the former<br />

two are popular formats for movies and videos in Hong Kong. Other features<br />

include a knob to adjust the LCD screen’s brightness (which is backlit), as well<br />

as input jacks for headphones or speakers. On the whole, the Treamcast feels as<br />

if it was slapped together from preexisting parts (original Dreamcast body), a<br />

generic screen, etc. and then modified in someone’s garage versus manufactured<br />

from scratch. This is probably because it was.<br />

Besides the limited portability (like the PSOne, this unit is not truly portable<br />

and does not run off battery power), the only other benefit is that it is<br />

completely region-free and will play all import and US discs.<br />

GAMEKING<br />

Manufacturer: Nubytech Availability: Common<br />

Year Manufactured: 2005 Cost: $59.99<br />

What most people disregard as a straight up Game Boy clone, this 8-bit<br />

handheld (the design of which is suspiciously similar to a Game Boy<br />

Advance) is a actually a unique piece of hardware from China. It plays<br />

very basic black and white games reminiscent of Nintendo’s original<br />

GB handheld. Based around a 65C02 CPU running at a whopping<br />

6.0MHz, the cartridge-based GameKing (and second design, GameKing<br />

II — which is basically the same unit made to resemble a PSP), has<br />

decent quality sound output capable of multi-channel music parried<br />

with a very last-gen LCD black and white screen. Running off 2 AAA<br />

batteries, the GameKing has very little in the way of frills, and its<br />

games are poor-man clones of basic old-school shooters and the like<br />

(including Bomberman).<br />

In fact, the most enjoyment to be had from this system is reading the<br />

hilarious instructions that come with the unit and games. Here is a<br />

brief snippet for your viewing pleasure, from the manual for a shooter<br />

called Ares:<br />

“Some day in 21st century, the earth was attached by exotic. For<br />

the safe of our earth, a batter was broken between the earth and<br />

the exotic.”<br />

It doesn’t get much better than this. No, really.<br />

32_FEATURE_CONSOLE CURIOSITIES<br />

HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY


Mobile Games<br />

If you’ve ever downloaded a ringtone or sent a text message, by<br />

now you should already be aware that you can also play video<br />

games on your cell phone. I’m not talking about the likes of<br />

What You’re in for<br />

monochromatic puzzle and<br />

text-based adventures…I’m talking<br />

about real honest to goodness<br />

gaming experiences.<br />

Mobile games have come a long way from Snake and<br />

considering the mobile game industry as a whole is fairly new, it<br />

already has an impressive list of games based on well established<br />

franchises. Think Doom, Driver, Prince of Persia, Madden,<br />

Need for Speed and Ratchet & Clank. These are all top PC<br />

and Console titles that are available and have crossed over fairly<br />

well into the medium. Familiar companies like EA, Namco,<br />

Sony, Sega and THQ constantly publish games from many of their<br />

well-known hits. Still other companies have been born out of<br />

this new platform and have proven to be successful.<br />

Companies like JAMDAT, I-play, GLU, MFORMA and<br />

Gameloft are hardly household names but are quite astute at<br />

creating and publishing games that are tailor made for mobile<br />

phones. These one-thumb wonders are hardly processor intensive<br />

but deliver the once-unique experience where the quality of<br />

the game was more important over graphics. Take a look back<br />

at the earlier days of video games when greater focus was<br />

placed on ingenuity, ease of understanding and unlimited<br />

play and that’s exactly the type of experience you’ll find<br />

in most mobile games today.<br />

That’s not to say that every mobile experience<br />

is worthy. There are some definite eggs laid<br />

out there. After all, it’s still the new frontier and<br />

everyone’s headed west to strike it rich. Wireless<br />

carriers are doing everything they can to provide<br />

the law but wireless<br />

games can be easily<br />

created and distributed<br />

through other means.<br />

This makes it easy for<br />

people to get taken in,<br />

but so as long as you<br />

stay informed, you’ll<br />

be fine. (OK, so maybe<br />

that was a cheap plug for<br />

our mobile reviews. It’s still<br />

good advice!)<br />

Frogger and Dig Dug; old and new favorites including<br />

Tetris and Zuma. Squad-based shooters like SOCOM<br />

and Call of Duty… racing games, puzzle games, RPGs<br />

and much more. There’s no shortage of creativity<br />

and just about everyone from the most fickle hardcore<br />

gamer to the extremely casual player is bound<br />

to find something to enjoy.<br />

Many of the new mobile games also have the<br />

added advantage of using other phone functions.<br />

Connectivity for leaderboard rankings is common<br />

and the ability to download extra content or play<br />

against someone else is already available. A few<br />

games have already included PC to Mobile functionality<br />

for opening up a new realm of game play.<br />

Soon, you’ll also be able to play using the phone’s<br />

camera and even the GPS function for locationbased<br />

gaming.<br />

24 – I-play<br />

In 24, you play the role of a CTU agent in a race against time (what else?). You will take on<br />

missions and you will also contact, assign and guide Jack Bauer (Kiefer Sutherland) and other<br />

CTU agents through some of these highly important missions.<br />

The main objective of a mission could vary from setting up a phone trace, defusing a bomb,<br />

decrypting information, infiltrating an area or driving to a location just to name a few. Most<br />

will be played out through a series of mini-games and puzzles but in some you will actually get<br />

to shoot it out against the bad guys.<br />

The types of mini-games and puzzles vary greatly. For instance, to set up a phone trace,<br />

you’ll be playing a form of Qix. To decrypt a note, you’ll have to determine what letters coincide<br />

in the proper location in order to form a cohesive statement. Still others will have you<br />

creating a pattern, connecting points or much more. They are all non-repetitive and keep your<br />

mind working.<br />

Like the show, time is a central character with the amount taken to complete each mission<br />

key. If you fail to complete the mission in the time allotted, you will have failed. To help<br />

with this, each agent will have expertise in four categories. They are Field Training, Durability,<br />

Concentration and Computer Tech. It will be crucial for you to understand who is more effective<br />

at what so that you can assign the right agent to the task. Your time per mission will be<br />

added up at the end of the game and determine whether or not you get a commendation for a<br />

job well done.<br />

So far, 24 looks to capture the entirety of the show by letting you participate in every<br />

facet of the events. Some missions are easy, others are challenging, while still others are just<br />

evil. It’ll be interesting to see how well it mirrors the actual events of the brand new season.<br />

24 is due out some time in March.<br />

The question remains, do you still<br />

want to play mobile games? Of course<br />

you do! Mobile games just about cover<br />

every type of genre there is. You’ll<br />

find arcade classics like Pac-Man,<br />

34_MOBILE_WHAT YOU’RE IN FOR HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY<br />

WHAT YOU’RE IN FOR_MOBILE_35


The mobile game industry is hot and heavy right now and you don’t<br />

have to look any further than EA’s acquisition of JAMDAT. More of the same<br />

is expected as this new year goes by. As newer devices equipped with<br />

faster processors, more memory and cheaper price tags are introduced<br />

into the faster carrier networks, games in 3D and with greater multiplayer<br />

experiences will become more common. Mobile games will never truly<br />

replace console gaming, but because they are on wireless phones, they<br />

will remain the most portable and inexpensive form of<br />

gaming available.<br />

Give them a shot. You already carry a cell phone<br />

everywhere you go, so why not have fun with it?<br />

You’re bound to find something that can be played in<br />

quick spurts and that will satisfy your craving.<br />

Brady Bunch Kung Fu – Mobliss<br />

Kung fu fighting isn’t the first thing that comes to mind when you think about a<br />

mobile game based on The Brady Bunch. In fact, it’s probably far from that. Still, in<br />

Brady Bunch Kung Fu players get the chance to choose their favorite Brady and take<br />

on the rest of the Bunch. The story commences after their now infamous trip to<br />

Hawaii. For some strange reason, the Curse of the Tiki Idol they believed was lifted<br />

has followed them home and given them fighting skills and a thirst for whoopass.<br />

The two main gameplay modes are Story and Battle. In Story, you’ll snap each<br />

Brady out of their Tiki trance by knocking them silly and ultimately destroying the<br />

Tiki Idol. Battle has extra mode choices like Vs., Survival, Time Attack and Practice<br />

so you can get plenty of fighting in. The entire Brady clan (except the Father) is<br />

available to fight with and each has their own style like Greg’s Tae Kwon Disco and<br />

Carol’s Tai Chi.<br />

The game certainly has a light-hearted theme but fighting fans should know that<br />

it delivers a hearty fighting experience. Characters possess a variety of unique moves, many of which will remind<br />

you of immortal games like Street Fighter II. You can perform them using quick keypad button combinations<br />

or a mixture of keypad and D-pad. While some of you may resort to button mashing, if you take time to<br />

learn and practice the combinations, the game can be very tactical.<br />

Each fighter is not stored locally on the phone, but rather is accessed from a server when the game requests<br />

that particular character. This results in a swift game where each character and their moves are highly<br />

detailed. Animations are fun to watch and loading times are very short. Sounds consist of punch effects,<br />

grunts and a start up tune, but unfortunately it’s not the original theme song.<br />

The Brady Bunch Kung Fu mobile game has already received awards and it’s easy to understand why. It’s<br />

an impressive fighting game at its core. Sure, the storyline is hokey and you don’t normally think of Cindy,<br />

Marcia and Bobby as grand martial artists but that shouldn’t matter because it’s still the most fun we’ve had<br />

with a wireless fighting game. Do yourself a favor and check it out.<br />

4 of 5<br />

Jamaican Bobsled – Glu Mobile<br />

Ya mon, it’s time to get irie wit the bobsleddin<br />

team dat run tings… I’m talking bout de Jamaican<br />

bobsledding team mon. Ya tink ya got wat it<br />

takes to bring home dis ‘ere gold medal, den you<br />

best get ready cause you’re in for a ride.<br />

Okay, that’s enough of that.<br />

Jamaican Bobsled is a fast-paced racer that sends you flying down icy chutes for championship<br />

gold. The two modes included are Championship and Arcade but don’t expect to be taking on other opponents. Instead, anything goes as<br />

you try to collect enough medals and stay intact to make it to the next level. Championship has 10 levels that will have the team vying for glory.<br />

Arcade features 20 levels that include bonus rounds. After each level is cleared, it can be replayed to get a higher score.<br />

Finishing the runs are more difficult than expected since the courses are filled with ice blocks, stones, marauding penguins and even palm<br />

trees. These will cause damage to your sled and get extremely difficult<br />

towards the latter levels but at least the game is not without lending you<br />

a hand in the form of repair wrenches, jump springs and coconut shields.<br />

Other forms of power ups include magnets to attract medals and rockets for<br />

a temporary speed boost. All of these obstacles and aids result in a wacky<br />

ride filled with jumps, flips, crashes and glory.<br />

Controls are one-handed and are very easy for anyone to handle. The<br />

sled moves left or right, but can also be commanded to perform a loop so as<br />

to collect more medals or avoid dangers. Jumping is put into use with the<br />

press of the OK button and all other power-ups are used automatically. The<br />

visuals are fun and refreshing with music, sounds and text overflowing with<br />

Jamaican “attitude” to set a fun tone to the game.<br />

Jamaican Bobsled is another uncomplicated mobile game that concentrates<br />

on only one thing and pulls it off well while maintaining relative<br />

freshness. It’s certainly a game that you can pick up and play at any time<br />

without having to get too involved. If you’re looking for simple racing enjoyment<br />

and arcade style thrills, this download is a smart choice.<br />

4 of 5<br />

Time Crisis Mobile – Namco<br />

In Time Crisis Mobile, an international crime syndicate has commandeered a compound and threatened<br />

the safety of the world once again. As an agent of the VSSE, it’s up to you to liberate the compound<br />

and take out the Jason Vorhees of video games, Wild Dog. Like most games in the series however, this<br />

storyline comes secondary to the onslaught of incoming bullets and enemies.<br />

The two modes featured are Story and Crisis Mission with both of them faithfully reproducing the<br />

frantic duck and shoot mechanics of the arcade and console versions.<br />

Story mode has three areas to clear and includes both human and machine enemies to light up. There<br />

are five crisis missions to take on but they will not be ready to play until you finish the Story mode. These range<br />

from clearing specific enemies to taking them all out in a certain amount of time.<br />

Enemies appear from out of everywhere and have varying degrees of strength. The place will light up like<br />

fireflies on a summer night so you best be careful to duck at the right time. Once you see that red starburst<br />

heading your way, it’s probably too late.<br />

The game is presented in 3D and looks comparable to the PS1. Enemies are large and the animations, especially<br />

when filling them full of holes, are well captured. The audio has two options, one for sound effects and<br />

one for music. You can’t listen to them simultaneously but they do sound quite well, whichever you choose.<br />

(The looping of the music is a little off though.)<br />

Time Crisis Mobile also includes four difficulties and the ability to choose the amount of damage that can<br />

be withstood. Once that amount is gone, the game is over but you’ll have a few continue credits anyway.<br />

Being able to dictate these options, along with the crisis missions, gives the game some extra feet to stand<br />

on, otherwise it might have been too quick to finish. Nevertheless, for fans of the game, it’s the equivalent of<br />

choosing an 8 ounce steak over the 12 ounce; it’s a smaller serving, but you know it’s just as good.<br />

4 of 5<br />

36_MOBILE_WHAT YOU’RE IN FOR HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY<br />

WHAT YOU’RE IN FOR_MOBILE_37


$0!?!? But that’s not a lot of money.<br />

I wonder if you can see the sign for Pueblo<br />

from Space!?<br />

It’s a testament to Acclaim, a company usually<br />

known for its wretched games, that even players<br />

who don’t appreciate monster truck racing can<br />

enjoy Bigfoot. Featuring trucks galore in a race<br />

from the west coast to the east, the game provides<br />

enough fun that you’ll forget how shallow it is. Add<br />

in a two-player mode that calls for weeping and<br />

rejoicing in equal measures (in a good way) and<br />

you have one of the most overlooked racers on<br />

the NES.<br />

The game gets right down to business, with two<br />

monster trucks puffing their way to a starting<br />

line. Before you can compete in an event, you<br />

The truck have started to move?<br />

first have to get there. This means racing through<br />

an overhead course littered with trees, fences,<br />

creeks and cash cows. Hitting the peaceful<br />

bovines splatters the screen with cash<br />

icons that you can use to finance<br />

vehicle upgrades once you arrive at<br />

the arena, so you’ll want to do so.<br />

Unfortunately, the animals are<br />

located in places that mean the<br />

automatically-scrolling screen<br />

can push you into devastating<br />

bits of forest. The other<br />

player may let you hit the<br />

Sucks for Knockoff Puke-Green Bigfoot. He<br />

doesn’t get any kind of encouragement.<br />

cow, then rush ahead so that your vehicle is<br />

crushed as he collects the money. You’ll reappear<br />

in a moment, a bit lighter in the wallet, but the<br />

cash may have vanished.<br />

Besides the cash gamble, there are various other<br />

icons throughout these races. You can pick up<br />

saws, springs that allow you to bounce over<br />

obstacles, and even shields so your opponent can’t<br />

hack you to bits. All the items keep these races<br />

frantic and fun, until a last-minute dash to the<br />

finish line (fueled by nitrous oxide, of course).<br />

Did the white Bigfoot win or is he just<br />

really far behind?<br />

Once you arrive at arenas, you can pimp out your truck with<br />

tire, engine, shock and gear upgrades before competing in<br />

events. A cash prize is up for grabs, but you have to spend<br />

money to make money. These new events are viewed from<br />

the side, as you’ll watch your truck pull tractor trailers,<br />

climb up massive hills, or just race through mud pits and<br />

over the top of previously-owned cars. It’s here that the<br />

game will feel more familiar to those who spend their time<br />

going to truck events outside of games, and the mode is<br />

every bit as rewarding to the rest of us because the<br />

strategy involved.<br />

Suppose you arrive with only a little cash from the previous<br />

leg in the race. Your truck isn’t all it could be, while your<br />

opponent has funds to spare. How much do you invest<br />

in your truck? What’s the least you can pay and still pull<br />

through with a win? More importantly, will all that cash lead<br />

to victory, or will your opponent come out ahead? These are<br />

important questions and they manage to<br />

come up almost every game as one player<br />

pulls into the lead and works frantically to<br />

maintain it. A good player can reverse the<br />

roles, but it won’t be easy.<br />

Now, some people who play this won’t have the<br />

luxury of a like-minded friend. If you’re the only one in<br />

your household who appreciates some retro mayhem, it’s<br />

time to start looking at the single-player mode. Shockingly,<br />

this is almost as fun. Here, the goal isn’t to survive (though<br />

you’ll want to do that). Instead, try sending as many of<br />

your computer-controlled opponents to the poor house as<br />

possible. It’s fun to count the virtual lives you’ve ruined.<br />

In the end, Bigfoot is as fun and challenging a romp as you<br />

want it to be. It’s difficult to recommend to the crowd that<br />

likes only today’s games, but older players are in for the<br />

time of their lives.<br />

Bigfoot is so awesome they made an entire<br />

sign just for his score!<br />

BIGFOOT: Don’t mess with his feet. They’re<br />

big, mang.<br />

38_GRAVEYARD_BIGFOOT<br />

HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY<br />

HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY<br />

BIGFOOT_GRAVEYARD_39


BY<br />

3: Passage between B2&3<br />

F: Cat Hood (Helmet for Porom)<br />

G: Remedy<br />

H: Funny Mask (Helmet for Yang)<br />

Architect: Hitoshura<br />

Platform: Gameboy Advance<br />

BLUEPRINTS FOR:<br />

final fantasy iv advance<br />

SUBJECT OF BUILD:<br />

cave of trials walkthrough<br />

When you have cleared the Giant of Babel you will be able to swap out any character, except Cecil, for Edward, Yang,<br />

Cid, Palom, and Porom at the Tower of Wishes in Mysidia. Afterwards, a dungeon will open up at the base of Mt. Ordeals,<br />

where you’ll find the entrance to the Cave of Trials. Since you can only bring four other characters along with you out<br />

of the five to obtain their respective weapons, you will need to run through this dungeon at least twice. You’ll find the<br />

weapons at B8 with a boss guarding each one. The maps below will help you navigate this labyrinthine dungeon.<br />

4: Passage between B3&4<br />

I: Red Cap (Helmet for Edward)<br />

J: Cottage<br />

K: Siren<br />

L: Courageous Suit (Armor for Yang)<br />

1: Entrance/Exit<br />

A: X-Potion<br />

B: Red Jacket (Armor for Edward)<br />

5: Passage between B4&5<br />

M: Siren<br />

N: Remedy<br />

O: Sage Robe (Armor for Palom)<br />

P: Lord’s Robe (Armor for Porom)<br />

2: Passage between B1&2<br />

C: Remedy<br />

D: Phoenix Down<br />

E: Coronet (Helmet for Palom)<br />

6: Passage between B5&6<br />

Q: Grand Helm (Helmet for Cid)<br />

R: Grand Armor (Armor for Cid)<br />

S: Dry Ether<br />

40_STRATEGY_DOUBLEJUMPBOOKS.COM_FINAL FANTASY IV: ADVANCE HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY<br />

HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY<br />

FINAL FANTASY IV: ADVANCE_DOUBLEJUMPBOOKS.COM_STRATEGY_41


BY<br />

7: Passage between B6&7<br />

T: Megalixir<br />

U: Megalixir<br />

8: Passage between B7&8<br />

9: Warp Pad Out<br />

V: Hand of the Gods (Yang’s Weapon - Storm Dragon)<br />

W: Thor’s Hammer (Cid’s Weapon - Death Mech)<br />

X: Seraphim’s Mace (Porom’s Weapon - T-Rex)<br />

Y: Triton’s Dagger (Palom’s Weapon - Master Flan)<br />

Z: Apollo’s Harp (Edward’s Weapon - Gigas Worm)<br />

STORM DRAGON<br />

DEATH MECH<br />

T-REX<br />

MASTER FLAN<br />

GIGAS WORM<br />

HP: 40,000<br />

Str: 139<br />

Def: 4<br />

Mag: 22<br />

MDef: 33<br />

Gil: 0<br />

Exp: 32,000<br />

HP: 40,000<br />

Str: 135<br />

Def: 4<br />

Mag: 34<br />

MDef: 34<br />

Gil: 0<br />

Exp: 32,000<br />

HP: 60,000<br />

Str: 148<br />

Def: 43<br />

Mag: 34<br />

MDef: 54<br />

Gil: 0<br />

Exp: 32,000<br />

HP: 35,000<br />

Str: 130<br />

Def: 4<br />

Mag: 34<br />

MDef: 38<br />

Gil: 0<br />

Exp: 32,000<br />

HP: 55,000<br />

Str: 155<br />

Def: 4<br />

Mag: 34<br />

MDef: 44<br />

Gil: 0<br />

Exp: 32,000<br />

Type: Dragon<br />

Weak: Ice<br />

Res: Ailment<br />

Absorb: Fire<br />

Type: Mech<br />

Weak: None<br />

Res: Ailment<br />

Absorb: None<br />

Type: Insect<br />

Weak: None<br />

Res: Ailment<br />

Absorb: None<br />

Type: Mage<br />

Weak: None<br />

Res: Ailment<br />

Absorb: None<br />

Type: None<br />

Weak: None<br />

Res: Ailment<br />

Absorb: None<br />

Have Yang<br />

equipped with<br />

Ice Claws, and<br />

Palom attacking<br />

with Blizzaga.<br />

Have Porom or<br />

Rosa cast Berserk<br />

on Cecil.<br />

Let Cid tear it<br />

apart with his<br />

hammer along<br />

with Yang having<br />

Thunder Claws<br />

equipped to assist<br />

him.<br />

It’s not much of<br />

threat, so just<br />

hack away at it<br />

with various icebased<br />

weapons<br />

such as Yang’s<br />

Ice Claws.<br />

This battle is<br />

best fought with<br />

one casting of<br />

Quake to wipe<br />

out the puddings<br />

before pounding<br />

on him.<br />

The Gigas Worm<br />

counterattacks<br />

everything. Have<br />

Porom cast Blink<br />

on everyone,<br />

and the counterattacks<br />

will<br />

miss.<br />

40_STRATEGY_DOUBLEJUMPBOOKS.COM_FINAL FANTASY IV: ADVANCE HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY


It’s a rare thing when trilogies get expanded,<br />

Star Wars notwithstanding. <strong>Onimusha</strong> 3:<br />

Demon Siege was supposed to be the big<br />

send-off for the <strong>Onimusha</strong> series... but the<br />

ending of the game seemed to put the lie<br />

to that. The Nobunaga Trilogy ended with a<br />

promise of evil to come. As it goes with these<br />

things, when one evil is defeated, a newer,<br />

better evil rises up to fill the gap.<br />

Samanosuke Akechi, Jubei Yagyu, and Jacques<br />

Blanc were the heroes of the first three<br />

games. Samanosuke starred in <strong>Onimusha</strong>:<br />

Warlords; Jubei took center stage in <strong>Onimusha</strong><br />

2: Samurai’s Destiny, and Jacques<br />

shared the spotlight with an aged<br />

Samanosuke in <strong>Onimusha</strong> 3: Demon<br />

Siege. Samanosuke and Jubei are<br />

both based in part on actual historical<br />

figures. Check out our history<br />

segments throughout the feature to<br />

see how <strong>Onimusha</strong>’s history matches<br />

up with real history. Historians<br />

have yet to find evidence of a timetravelling<br />

Frenchman named Jacques<br />

in feudal Japan, sadly.<br />

Story by 4thletter & KouAidou<br />

The previous three <strong>Onimusha</strong> games all featured a famous face (in Japan,<br />

at least) to play the main character. The third game even went so<br />

far as to feature Jean Reno, of The Professional and Wasabi fame<br />

as Jacques Blanc. Not so with Dawn of Dreams, which instead<br />

provides us with lovingly rendered original character designs.<br />

Your main player (yes, there’s more than one!), is Soki, a<br />

blonde humanoid with demon horns and two swords. He<br />

is, as the cool kids say, the very picture of awesome. He<br />

and his helpers are out to deliver Japan from Hideyoshi<br />

Toyotomi’s evil and look good while they do it.<br />

<strong>Onimusha</strong>, at its most basic, is a tale of power. Nobunaga, like<br />

most villains, wanted power. He wanted Japan and he wanted<br />

an extended life, so he made a pact with demons to get<br />

it. This, of course, results in death and destruction for<br />

much of Japan. <strong>Onimusha</strong>: Warlords starts off the<br />

storyline simply. Samanosuke Akechi is the nephew<br />

of Mitsuhide Akechi, a former general of Nobunaga<br />

Oda. Samanosuke watched as Nobunaga was<br />

felled by an arrow on the battlefield.<br />

One year later, people are disappearing at an alarming rate from<br />

Inabayama Castle. Princess Yuki sends a desperate letter off to<br />

Samanosuke, begging for his help in figuring out what’s going on.<br />

Samanosuke arrives at the castle too late, and finds that not only has Yuki<br />

been kidnapped, but that Nobunaga Oda is still alive and has an army<br />

of genma at his back. Samanosuke is gifted with the power to seal the<br />

souls of genma by a clan of ogres known as the Oni. Samanosuke enters<br />

Inabayama Castle to find Princess Yuki, seal away the genma, and to<br />

destroy Nobunaga and his genma lords.<br />

The next game, <strong>Onimusha</strong> 2: Samurai’s Destiny, took a different tack. It’s<br />

set over a decade after the end of the first game and features the (second)<br />

return of Nobunaga Oda. After the finale of the first game, Nobunaga took<br />

control of the genma himself as part of his quest for power. Jubei Yagyu is<br />

the leader of the Yagyu clan and an expert martial artist. When he returns<br />

home one day, he finds his village destroyed and witnesses the murder<br />

of some of his clan firsthand. It turns out that the Yagyu clan and the Oni<br />

clan were connected of old, and Nobunaga decided to clear out the entire<br />

clan, just in case. This was to be a fatal mistake. Jubei Yagyu leaves his<br />

wrecked village with hate in his heart and revenge on his mind. Nobunaga<br />

is going to pay for what he did to the Yagyu clan.<br />

The last game in the Nobunaga Trilogy was <strong>Onimusha</strong> 3: Demon Siege.<br />

Nobunaga is back (you guessed it, again) and he’s tasked an inventor<br />

to look for ways to spread his kingdom not only over Japan, but over<br />

the centuries, as well. Genma warriors soon attack Paris in 2004. French<br />

military police officer Jacques Blanc helps fend them off, even as he’s<br />

worried about his young son and his future wife. Samanosuke Akechi,<br />

in the past, comes out of retirement in order to help his uncle Mitsuhide<br />

Akechi rebel against Nobunaga at Honnoji Temple. Samanosuke ends up<br />

in 2004 and Jacques ends up in Japan’s<br />

sengoku period. Both have their own<br />

reasons for fighting, but they end up<br />

working towards the same goal.<br />

The Nobunaga Trilogy is fairly heavy stuff.<br />

People die brutally, genma are slain by the<br />

dozens, and the heroes don’t always win. <strong>Onimusha</strong> is about war, plain and<br />

simple. Samanosuke, Jubei, and Jacques were out for blood and stopped<br />

at nothing to defeat Nobunaga. Alliances were formed and broken, genma<br />

were murdered, and entire villages were massacred. The Nobunaga Trilogy<br />

could easily be considered an old-school samurai movie, full of scowling<br />

faces and hardcore themes.<br />

With the intent of making the new storyline distinct from the old, the<br />

creators of <strong>Onimusha</strong>: Dawn of Dreams have given it a look and feel more<br />

like a modern anime. Comic relief abounds, whether it’s coming from<br />

Jubei’s earnest tomboyness or Minokichi’s bed-wetting and utter<br />

absurdity. Soki is the epitome of the cool anime hero. He’s lazy,<br />

cocky, blonde, and wields two swords. He’s got a mysterious<br />

past and a determined future. Hideyoshi is Soki’s enemy<br />

and he lives to fight him.<br />

People like the <strong>Onimusha</strong> games because of their interesting<br />

plots, amusing characters, and the way they let you slice<br />

through 500 waves of bloodthirsty undead warriors. For those<br />

who know a little bit about Japan, though, <strong>Onimusha</strong> offers<br />

another level of amusement: seeing just how crazily warped<br />

the game’s vision of Japanese history is. Try to imagine a game<br />

where you play a heroic Benedict Arnold attempting to keep<br />

George Washington from crossing the Delaware to awaken evil<br />

Indian spirits and gain dictatorial control of the American<br />

colonies, and you might have a vague idea of what<br />

<strong>Onimusha</strong> looks like from a historical standpoint.<br />

44_COVER STORY_ONIMUSHA: DAWN OF DREAMS<br />

HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY<br />

HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY<br />

ONIMUSHA: DAWN OF DREAMS_COVER STORY_45


Even the game design reflects this new<br />

outlook on the series. There’s animestyle<br />

character designs (note Jubei’s<br />

perky ponytail, Soki’s horns, and<br />

Ohatsu’s gun), fights against multiple<br />

enemies at once, and, er, Minokichi<br />

the pee monkey. Actually, he hails<br />

from a clan of pee monkeys. The pee<br />

monkeys exist to help you out and wet<br />

the bed, oddly enough.<br />

We didn’t make up the pee monkeys,<br />

by the way. They’re really in there!<br />

The plot and characters of the <strong>Onimusha</strong> games are based<br />

on a very important era of Japanese history: the unifying of<br />

Japan in the 16th century (also known as the sengoku jidai<br />

or “Warring States Period”). After passing hands many times<br />

over history between emperor and shogunate, control of Japan<br />

was divided into a number of autonomous provinces under the<br />

individual rule of powerful feudal lords. Each lord was capable<br />

of strictly governing his own territory, but none were strong<br />

enough to defeat the others and take full control of the country.<br />

All this finally changed when a lord named Nobunaga Oda won<br />

a surprise victory over Yoshimoto Imagawa at the battle of<br />

Okehzama in 1560, catapulting him on a campaign that would<br />

eventually lead to the unification of the whole of Japan.<br />

Nobunaga was the first of three men who would come to<br />

be known as the three “great unifiers” of Japan. Accurately<br />

depicted in the <strong>Onimusha</strong> games, he was a powerful and<br />

uncompromising man who used a combination of force and<br />

diplomacy to bring all of Japan under his control. Unfortunately,<br />

his campaign fell short when he was betrayed and killed by<br />

the forces of his retainer, Mitsuhide Akechi (the uncle of the<br />

protagonist of <strong>Onimusha</strong>: Warlords).<br />

But I digress. Dawn of Dreams builds<br />

its story off the back of the original<br />

trilogy, but knowledge of the original<br />

stories is nowhere near necessary. Dawn of Dreams takes place fifteen years after the end of<br />

the Nobunaga Trilogy and stars many all-new characters. Characters from previous <strong>Onimusha</strong><br />

games may appear, but you don’t have to know a thing about the previous games to enjoy<br />

this one. Of course, veterans will enjoy the scattered references to the earlier storylines.<br />

Dawn of Dreams introduces a few new gameplay features to the tried-and-true <strong>Onimusha</strong><br />

formula. You can control up to two players on-screen at once. You can swap between<br />

them easily with the L2 button or even command the other player via a<br />

set of commands mapped to the D-pad. Swapping characters is instantaneous,<br />

so that you can better manage your battles. If you feel that<br />

one character is in trouble, swap over and see what you can do in<br />

that situation.<br />

There’s another feature that’s new to the series: something that the<br />

developers refer to as “Free Camera.” <strong>Onimusha</strong>: Dawn of Dreams has<br />

moved into the realm of a true 3D action game. Where the first<br />

games gave you a path to follow, with perhaps a branching<br />

path or two for an extra or powerup, here you’re given<br />

the freedom to proceed as you wish. This isn’t quite<br />

Grand Theft Auto-style sandbox gameplay, but<br />

it’s certainly a step in that direction.<br />

The <strong>Onimusha</strong> series has always been good-looking. <strong>Onimusha</strong> Warlords’s pre-rendered<br />

backgrounds were nicely detailed and sharp, the facial expressions in <strong>Onimusha</strong> 2 were very quality,<br />

and <strong>Onimusha</strong> 3’s engine-based cutscenes were extremely well done. Dawn of Dreams follows<br />

in this respect. The animations are on-point and the attacks are wondefully flashy. There<br />

are more CG-animated cut scenes this time around to help move the story along, and<br />

they all look great.<br />

The character designs are fun and just this side of over-the-top. Soki is both<br />

menacing and slightly ridiculous with his two little horns, Jubei Yagyu Akane is<br />

adorable with her kunoichi gear and lone off-kilter ponytail, and Roberto is just<br />

awesome.<br />

The backgrounds are done in a similar manner as <strong>Onimusha</strong> 3. Pillaged villages<br />

and towering castles alike are detailed almost to the point of clutter. There are<br />

both breakable and unbreakable barrels, boxes, carriages, and trees scattered<br />

around. You’ll come across a few dead bodies on your journey through Japan,<br />

as well. Really, detail is the name of the game. Broken, smoldering, and shattered<br />

rubble abound, and the enemies are textured to the point that you can even see<br />

the teeth on the weakest of the genma you fight. The genma scream and point<br />

at you, even as they circle around, looking for a weak spot. The bosses are<br />

gigantic. One of the first enemies you meet is tall enough that he towers over<br />

you while you run around on the roof of a house. Each class of enemy has their<br />

own distinctive style, from ripped and torn samurai armor to thick, black, teakettle<br />

like chestplates.<br />

46_COVER STORY_ONIMUSHA: DAWN OF DREAMS<br />

HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY<br />

HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY<br />

ONIMUSHA: DAWN OF DREAMS_COVER STORY_47


Yoshinori Ono<br />

Producer for <strong>Onimusha</strong>: Dawn of Dreams<br />

HGM: What was the motivation behind introducing<br />

the new camera?<br />

YO: Since the very beginning of the series,<br />

we’ve received feedback that the camera<br />

system needed to be changed. However from<br />

a development standpoint, the camera had to<br />

be fixed because the series is all about action<br />

adventure and sword gameplay. We were<br />

concerned that if the camera was constantly<br />

moved, it may make it difficult to execute<br />

critical hits, moves, etc. This time though, by<br />

reworking the graphics engine and gameplay<br />

system, we found a way to use a free camera<br />

without placing a burden on the users to<br />

press button combinations for key moves.<br />

HGM: The new main character has<br />

horns on his head, which most<br />

likely means that he is more than<br />

human. Do you have any teasers<br />

for us regarding his origins?<br />

YO: Japanese samurais have<br />

an armor called “Hachigane”<br />

which is worn to cover their<br />

forehead. In fact, it was used to<br />

symbolize the battalion or squad<br />

to which they belong. In this<br />

case, the horns are the main<br />

character’s symbol which also lends<br />

itself to the mystery that surrounds<br />

him. Players will be able to uncover<br />

the mystery behind his identity as<br />

they play through the game.<br />

Another of Nobunaga’s retainers at the time of his death was<br />

a peasant named Tokichiro Kinoshita, who changed his name<br />

to Hideyoshi Hashiba while serving under Nobunaga. Though<br />

peasants were normally not allowed such a high station in<br />

the military, Hideyoshi was a brilliant strategist who served<br />

Nobunaga well during his early campaigns. He remained loyal<br />

even after Nobunaga’s death, leading a retaliation against<br />

Akechi for his betrayal, and later finished Nobunaga’s work<br />

by bringing Japan under his own control. He was granted<br />

the surname Toyotomi, and though his low birth prevented<br />

him from taking the title of Shogun, Hideyoshi’s rule over the<br />

country during his lifetime was unquestioned.<br />

While Nobunaga never actually rose from the dead to command<br />

a demon army, Hideyoshi (whose monkey-like portrayal in the<br />

game was true to his real appearence) was in fact thought by<br />

some to have gone rather mad during the later years of his<br />

reign, as depicted in Dawn of Dreams. His madness didn’t entail<br />

spreading demonic cherry trees over Japan, but it did involve<br />

the brutal torture of his nephew’s family, severe persectuion<br />

against upstart Christian converts, and two unsuccessful<br />

invasions of China that left Korea completely devastated.<br />

All in all, the game seems to push the limits of the PS2 fairly well.<br />

The PS2 has aged the least gracefully of the current gen consoles,<br />

and it does show in the graphics, but they’re enjoyable regardless.<br />

The voice acting provides a nice complement to the graphics.<br />

We were provided with an English dub for Dawn of Dreams that<br />

is more hit than miss. The characters’ voices are well-done, and<br />

I suspect that Minokichi’s grating voice is more on purpose than<br />

accident. The only real problem is that in some cases, the voice<br />

actors will miss the inflection on a word or sentence, or pause too<br />

long mid-sentence. It’s a small thing, but it can definitely take you<br />

out of the game. It’s never good when you realize that the voice<br />

coming out of your TV is a person acting, rather than a character<br />

in a video game. You purists are out there are in luck, however.<br />

You can play the game with Japanese dialogue and subtitles if you<br />

so desire.<br />

The new Free Camera system is another change for the better.<br />

You are now much less likely to get nailed by an offscreen enemy<br />

out of nowhere, though I’d be lying if I said it doesn’t ever<br />

happen. Being able to control the camera is a great addition to<br />

the <strong>Onimusha</strong> games, even if it does occasionally fall prey to the<br />

usual 3D camera faults. Get used to the camera early on, and its<br />

auto-center function, or else you’re going to suffer. You’ll often<br />

end up surrounded by enemies, or have enemies teleport in<br />

behind you, and you’ll need that coverage. There are segments<br />

featuring a fixed camera, as well. They usually tend to be in<br />

narrow corridors, so it isn’t too big of a deal, but it is a little<br />

annoying when you get nailed from behind because your enemy<br />

is just off-screen.<br />

The action is not too dissimilar<br />

from that of <strong>Onimusha</strong> 3. You’ve<br />

got an attack button, an Oni<br />

magic button, a guard button,<br />

and a kick button. You can lockon<br />

to enemies, hit them while<br />

they’re down, and pop them up<br />

into the air for air combos. You<br />

can deflect and critical (Issen),<br />

just like in the other games.<br />

You’re going to be doing a lot of<br />

mashing on the Square button,<br />

but the game does a good job<br />

of keeping the attacks for your<br />

various weapons interesting<br />

and varied. There’s a couple of<br />

low points, though. The block button is more or less useless once you start encountering<br />

any enemy but the rank-and-file genma. The fire-arrowing firing genma ignore your guard<br />

and everything else seems to break your guard with each attack. That’s not fun at all, to<br />

be honest. There are times when you’d rather block than counter or deflect, and not being<br />

able to block the most basic of attacks is frustrating.<br />

HGM: The previous <strong>Onimusha</strong> titles featured a<br />

few famous faces playing the main characters.<br />

<strong>Onimusha</strong>: Dawn of Dreams seems to shy away<br />

from this. Why the change?<br />

YO: With the new action and combo features,<br />

which previous <strong>Onimusha</strong> did not have, we<br />

found it would be difficult to use actual actors<br />

to play these roles since they would need to<br />

perform a lot of complex and diverse moves.<br />

So we reached a point where we had to decide<br />

whether to continue with the previous <strong>Onimusha</strong><br />

style of using well-known actors, or set off in a<br />

new direction. In the end, we chose the latter<br />

to keep with the tradition of the series constant<br />

evolution from its predecessor.<br />

HGM: Is there anything about Dawn of Dreams<br />

that you’re the most proud of?<br />

YO: I would say I am most proud of the<br />

graphics we have achieved on the PS2. We<br />

tuned the graphics engine used in other<br />

Capcom PS2 games to the best of our abilities.<br />

I am confident that we were able to push the<br />

hardware to its limits with regards to portraying<br />

weather and lightning, etc. In addition to the<br />

graphics, we also put a greater amount of effort<br />

into the cutscenes more so than in any of the<br />

previous titles. I am confident that fans won’t<br />

be disappointed.<br />

HGM: Is there anything you wanted to put into<br />

Dawn of Dreams that you weren’t able to due<br />

to time or manpower constraints?<br />

YO: Even though this game is on two disks,<br />

there were a number of areas, cutscenes,<br />

mission modes, etc. that had to leave out due<br />

to space limitations. However, I think we were<br />

able to pull off almost everything we wanted in<br />

this edition.<br />

HGM: Are there any plans for extending the<br />

<strong>Onimusha</strong> license into other media, such as film<br />

or television? The structure of the series would<br />

seem to lend itself very well to an anime, for<br />

example.<br />

YO: We’ve announced in Japan that we are<br />

taking the <strong>Onimusha</strong> property to the big<br />

screen. More information will be revealed in the<br />

near future.<br />

HGM: Is there a message that you’d like us<br />

to convey to the fans of the <strong>Onimusha</strong> series<br />

for you?<br />

YO: <strong>Onimusha</strong> :Dawn of Dreams is a title that<br />

every gamer can enjoy, from hardcore <strong>Onimusha</strong><br />

fans to those who have never played a samurai<br />

action game. Anyone who plays this can find<br />

something to suit his or her tastes because<br />

there really is something for everyone. We did<br />

our best to make this that much closer to what<br />

everyone is craving for in an action game, so I<br />

hope everyone gets a chance to play it.<br />

48_COVER STORY_ONIMUSHA: DAWN OF DREAMS<br />

HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY<br />

HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY<br />

ONIMUSHA: DAWN OF DREAMS_COVER STORY_49


Along these same lines, the hit<br />

detection can be a little wonky at<br />

times. You have a move you can do<br />

where you stab a downed enemy.<br />

It’s useful for increasing the damage<br />

on a series of attacks, upping your<br />

kill combo, or simply finishing off an<br />

enemy. However, there are times when<br />

the game refuses to recognize that you<br />

are standing next to a downed enemy,<br />

causing you to slash mindlessly at the<br />

air until the enemy stands up. What’s<br />

up with that?<br />

The story in <strong>Onimusha</strong>: Dawn of Dreams is interesting, but slow to<br />

build to a crescendo. You’re going to be four stages into the game<br />

before you start getting anything more than slight hints of the game’s<br />

plot. There are cutscenes that introduce each stage that help this<br />

problem, but not quite enough. The cutscenes are a nice touch,<br />

though. They set the stage for the level, give you a bit of info on your<br />

goal and generally just provide needed background for the game.<br />

You have a hideout that you can access between stages of the game.<br />

Actually, there’s more than one hideout, but they all look exactly the<br />

same, even down to the stray cat that lives in it, no matter what<br />

city Soki claims to be in. That kind of sucks, but the hideout itself is<br />

extremely useful. It allows you to revisit beaten stages with different<br />

characters, save, upgrade your weapons, combine items, and interact<br />

with your other characters. You can speak to them about their past,<br />

the mission you just finished, or even upcoming plot points. Mixed<br />

in with these weighty subjects are talks about Soki’s former flames,<br />

When Hideyoshi eventually died of his illness, he entrusted his<br />

retainer Ieyasu Tokugawa to raise his infant son, Hidenori, to<br />

succeed him. Instead, Ieyasu betrayed and later killed Hidenori<br />

to take power for himself. After defeating his last rival at the<br />

battle of Sekigahara, Ieyasu was declared shogun, with almost<br />

absolute rule over Japan. Despite his somewhat questionable<br />

rise to power, though, Ieyasu managed to set up a peaceful<br />

regime that would last 200 years. Does this mean that we’ll<br />

eventually see a third <strong>Onimusha</strong> trilogy, featuring a villainous<br />

Ieyasu manipulating the genma to establish an iron-fisted rule<br />

over Japan? Only time will tell.<br />

So where does Jubei Yagyu figure into all of this? Well,<br />

he doesn’t, really. The real Jubei was actually born well<br />

into the reign of Ieyasu Tokugawa, some 20 years after<br />

Nobunaga’s death, and was not an important historic figure<br />

in his own right. He was, however, part of a samurai family<br />

of some note (his father, Munenori, served under Ieyasu<br />

at Sekigahara) and an amazing warrior in his own right.<br />

Jubei became an extremely prominent character in Japanese<br />

folklore due to a period of time when he disappeared from<br />

official records and his whereabouts were unknown. It is from<br />

these stories that the Jubei of <strong>Onimusha</strong> derives his origins (and<br />

trademark one-eyed visage), but unfortunately, the legend has<br />

outgrown the man behind it.<br />

the genuinely interesting history of the Jubei<br />

name, and comments on Jubei’s lack of<br />

breasts and tomboyishness. The game runs<br />

the gamut, mixing vital info with trivia. It’s<br />

a nice system, as the random trivial facts<br />

make you see the characters as fully three<br />

dimensional, instead of cardboard cutouts<br />

like “Ninja Girl” or “Annoying Sidekick.” It’s<br />

nice to play a game where every piece of<br />

info you get isn’t necessarily central to the plot.<br />

<strong>Onimusha</strong>: Dawn of Dreams is really a total package.<br />

There are some areas where you’ll obviously need<br />

the help of people you’ve yet to meet, and revisiting<br />

those areas to gain bonuses or new weapons or scenes.<br />

The voice acting is well-done, overall, and the graphics<br />

are about at the limit of what the<br />

PS2 can pull off. The action stays<br />

frantic, the bosses are suitably<br />

difficult, and there’s plenty of<br />

weapon upgrading and item<br />

combining to keep you busy. Dawn of<br />

Dreams moves further and further away<br />

from <strong>Onimusha</strong>’s Resident Evil in Feudal<br />

Japan roots and closer to being<br />

a true action game. Barring a<br />

few missteps, Dawn of Dreams<br />

is definitely a step in the right<br />

direction. It’ll be nice to see this<br />

iteration of the series spawn its<br />

own trilogy and hopefully take<br />

advantage of the next-gen<br />

systems. If the developers can<br />

pull off these graphics on this<br />

hardware, the only place for<br />

them to go is up.<br />

4 of 5<br />

50_COVER STORY_ONIMUSHA: DAWN OF DREAMS<br />

HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY<br />

HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY<br />

ONIMUSHA: DAWN OF DREAMS_COVER STORY_51


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Tremmie<br />

Who C ame to the Party...<br />

One of the first questions most fans ask about MS Saga once they know the premise is about which Gundam<br />

series got their mecha designs included in the selection. It’s a question with an answer more<br />

complex than it might seem at first blush.<br />

Aeon<br />

Gavenger<br />

The vast bulk of the mecha designs in the game come from the “Universal Century” Gundam series,<br />

which all take place at different points along the Universal Century (or UC) timeline. Specifically,<br />

we spotted machines from Mobile Suit Gundam, the 08th MS Team OAV, Zeta Gundam, ZZ Gundam,<br />

and the film Char’s Counterattack.<br />

Publisher : Bandai<br />

Genre(s) : RPG<br />

Developer : Bandai<br />

Category : Domo Arigato, Mister Roboto<br />

Release Date : <strong>February</strong> <strong>2006</strong> # of players : 1<br />

Rating : E10+; Fantasy Violence, Language, Suggestive Themes<br />

Most all Gundam games suck. Gundam fans are the first people who will admit<br />

this, just before describing which game was their favorite in spite of how much<br />

it, in all likelihood, sucked. Now that MS Saga’s here, though, Gundam fans can be a<br />

little less sheepish about their favorite franchise’s video game track record. MS Saga<br />

is the first and only Gundam game so far that can be fairly and truly called good.<br />

Perhaps not incidentally, it’s an RPG designed to tell a stand-alone story accessible<br />

to any player, instead of an el cheapo action game tie-in. You don’t need to know<br />

anything in particular about Gundam to sit down with MS Saga and have a good time.<br />

Everything is neatly explained in the game itself, right down to the initially sillysounding<br />

title.<br />

In MS Saga you follow Tristan, an impulsive and angry young man traumatized after<br />

watching giant robots destroy the orphanage where he grew up. He resolves to make<br />

his own giant robot and use it to kick the evil giant robots’ collective metal asses. As<br />

is the way of angry young men in RPGs and Gundam series alike, Tristan’s quest ends<br />

up intersecting with a world-changing battle between nations and gathering a motley new circle of friends around him. MS Saga is fortunately<br />

less a battle between good and evil than a struggle over control of the G Systems, devices created by a prior civilization to synthesize energy<br />

into any form of matter the user desires. The way the story plays out somehow manages to be an entirely typical RPG and an entirely typical<br />

Gundam story at the same time, with plenty of betrayals, noble sacrifices, and dramatic speeches to go around.<br />

MS Saga boasts a strictly turn-based combat system heavily influenced by Dragon Quest VIII and PlayStation mecha RPG Xenogears.<br />

Of the six units in your party, the three active ones appear in the familiar line across the screen to face off against<br />

the one to five enemies that spawn to face you. You can opt to attack with melee weapons like swords and axes,<br />

which give the enemy a chance to counter-attack, or shoot at them with ranged weapons that do slightly less<br />

damage. Every attack consumes energy, which your robot generates so much of per turn. You can spend energy<br />

as fast as it accumulates, or save it up to spend on more powerful techniques called Boosts. How and when<br />

you use your character’s Boost techniques is at the heart of the game’s combat strategy, which<br />

can become deeply engrossing once you’re far enough into the game to have lots of options to<br />

choose from.<br />

Boosts and how to best exploit them are also going to weigh heavily on your mind when<br />

you design your characters’ robots, called Mobile Suits. While the original designs<br />

for each Suit hail from some Gundam show or another, MS Saga lets you mix and<br />

match the parts as you see fit.<br />

Different parts alter the characteristics<br />

of your Suit, so you<br />

can tweak a machine to be a<br />

speed demon, high-HP tanker,<br />

a powerful sniper, or anything<br />

else you can envision. Each<br />

part and weapon you put on<br />

Review by Lynxara<br />

There are also machines from two “alternate” Gundam timelines represented in MS<br />

Saga, although both shows combined contribute perhaps less than a dozen mecha to<br />

the game. Fans of Gundam Wing and G Gundam will have to wait through most<br />

of the game, but eventually will see a few of their show’s most famous<br />

robots make appearances.<br />

A few shows got the nod from MS Saga despite getting snubbed<br />

your<br />

when it came to mecha designs. The character designs<br />

Mobile<br />

for the game were provided by Turn-A Gundam (and<br />

Suit affects<br />

Street Fighter) artist Akira Yasuda, and the<br />

its appearance<br />

post-apocalyptic elements of the story may<br />

in the game, both<br />

remind many fans of Gundam X. Both of<br />

on the world map and<br />

these titles are somewhat obscure<br />

in combat. You can trick out<br />

to American fans, but checking<br />

your suits with your own color<br />

them out can explain a lot<br />

schemes and custom names if you so<br />

of where MS Saga’s odd<br />

wish, and its easy to lose hours of game-<br />

premise came from.<br />

play to simply screwing around with the way<br />

your team’s Mobile Suits look. Even without this,<br />

the total playtime is in the 40-60 hour range, so if you<br />

do pick up MS Saga you’ll be at it for awhile.<br />

If the game has any real weakness, it’s in just how similar it is to<br />

Dragon Quest VIII, and how much it lacks in comparison. Right out of the<br />

gate, the graphics are much cruder and<br />

the music bland and cheesy in comparison.<br />

Perhaps worst of all is MS Saga’s static<br />

camera, which makes getting a close-up<br />

look at anything pretty much impossible.<br />

Localization for the title overall isn’t bad,<br />

but it entirely fails when it comes to adding<br />

in the English voice actingBandai only<br />

added voice acting to the pre-rendered<br />

cut-scenes, but the vast bulk of MS Saga’s<br />

cut-scenes are real time. You can easily go<br />

fifteen or twenty hours at a time without<br />

hearing any voice acting at all, and when<br />

you do, it’ll be one or two lines.<br />

Second Opinion<br />

2nd opinion by Syriel • Alternate Rating : 4 of 5<br />

A solid story, excellent battle<br />

mechanic and a cute girl with a penchant<br />

for corsets makes for one fine<br />

game. MS Saga is a great way to get<br />

your CRPG fix.<br />

4 of 5<br />

CHARACTERS<br />

Tristan<br />

Still, even players who just sank<br />

ninety hours into Dragon<br />

Quest VIII will probably<br />

find MS Saga a fun<br />

and rewarding<br />

RPG. Customizing your Mobile Suits is fun, and the story has<br />

enough drama to be compelling without ever taking<br />

itself too seriously to be enjoyed. In many ways, MS<br />

Saga serves as an ideal introduction to the basic ideas and<br />

archetypes of the sometimes unapproachably dense<br />

Gundam franchise.<br />

Fritz<br />

Score: 4 of 5<br />

Hal Vizardt<br />

54_REVIEW_MS SAGA<br />

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Review by Syriel<br />

INTERVIEW WITH THE DIRECTOR,<br />

TAKUMI YOSHINAGA<br />

HGM: How difficult was it to keep The Rub Rabbits feeling original<br />

and not simply rehashing Feel the Magic?<br />

TY: I really though there were two areas for us to explore. One is<br />

multiplayer, secondly is in the single player part where we really take<br />

advantage of the DS, above and beyond just using the touch screen.<br />

Publisher : Sega<br />

Genre(s) : Party<br />

Developer : Sonic Team Category : Sexy<br />

Release Date : 2/7/<strong>2006</strong> # of players : 1-4 (via DS wireless)<br />

Rating : TEEN; Mild Violence, Suggestive Themes<br />

When the Nintendo DS first launched, one of the premiere<br />

titles was Sonic Team’s Feel the Magic. This suggestively titled<br />

game made innovative use of all the DS’s functions without<br />

feeling gimmicky. Perhaps its only shortfall was its length,<br />

as it could be beaten rather quickly. Sega has corrected that<br />

mistake with The Rub Rabbits, resulting in another addition to<br />

the DS’s rapidly growing list of “must have” games.<br />

As in the first game, the ultimate goal of The Rub Rabbits is to win the<br />

heart of your beloved. Standing in your way is a veritable army of rival<br />

suitors as well as another gal that has her sights set on you. It won’t<br />

be easy, but hey, what relationship is?<br />

Each mini-game is relatively basic, but that doesn’t mean they are<br />

easy. You’ll need a quick hand and a keen eye if you want to come<br />

out on top. One of the more memorable games is called “Virus” and<br />

has you trying to fight an infestation of pop-ups on your girlfriend’s<br />

computer. You have to close all of the windows with the evil bunny,<br />

while leaving the happy bunnies alone.<br />

alternate outfits for your girlfriend, and gives you<br />

the ability to replay any of the mini-games at your<br />

leisure. In addition to the unlockable<br />

fare, the game also allows players<br />

to design an original dress and<br />

HGM: The multiplayer component of the game has a heavy focus on<br />

co-op. Why did you choose to emphasize co-op over competitive play<br />

and why do you think most games overlook co-op?<br />

TY: Really, in coming together with the co-op modes, it was the idea<br />

of getting a bond between the body and spirit. What that means is<br />

you really connect more with the people that you play with. Even<br />

when you think of the multiplayer battle modes, or the twister<br />

mode, you have to really talk to one another. That creates more of a<br />

community. In terms of other games, well this game is about love. In<br />

that respect, it is more about co-op.<br />

HGM: One of the complaints about Feel the Magic was its length.<br />

What’s going to keep players playing in The Rub Rabbits?<br />

TY: For one, there is the multiplayer aspect, but when it came to<br />

making sure the single player wasn’t repetitive it really came down<br />

to exploring every feature of the DS and seeing how to best utilize it.<br />

Whether you’re rotating the DS, using the buttons or the microphone,<br />

it really allowed us to explore beyond the touch screen.<br />

HGM: Out of all the mini-games in The Rub Rabbits which one are you<br />

most proud of? Which is your favorite?<br />

TY: My favorite mode is the Hullabaloo mode, the twister mode.<br />

That’s the one feature that I am most proud of.<br />

the same time.<br />

Each inputs their<br />

vital statistics,<br />

answers a few<br />

questions and then<br />

the two of you<br />

cut the wedding cake. The resulting screen reveals your<br />

compatibility as a couple and specifics about your virtual<br />

child.<br />

Finally, there’s Hullabaloo, which is possibly the best<br />

part of the game. The best way to describe it is “Twister<br />

for your hands.” The game will generate button patterns<br />

that must be held down as the DS is passed from player<br />

to player. Accidentally let go and you’re eliminated. Yes,<br />

it’s basic. Yes, it’s a simple premise. Pull this one out at a<br />

party though and you’re guaranteed to have fun.<br />

Difficult to classify, but easy to play, The Rub Rabbits is<br />

more than just a sequel to Feel the Magic. It’s a thoroughly<br />

enjoyable and addicting gem that thrives on originality. If<br />

you own a DS, you must own this.<br />

Some of the games even require<br />

you to rotate or flip the DS in order<br />

to change the screen orientation.<br />

Although it seems odd at first, the<br />

alternate perspectives allow for some<br />

innovative gameplay mechanics that would be<br />

otherwise unavailable.<br />

Completing the main game unlocks a number of<br />

bikini pattern for the woman in their lives.<br />

Although Rub Rabbits is plenty amusing in its own right, the<br />

liberal use of creative innuendo throughout the game is simply<br />

icing on the cake. From the first moment you turn on the system,<br />

you’re bound to be chuckling. Even the standard warning message<br />

has been tweaked, just for this title: “Warning: Continuous<br />

stroking, blowing and poking could lead to unwanted attention in<br />

public places.”<br />

Rating : 5 of 5<br />

Multiplayer options have not been overlooked, giving players the<br />

chance to battle it out with others, exchange babies or even make some new ones! Up<br />

to four players can compete in the single card Battle Mode which consists of selected<br />

mini-games. One of the more amusing ones to try in a group is the Boat mini-game. The<br />

object is to be the last man with the girl on board. Simple enough, until you realize that<br />

maneuvering is just like paddling a canoe. Instead of using the d-pad to navigate, you<br />

must use the stylus to “paddle.” Forget to alternate sides and you’ll end up spinning in a<br />

circle.<br />

Baby Making is a personality matching game that requires two players to hold the DS at<br />

2nd opinion by Roger Danish • Alternate Rating : 5 of 5<br />

Stylish, sexy and satisfying, this irreverent romp on the DS is worth every penny.<br />

5 of 5<br />

56_REVIEW_THE RUB RABBITS<br />

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Review by Racewing<br />

Review by Shoegazer<br />

Publisher : SNK<br />

Developer : SNK<br />

Release Date : 1/10/<strong>2006</strong><br />

Rating : TEEN<br />

Genre(s) : Fighting<br />

Category : 2D One-on-One Slashy-Slashy<br />

# of players : 1-2<br />

Publisher : Konami<br />

Developer : Konami<br />

Release Date : 2/7/<strong>2006</strong><br />

Rating : EVERYONE<br />

Genre(s) : Sports<br />

Category : Soccer/Futbol<br />

# of players : 1-2;<br />

Online Multiplayer<br />

I love Samurai Shodown 2 more than most people should. I still<br />

think it — and the first game should have been ported to one of<br />

today’s systems long before half the fighting games out there right<br />

now. Yes, I’m one of those people.<br />

Can you really blame us, though? You had great music, a fun fighting<br />

system, a cool storyline, quirky characters with attitude, and the<br />

joy of hacking people to death with swords—sometimes in half. Back<br />

then, you needed nothing else.<br />

Samurai Shodown 2 was followed with sequels which tried to add<br />

features that many players, including myself, found intimidating,<br />

confusing, or boring. Whether it was creating two versions of<br />

characters, or taking the series into 3D, a bit of the magic seemed to<br />

have been lost.<br />

Enter Samurai Shodown V, which at last rolls back unneeded<br />

features (or turns Bust versions of old characters into new ones), and<br />

concentrates on enhancing the core fighting system which made the<br />

series great in the first place. The functionality of the rage meter, for<br />

example, has been expanded, allowing for strategical use. You can<br />

use it normally, or bet the farm whenever you wish, giving yourself<br />

unlimited super power for a short time—but once it runs out, that’s<br />

it for your meter for the rest of the match. There’s also an action<br />

button, which can be used for special maneuvers such as squatting<br />

and hopping. Between this and the massive amount of older-game<br />

fanservice the developers packed in, Samurai Shodown is, thankfully,<br />

fun again.<br />

Not everything is roses, mind you—the load time is atrocious, even by<br />

the standards currently set by 2D sprite fighters on optical discs. You<br />

can almost take a nap between matches. Also, unless you’re willing<br />

to repeatedly set your Xbox’s system language (and with it, the entire<br />

game) to Japanese, you’ll be hearing an Americanized announcer so<br />

bland that even a dub-defender like myself wants him benched. The<br />

soundtrack is also a snoozer as well. Finally, if you’re<br />

not aware of it, there’s a “Special” update of this game<br />

that tweaks characters and fixes balance issues—those<br />

who plan on hopping on Xbox Live with this game would<br />

do well to know this. Why that version wasn’t ported<br />

instead of this is a mystery, but let’s hope that SNK sees<br />

fit to release it as well, preferably as a budget title.<br />

However, based on the sheer fun of the fighting<br />

alone, Samurai Shodown V is an impressive,<br />

welcome return to glory for a series that has been<br />

trying for ages now to re-establish its identity<br />

and recapture the attention of players.<br />

I’m glad that this is being ported to<br />

the Xbox, because now a whole new<br />

generation of gamers can get a taste<br />

of the awesome gameplay that kept the<br />

old guard in front of the arcade machines for<br />

hours at a time. (Either that, or they’ll<br />

make fun of the graphics, whose quality<br />

is inversely proportionate to the<br />

capabilities of their television.<br />

Oh, well.) Furthermore, said old<br />

guard now has a reason to look<br />

fondly upon this franchise again.<br />

Samurai Shodown once more<br />

stands for quality fighting.<br />

Rating : 3.5 of 5<br />

Hands down, Konami’s Winning Eleven series is the most<br />

dominating force within the soccer game market. Trouble is,<br />

that’s only overseas. Despite several quality attempts to take<br />

down EA’s FIFA franchise, dating back as far as the Nintendo 64,<br />

Konami has come up short in the United States. With the rising<br />

popularity of soccer on this side of the pond, will <strong>2006</strong> finally be<br />

the year that Winning Eleven breaks through?<br />

As anticipated, Winning Eleven 9 is as technically sound as they<br />

come, and retains the same intuitive gameplay design that long time<br />

fans have been accustom to. In fact, despite being a hardcore soccer<br />

simulation, WE9 could not be easier for a newbie to pick up and<br />

play. New additions to the series such as online play, and complete<br />

managerial control over your team in the Master League mode, are<br />

sure to please seasoned veterans. You can create your own team<br />

from scratch and handle day-to-day operations such as negotiating<br />

contracts, competing in professional leagues, and even player<br />

training drills. PS2 owners also get a special treat, as they can trade<br />

information back and forth with the PSP version of the game.<br />

Just as with any other game, it takes a few minutes getting used<br />

to the controller functions, but the core gameplay can be quickly<br />

digested. Once you’ve figured out the controls, however, is<br />

ultimately when you’ll decide whether or not this is the right soccer<br />

game for you. There is a great deal of strategy involved within<br />

the game of soccer, and the more casual gamer may not have the<br />

patience to learn and develop these strategies. Be warned thoughtrue<br />

to its hardcore nature-WE9 is completely unforgiving to players<br />

unwilling or unable to develop strategy. Cheap fouls will get you<br />

yellow carded every time, and without pre-meditation behind your<br />

passes, you’re going to experience many frustrating interceptions.<br />

Unlike most other sports games, your key to success in soccer is to<br />

play a strong defense above all else, which can at times make WE9<br />

feel boring. It’s not like the NFL where you have the excitement of<br />

marching down the field and scoring a touchdown several times a<br />

game. Be prepared to endure many games with a final score of 2-1,<br />

1-0, or even scoreless draws. The A.I. is merciless on both sides of<br />

the ball.<br />

The bottom line here is how important the FIFA license is to you, and<br />

how much it adds to your enjoyment of the game. Not discrediting<br />

EA’s constantly improving FIFA franchise, but Winning Eleven is the<br />

better all-around game once again. If you have enough love of the<br />

game to own two titles, then you have nothing to fear by adding<br />

WE9 to your library. If you don’t need two soccer titles, then you<br />

have a very tough decision on your hands. In addition to the lack of<br />

a FIFA license, WE9 also suffers from a lack of “bells and whistles”<br />

thanks to outdated graphics and presentation. Then again, that’s<br />

never really what the series<br />

has been about, has it? It’s<br />

always been about a great<br />

game of futbol, which<br />

once again, it has<br />

in spades.<br />

Rating :<br />

4 of 5<br />

2nd opinion by Wanderer • Alternate Rating : 4 of 5<br />

2nd opinion by 4thletter • Alternate Rating : 4 of 5<br />

3.75 of 5<br />

An SNK fighter for those who like SNK fighters, Samurai Shodown V has the<br />

roster and the depth to handle weeks of play. 3D snobs need not apply.<br />

Winning Eleven is the Fire Pro Wrestling of the soccer set in every way. It isn’t the<br />

prettiest, but its gameplay is leaps and bounds ahead of the competition. Well done.<br />

4 of 5<br />

58_REVIEW_SAMURAI SHODOWN 5<br />

HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY<br />

HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY<br />

WINNING ELEVEN 9_REVIEW_59


Review by Sardius<br />

Publisher : Capcom<br />

Developer : Capcom Production Studio 1<br />

Release Date : 01/24/2005<br />

Rating : M for Mature<br />

Genre(s) : Action<br />

Category : SSStylish<br />

# of players : 1<br />

Review by Roger Danish<br />

Publisher : D3 Publisher of America, Inc.<br />

Developer : Now Production, Inc.<br />

Release Date : 1/10/<strong>2006</strong><br />

Rating : EVERYONE<br />

Genre(s) : Puzzle<br />

Category : Problem Solving<br />

# of players : 1<br />

We know what you’re thinking: a slightly upgraded version<br />

of a successful game...released by Capcom of all people? It<br />

may seem farfetched, but put aside your disbelief for a moment<br />

and you might want to check this one out. While Street<br />

Fighter II Turbo for the Super Nintendo may have retailed<br />

for $59.99, this improved version of Devil May Cry 3 is being<br />

released as part of Sony’s Greatest Hits series, and will only<br />

set you back twenty bucks.<br />

Last year’s release of Devil May Cry 3 marked a return to glory for<br />

the series after 2003’s disappointing Devil May Cry 2. Building upon<br />

everything that made the original Devil May Cry great, DMC3 was a<br />

difficult but rewarding action title that placed equal emphasis on both<br />

style and skill. Devil May Cry 3: Special Edition expands on this with a<br />

small number of extras to make the package even more appealing.<br />

Most significantly, DMC3SE fixes the original release’s issues<br />

concerning difficulty. Many gamers complained that the game was<br />

ridiculously hard even on the unlockable “easy” difficulty, and for<br />

good reason; the US version of DMC3 defaulted to “hard” difficulty,<br />

and “easy” was only slightly easier than that. Thankfully, Special<br />

Edition irons out these problems and features an easy setting that is<br />

actually, well, easy.<br />

DMC3SE also introduces a few new modes, some of which may be<br />

of value to DMC3 veterans but are ultimately of little consequence.<br />

Speed freaks can try their hand at Turbo mode, which speeds up<br />

gameplay slightly. Bloody Palace also makes a return from Devil<br />

May Cry 2, offering a stage-based fight against a limitless number of<br />

monsters. Finally, Digest mode allows you to view any cutscene in the<br />

game, meaning you can now watch that awesome part where Dante<br />

rides around on the rocket anytime you want.<br />

Unfortunately, the biggest addition to Devil May Cry 3: Special<br />

Edition is one of the most disappointing. DMC3SE’s option to play<br />

as Dante’s twin brother Vergil may be an<br />

exciting prospect for hardcore Devil May Cry<br />

fans, but Vergil’s mode simply consists of a<br />

new character swapped into the game’s<br />

original 20 missions, with no betweenstage<br />

cutscenes. A bigger problem is that<br />

Vergil is not a very fun character to<br />

use -- compared to the fast, frantic<br />

gunplay found in Dante’s game,<br />

Vergil’s moves are slower and harder<br />

to chain effectively. Using Vergil is a fun<br />

diversion for awhile, but his game does not<br />

contain enough depth to qualify as a major<br />

selling point.<br />

The somewhat disappointing quality of<br />

its extras makes Devil May Cry 3: Special<br />

Edition difficult to recommend to those who<br />

already own the original release. Compared<br />

to the additions found in other Greatest Hits<br />

upgrades like Silent Hill 2 and Virtua Fighter<br />

Evolution, DMC3SE comes up short. At its heart,<br />

however, Devil May Cry 3 is an excellent game,<br />

and for those who were put off by the original<br />

release’s unbalanced difficulty, this<br />

version makes for an excellent<br />

purchase.<br />

Rating : 4 of 5<br />

I’m a sucker for puzzle games. Like everyone else on the<br />

planet, I fell pretty hard for Tetris back in the day (the<br />

arcade-perfect Tengen version for the NES, not Nintendo’s evil<br />

watered-down clone). Even though I have stacks upon stacks<br />

of next generation games piled up on my desk, I often find<br />

myself playing simple time suckers, such as Bejeweled, Bust a<br />

Move, Yahtzee and even Solitaire (ok, I know these last two<br />

are more games of chance then “puzzle” games, but I think<br />

you get my drift). So, when a new puzzle game appears on the<br />

scene, my interests are usually piqued. With D3’s aptly titled<br />

PQ: Practical Intelligence Quotient for the PSP, I was more<br />

than happy to tackle the review and take a whack at testing my<br />

admittedly limited intelligence.<br />

PQ’s selling point is that it tests your intelligence by gauging<br />

memory, calculation, planning and motor function skills as you<br />

attempt to work your brain around each of the game’s 100<br />

obstacle-filled rooms. The main gist of the game is to guide your<br />

silhouetted avatar through a series of challenging 3D rooms and<br />

get to the exit in the least amount of time and steps possible.<br />

The first few rooms are a cinch and will have you thinking you<br />

missed your calling as the next Albert Einstein, but the difficulty<br />

and challenge ramp up quickly as more and more objects<br />

appear to hinder your progress and tax your brain, leaving<br />

you a twitching, whimpering mess, balled up into the fetal<br />

position in the corner of your room. Obstacles, such as<br />

switches, escalators, guards, conveyor belts, revolving<br />

doors and lasers will have you scratching your head, while<br />

the pressure of getting through each room quickly and with<br />

the least amount of moves possible adds a layer of anxiety<br />

and tension.<br />

Visually, PQ is attractive and sharp in a stark, futuristic kind of<br />

way (it’s very reminiscent of Metal Gear Solid’s VR Missions).<br />

In fact, maybe because of the similar titles or the unique<br />

graphic style, I was sure this was a sequel of sorts to SCEA’s<br />

Intelligent Qube titles (it’s not). However, this unique look and<br />

3D presentation has a downside. The camera, which can be<br />

controlled by the PSP’s L and R buttons, often gets in the way.<br />

Even though you can rotate it, there are often times you’ll find<br />

your view obscured no matter which way you turn it.<br />

It’s always refreshing to find something different and original<br />

out there, especially in this day and age of licenses, franchises<br />

and sequel-after-sequel of “intellectual properties.” PQ is not a<br />

perfect puzzler—in addition to the sometimes annoying camera,<br />

a bit of repetitiveness starts to creep in halfway<br />

through, but it’s fun, challenging, and<br />

makes you think. What a novel concept.<br />

Rating : 3.5 of 5<br />

4 of 5<br />

2nd opinion by Mia D • Alternate Rating : 4 of 5<br />

2nd opinion by Shoegazer • Alternate Rating : 3 of 5<br />

Although not much of an upgrade, Devil May Cry 3 SE is still<br />

Not quite as fun, or intuitive, as the PSOne classic Intelligent Cube, but puzzle fans ready to<br />

a fantastic action game. Pick it up if you haven’t already. put down Lumines should definitely give it a look.<br />

3.25 of 5<br />

60_REVIEW_DEVIL MAY CRY 3: SPECIAL EDITION<br />

HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY<br />

HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY<br />

PQ: PRACTICAL INTELLIGENCE QUOTIENT_REVIEW_61


Review byRoger Danish<br />

Review by Racewing<br />

Publisher : Midway<br />

Developer : Digital Eclipse<br />

Release Date : 12/2005<br />

Rating : E for Everyone<br />

Genre(s) : Arcade<br />

Category : Retro Compilation<br />

# of players : 1-2<br />

Publisher : SCEA<br />

Genre(s) : Action<br />

Developer : SCE<br />

Category : Monkey-Catching Insanity!<br />

Release Date : 1/17/<strong>2006</strong> # of players : 1<br />

Rating : Everyone 10+; (Cartoon Violence, Crude Humor)<br />

For those of us who don’t want to waste the time, effort and<br />

energy to hack our PSP, retro compilations, such as Namco’s<br />

Namco Museum Battle Collection, Capcom’s upcoming Capcom<br />

Classics Collection: Remixed (see elsewhere in this issue for<br />

the preview) and Midway’s Midway Arcade Treasures: Extended<br />

Play can be just the thing. When done right, having these<br />

classics downsized to the PSP’s ultra-sharp and vibrant screen<br />

and in the palm of your hand are really what retro-gaming<br />

is all about. But, when done wrong (or even half-asssed),<br />

you have to wonder why the publisher even bothered in the<br />

first place. Unfortunately, such is the case with Midway’s<br />

disappointing PSP effort.<br />

On the surface, Midway’s compilation is an almost perfect<br />

collection of retro classics. The list includes 720, Arch Rivals,<br />

Championship Sprint, Cyberball 2020, Defender, Gauntlet, Joust,<br />

Klax, Marble Madness, Paperboy, Rampage, Rampart, Sinistar,<br />

Spy Hunter, Toobin, Wizard of Wor, Xenophobe, Xybots, and<br />

Mortal Kombat I, II, and 3 (oddly enough, a few of Midway’s<br />

classics, such as Smash TV, Robotron 2084 and even NARC didn’t<br />

make the cut). To top it off, the addition of ad-hoc wireless play<br />

should have made this title an easy recommendation. However,<br />

from the moment you boot up the title menu, it becomes fairly<br />

self-evident that this is a quick and dirty cash-in.<br />

Overall, the package is disappointingly basic, offering little in<br />

the way of bells and whistles, options or any extras. One of my<br />

complaints with Extended Play is that it has no option to allow<br />

you to orient the size of the game screen to your liking. This<br />

leads to some questionable and odd choices in display, such as<br />

stretching Spy Hunter to fit the PSP’s widescreen aspect ratio<br />

(versus allowing you to rotate the game screen vertically), or<br />

squishing Sinistar into a box in the center, rendering it almost<br />

unplayable. Adding<br />

insult to injury, many<br />

of the game’s sound<br />

effects and audio are<br />

just plain wrong.<br />

Unfortunately, the<br />

above complaints are<br />

not the only things<br />

wrong with this<br />

title. Most<br />

disappointing<br />

of all is the shoddy emulation of the Mortal Kombat<br />

games. Unacceptably long load times, frame skipping<br />

and major sound glitches plague these titles (especially<br />

MKII and 3). When you consider that these are arguably<br />

the most desirable titles on the compilation, you<br />

have to wonder what Midway and Digital Eclipse<br />

were thinking. It’s not like the developers at Digital<br />

Eclipse, who are the kings of retro emulation for<br />

consoles, don’t know what they’re doing. They also<br />

produced Capcom Classics Collection, which has all the<br />

aforementioned frills that this compilation is missing<br />

without the graphic and sound glitches.<br />

Ultimately, I would recommend passing on Midway Arcade<br />

Treasures: Extended Play and go with one of the others<br />

— especially Capcom Classics Collection: Remixed--which is so<br />

much better in basically every way. If you just have to have<br />

Defender or Joust on your PSP, then go ahead, but don’t say we<br />

didn’t warn you!<br />

Rating : 2.5 of 5<br />

I’ll make you guys a deal. Buy this game, and I<br />

won’t make any unfunny “barrel of monkeys”<br />

jokes anywhere in this review. Good? Good.<br />

Let’s get started.<br />

In this brand new installment of the Ape Escape<br />

saga, Specter, the “somewhat dangerous” ultraintelligent<br />

monkey, is back once again to try and<br />

take over the world. This time, his legion of monkey<br />

minions are broadcasting TV shows that are so inane<br />

that they really do rot peoples’ brains. With the<br />

normal monkey-catching team from the original<br />

games having fallen victim (and Natalie as<br />

the only survivor), it’s up to the brand<br />

new Japanese B-Team of Kei and<br />

Yumi to save the world with a style all<br />

their own. But can they hold their own<br />

against a human scientist and the fearsome Freaky<br />

Monkey Five?<br />

If you haven’t turned the page after reading all<br />

that, this is the game for you!<br />

It’s them against a bazillion monkeys, and on<br />

their side are myriad gadgets and vehicles which<br />

do everything from helping you move through<br />

water, to moving at super speed, and finding and<br />

stunning monkeys. If that weren’t enough, early<br />

into the game our heroes are given Viewtiful Joestyle<br />

morphers (thus pushing game’s kickass-meter<br />

into the red) that allow them to transform into themed heroes with<br />

their own innate powers.<br />

With tons of pop culture and television parody, the game’s humor<br />

level’s off the scale, and so is the action. Even with all of these<br />

gadgets and transformations, catching monkeys is no easy job,<br />

simply because they don’t want to be caught, darn it all. They’ll<br />

no-sell your attacks, they’ll get mad, they’ll knock gadgets out of your<br />

hands, they’ll steal your gadgets, and they’ll run<br />

away from you a good deal faster than you can<br />

catch up to them unless you use your wits. The<br />

best part is that you’ll be laughing the entire<br />

time, because the monkeys themselves are just<br />

so unpredictable and insane.<br />

The game has lots of extra movies, sounds, and<br />

goodies that can be unlocked and viewed, used<br />

or played at your leisure. Much of the unlocking<br />

is integrated into the gameplay, such as being able<br />

to film parody movies starring the monkeys. This ensures that<br />

getting extra things isn’t a chore, nor does it ever feel tacked on. The<br />

addition of what may well be the ultimate unlockable, a Metal Gear<br />

Solid tie-in/parody game, only sweetens the deal.<br />

It’s appreciation of the little things that make Ape Escape 3 so fun,<br />

rather than any “paradigm shifts” or “breakthrough experiences.” This<br />

is a classic example of adding more—lots more—to a game’s concept,<br />

while still keeping the gameplay intact and fun. The end result is not<br />

only the only instance in which monkeys still make for good comedy, but<br />

a great game worth plunking down cash for.<br />

In short, it’s more fun than a barrel of monkeys.<br />

Okay, so I lied. Buy it anyway.<br />

Rating : 5 of 5<br />

2.5 of 5<br />

2nd opinion by Shoegazer • Alternate Rating : 2.5 of 5<br />

MAT sure has a solid roster to choose from, but at $30, only pick it up if you need to have your<br />

classics on the go.<br />

2nd opinion by Sardius • Alternate Rating : 4.5 of 5<br />

Minor camera issues and a rushed hack job of a localization keep it from being perfect, but Ape<br />

Escape 3 is a joy to play from beginning to end.<br />

4.75 of 5<br />

62_REVIEW_MIDWAY ARCADE TREASURES: EXTENDED PLAY<br />

HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY<br />

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APE ESCAPE 3_REVIEW_63


Review by James<br />

Review by KouAidou<br />

Publisher : SCEA<br />

Developer : Shift<br />

Release Date : 02/18/<strong>2006</strong><br />

Rating : E for Everyone<br />

Genre(s) : Mini-games<br />

Category : Ape Filled Action<br />

# of players : 1-2<br />

Publisher : Electronic Arts<br />

Developer : Maxis<br />

Release Date : 12/7/2005<br />

Rating : TEEN<br />

Genre(s) : Strategy/RPG<br />

Category : Life Simulation<br />

# of players : 1<br />

Achieving world domination isn’t easy. Just ask Spectre, who’s tried<br />

more than a few times to dominate the planet with his monkey<br />

hordes. Having never once achieved this goal, he decides to put his<br />

troops through a training regimen designed to hone each monkey’s<br />

body and mind into a soldier worthy of his command. Graduate from<br />

Ape Escape Academy and you too can be part of an army destined to<br />

rule the world!<br />

This is done through mini-games, of course. Games of reflex, pattern<br />

recognition, balance, timing, and even general knowlege will turn you<br />

into a crack monkey troop if only you can survive the years of training and<br />

make it past the deadly tic-tac-toe board that make up each “year”<br />

of study.<br />

Basically, each set of mini-games is taught by a teacher, one of the<br />

regular Ape Escape bosses from the earlier games, who has control of a<br />

3x3 grid. Each square has a game on it, chosen randomly from the pool<br />

of over forty available, and successfully completing it earns an “O”. The<br />

object of each year is to earn a set number of rows (horizontal, vertical,<br />

or diagonal) rather than just succeed at a certain number of games, and<br />

it’s actually trickier than it seems. Losing just one corner knocks off three<br />

rows out of a possile eight, while the center spot is responsible for four.<br />

Add in not being able to quit out of a year once started and it’s very easy<br />

to end up forced to complete a hopeless grid. Fortunately, very few of the<br />

games are longer than a minute, so the worst that will happen is either a<br />

few minutes of useless play or a frustrated reboot of the PSP.<br />

Despite some issues with the overall setup, though, it all comes down<br />

the the quality of the mini-games. For the most part they’re a lot of fun,<br />

covering a wide range of gameplay styles and themes. A typical game<br />

might go- Swing from vine to vine to reach a goal, run the one meter<br />

dash, answer some trivia questions, play air-hockey, hand out a basketful<br />

of roses within a time limit, dive from a great height while snagging<br />

parachutes to give to the falling monkeys who need them, guard a giant<br />

banana roasting on a fire from the zombie-like monkeys who want to steal<br />

it, pick the ninja-monkey out of a crowd, and go bowling. The loading<br />

screen of each game has the control layout on it, although certain games<br />

have subtleties that will only be discovered after losing because of them.<br />

For the most part the games are clever, creative and funny, and once<br />

played they can be practiced as often as needed in the gallery.<br />

Eventually though, the games will have been played umpteen times and<br />

the novelty wears off. While this is true of every game ever made, dealing<br />

with one of the longer mini-games that’s grown tedious through repetition<br />

during the eighth attempt at Senior Year 2 starts to feel suspiciously<br />

like work. There are aspects that can increase longevity, like the (sadly<br />

untested) multiplayer and the quest for over 300 monkey statues, but the<br />

fun wears thin quicker than it seems it should. Still, it’s a good time while<br />

it lasts, and any game with hordes of monkeys is fine by me.<br />

Rating : 3 of 5<br />

EA’s multi-platform release of The Sims 2 promised exclusive<br />

features in every version of the game. While most of the major<br />

console releases still closely resemble the original, EA chose<br />

to go in a totally different direction with the PSP version. The<br />

result is something that moves away from classic Sims gameplay<br />

to give us something that feels a bit more like Sims: The RPG.<br />

Rather than giving you the standard role of omnipresent being<br />

surveying the lives of many little Sims, The Sims 2 lets you<br />

design a character whose role you will take exclusively through<br />

a linear storyline. This revolves around said character’s trip to<br />

Strangetown, where mad scientists and robotic housewives are<br />

the rule, rather than the exception. As the game begins, you will<br />

find yourself stranded in Strangetown after an alien abduction<br />

leaves you car-less; in order to eventually find your way out<br />

without entirely losing your mind, you will need to buy a house<br />

and make your own life in Strangetown.<br />

For the most part, this involves keeping your Sim happy and<br />

well-adjusted by satisfying a grocery list of needs, wants, and<br />

life aspirations, which are regularly assigned in true Sims fashion.<br />

You are also free to interact with the other citizens of the town,<br />

all of whom come packed with an array of skeletons (sometimes<br />

literally) in their closets. You can either talk to these citizens<br />

and learn things you can do for them, or play social games (like<br />

chatting and flirting) to establish relationships. Establishing<br />

relationships with people allows you to learn their secrets, which<br />

can then be sold for cash.<br />

The end result of this is a lot of fetch questing and timing games,<br />

and yet, the game’s humor, fine graphics, smooth gameplay,<br />

and customizability all add up to an entirely addictive product.<br />

There’s never a lack of things to do in Strangetown, from<br />

snuggling on the sofa with your attractive French Maid (yes, even<br />

if your Sim is a girl), to whacking zombies with a shovel for cash.<br />

With gameplay well-suited to burning time on long car trips, The<br />

Sims 2 could have been a truly welcome addition to the PSP’s<br />

gaming arsenal, if not for one heartbreakingly crippling flaw in<br />

the system.<br />

This flaw? Load times. Not only does this happen between screen<br />

changes, the game suffers from unpredictable pauses whenever<br />

a graphic or voice clip is loaded (which, in this game, basically<br />

means “any time you try to do anything”). This is not only<br />

annoying, but can actually hinder<br />

your ability to perform crucial<br />

timing games, and makes bonus<br />

activities like decorating your<br />

house and changing your sim’s<br />

appearence seem more like a<br />

chore than an immersive extra.<br />

If you have the patience to overlook<br />

the load time issue, The Sims 2 for<br />

PSP might be worth checking out,<br />

but prepare yourself for a lot of<br />

frustration. The waiting wouldn’t be<br />

so bad if the game underneath it<br />

wasn’t so very, very good.<br />

Rating : 3.5 of 5<br />

2nd opinion by Racewing • Alternate Rating : 2.5 of 5<br />

2nd opinion by Lynxara • Alternate Rating : 3 of 5<br />

2.75 of 5<br />

When I think Ape Escape, I think funny monkeys and great action. Only half the equation is here,<br />

and it’s boring me. It’s too bad Sony couldn’t have somehow ported Pumped & Primed to the PSP...<br />

Yet another potentially good PSP game crippled by unacceptably long load times. Reviewing<br />

these is getting kind of depressing. So is owning a PSP.<br />

3.25 of 5<br />

64_REVIEW_APE ESCAPE ACADEMY<br />

HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY<br />

HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY<br />

THE SIMS 2_REVIEW_65


Review by Shoegazer<br />

Review by James<br />

Publisher : Electronic Arts Genre(s) : Sports<br />

Developer : Tiburon Category : Arena Football<br />

Release Date : 02/07/<strong>2006</strong> # of players : 1-4, Online Multiplayer<br />

Rating : Everyone 10+ (Language, Mild Violence, Suggestive<br />

Publisher : Majesco<br />

Developer : Backbone Vancouver<br />

Release Date : 1/31/<strong>2006</strong><br />

Rating : E 10+<br />

Genre(s) : Turn-based strategy<br />

Category : Historical<br />

# of players : 1-2<br />

Can you properly identify the differences between the “Mac”<br />

and the “Jack?” Does a quarterback throwing for a hundred<br />

eighty yards in a game sound like an exceptional offensive<br />

performance? Did you know that a missed field goal is still<br />

in play when it bounces off of the rebound net? If you just<br />

answered “yes” to any, or all, of the above questions,<br />

then EA has a new game on the shelf made just for you!<br />

Tiburon, the very same team of talented folks behind the<br />

Madden and NCAA franchises, have been hard at work<br />

on a couple of non-Madden related projects behind closed<br />

doors. Arena Football is the first out of the gate. If you follow the<br />

AFL, then most of what you’d expect to find is here. It has the<br />

fifty-yard field, the defensive box, 8-on-8 iron man gameplay, and<br />

all the official AFL rules.<br />

Tiburon has borrowed some of its assets from Madden, such as the<br />

detailed character models and the core gameplay mechanics, in an<br />

effort to bring the AFL to life, but that’s where the similarities end.<br />

Arena Football is about as far from a Madden-style pure football<br />

simulation as you can get. In fact, one could argue that this is more<br />

like what Blitz: The League should have been. It’s a fast paced,<br />

arcade-style score-a-thon, with easy to pick up and play controls.<br />

This one is built specifically to be played against your buddies,<br />

trash-talking the whole time.<br />

What would a game from the creators of Madden be without at least<br />

some degree of technical, slightly advanced components? Arena<br />

Football introduces the telemetry system that tracks a wealth of<br />

information to help you get the edge over your opponent. Check who<br />

has the hot hand, and who is ready to ride the pine. The telemetry<br />

system tracks everything from stamina to play-calling tendencies so<br />

that you can better manage your team’s production. This feature is<br />

very handy, and will hopefully be carried over to other sports titles in<br />

some form.<br />

The biggest problem you’ll find here is in the<br />

game’s simplistic design. It’s a near-perfect<br />

example of what arcade-style football should be,<br />

and it’s entertaining to play whether you know<br />

a thing about the AFL or not. However, the<br />

luster wears off quickly after you discover<br />

just how shallow the experience is. The<br />

game desperately needs more game<br />

modes to keep you busy. Creating<br />

your team and players from<br />

scratch to compete against<br />

the AFL gives the game a fun<br />

Necessary Roughness feel,<br />

but outside of a standard<br />

season mode, there is little<br />

left to do. Some mini-games would’ve been nice at the very least.<br />

The lack of in-game commentary also hurts the experience just a<br />

little. It’s simply replaced with generic rock music better fit for EA<br />

Trax. That’s not a compliment.<br />

At the end of the day, Arena Football is to Madden as Rumble Roses is<br />

to WWE Smackdown vs. Raw. It’s a game designed more to introduce<br />

casual-gamer-friendly titles to the masses than it is an attempt to<br />

bring the AFL to the masses. Surprisingly, it mostly succeeds, missing<br />

the mark on just a few key things that bring down the score. That said,<br />

EA is bringing this title out with a user-friendly price tag, and that<br />

could be the decision maker for curious gamers, or AFL fanatics. Arena<br />

Football is not a bad game by any means, but with just a little more<br />

imagination, it could have been much better.<br />

Rating : 2.5 of 5<br />

Throughought the world’s history,<br />

countries have continually tried to kick<br />

their neighbors’ asses for any number<br />

of reasons. In Majesco’s Age of Empires:<br />

The Age of Kings for the Nintendo DS, five<br />

civilizations spread out over twenty-eight<br />

missions do their best to hack, slash, shoot,<br />

and convert each other into oblivion.<br />

Age of Empires has had a very succesful history on the PC, with three<br />

versions of the real-time strategy game so far. For the DS edition the<br />

series has metamorphosed into a turn-based affair, making for a very<br />

different game from its PC counterparts. Despite this major change,<br />

it’s still Age of Empires at heart.<br />

Starting off with Joan of Arc’s tutorial missions, the game rapidly<br />

brings the player up to speed on its mechanics. Peasants are required<br />

to build, warriors to fight, and farms and mines keep the economy<br />

alive. Certain buildings are required to make certain units, such as<br />

a stable for knights, and everything has a build time of one turn no<br />

matter how large and complex. Additionally, one topic of research<br />

can be completed every round, and when a civilization has become<br />

learned enough it can “Age Up”, giving it access to new buildings and<br />

units. Of course, every single unit, building, and research topic has a<br />

cost of food and gold, so it’s essential to balance out the military and<br />

economy, especially in the early stages of a mission when resources<br />

are tight.<br />

While Campaign is the meat of the game, where all the<br />

historical bits happen that give Age of Empires<br />

its flavor, there’s also a free-form mode called<br />

Empire Map. Choose a side, a set of<br />

opponents, a difficulty level, and a map<br />

and it’s off to battle. While the story<br />

of Campaign has its set pieces and plot<br />

twists, the Empire mode is pure strategy.<br />

Though Age of Empires definitely has its<br />

charms, several problems rear their ugly<br />

heads. Some minor issues, like audio dropoff<br />

in sound effects, are just mildly annoying.<br />

Others, such as the uselessness of the touch-screen when too many<br />

units are in a small area, actually hamper the gameplay. While<br />

it’s easy enough to switch to the plus pad and buttons, constantly<br />

changing control methods gets old fast. Of course, selecting the right<br />

unit is also easier when so many of them don’t look nearly identical.<br />

Spearmen and Pikemen (one ranged, the other good against cavalry)<br />

in particular are easy to get confused, and it’s also easy to lose the<br />

scenario champion amidst a handful of mounted units. Constantly<br />

checking the top screen for unit information doesn’t do the flow of<br />

the game any good.<br />

Despite these issues, Age of Empires ends up landing on its feet. Even<br />

flawed battle strategy can be a lot of fun, and watching a multi-turn<br />

plan come together is always rewarding. Whether it’s a quick round<br />

on a random map or a set of historical battles, Age of Empires is a<br />

strategically good time despite its quirks.<br />

Rating : 3.5 of 5<br />

2nd opinion by 4thletter • Alternate Rating : 2.5 of 5<br />

2nd opinion by Roger Danish • Alternate Rating : 3 of 5<br />

2.5 of 5<br />

Shallow is an apt word for Arena Football. The telemetry feature is sweet, but<br />

that’s where it stops. Try again next season.<br />

Surprisingly, Age of Empires works on the small screen. While it does have a list of issues, fans<br />

of the series and strategy buffs will find something to like.<br />

3.25 of 5<br />

66_REVIEW_EA SPORTS: ARENA FOOTBALL<br />

HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY<br />

HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY<br />

AGE OF EMPIRES: THE AGE OF KINGS_REVIEW_67


Review by JPeeples<br />

Review by Racewing<br />

Publisher : Nintendo<br />

Genre(s) : RPG<br />

Developer : Square-Enix<br />

Category : Surreal<br />

Release Date : 12/12/2005<br />

# of players : 1<br />

Rating : E 10+; Language, Mild Fantasy Violence, Mild Suggestive Themes<br />

Publisher : Majesco Games Genre(s) : Action<br />

Developer : A2M<br />

Category : Superpowered Beat-em-Up<br />

Release Date : 2/<strong>2006</strong> # of players : 1-4<br />

Rating : E 10+; Cartoon Violence<br />

It’s been fourteen years since FFIV first graced our shores. In<br />

that time it has hit the PlayStation across the world and the<br />

Wonderswan Color in Japan, and achieved astounding prices online<br />

in each incarnation. Thankfully, Nintendo has at least temporarily<br />

put an end to the insanity by releasing it for their most popular<br />

platform. Unfortunately, some damning bugs and glitches have<br />

crept into this godsend of a release.<br />

I certainly expected some changes here compared to the SNES<br />

original, since this is a revamped version of the Wonderswan Color<br />

version, but I never expected it to be riddled with glitches. It’s<br />

especially disappointing since both Square-Enix and Nintendo releases<br />

are usually glitch-free, making the problems here stick out more.<br />

Fortunately, the problems are confined to the battle system, which<br />

is damaged in such a way that allows both players and foes to get<br />

turns they haven’t earned. Sure, it can be a blessing when it’s in your<br />

favor, but it’s also a real killer in boss battles, where it works against<br />

you to an extreme degree. It’s never fun to die in a game, and it’s<br />

especially annoying here when there’s nothing you can do about it.<br />

This problem comes up more in active time battles, an ironic and sad<br />

twist since this game pioneered that now-standard feature.<br />

At least everything else is executed well. The GBA blends in well with<br />

the battle systems, as you can alternate between the active time<br />

battles and more traditional turn-based ones quickly, allowing you<br />

to plan ahead a little better. If you’re in the mood for a long play<br />

session, go with regular turn-based battles. Conversely, if you just<br />

want to level up quickly against the all-too-common random foes, the<br />

active time battle system works best. You’ll be able to get more done<br />

in less time, which is great for on-the-go gaming.<br />

The biggest downside to ATBs is that you’re a sitting duck when<br />

rummaging through menus for items, but just using it for random<br />

battles should minimize that problem. Far too many games today lock<br />

you into one battle system, and the freedom offered by having both<br />

battle systems available is appreciated, since you can tinker with<br />

each to see which one works best for you, and when.<br />

The visuals have also received a boost thanks to the GBA’s hardware.<br />

Colors are richer and more varied, while backgrounds have more<br />

depth to them, and the sprites animate a little smoother. Likewise,<br />

the legendary soundtrack full of booming, emotion-filled music has<br />

been upgraded a bit, with the music sporting a fuller sound than the<br />

SNES original. These changes may seem minor, but they end up giving<br />

the story more impact, since you’re sucked that much further into<br />

the game’s world.<br />

While it’s a shame it shipped with bugs, Final<br />

Fantasy IV remains an incredible experience<br />

that should be enjoyed by everyone with an<br />

appreciation for good storytelling. Kudos<br />

to Square-Enix for making this fourteenyear-old<br />

tale feel new, and it’s refreshing<br />

to see an RPG in <strong>2006</strong> that tells a story without<br />

flashy cinematics and bloated budgets. If this<br />

sounds like something you want to experience,<br />

buy this now. If not, hand in your gamer’s<br />

card, and go stare in slack-jawed wonder at<br />

tinfoil. You’re just not worthy.<br />

Rating : 4 of 5<br />

It was only a matter of time before the ultra-popular animated<br />

incarnation of Teen Titans got its own videogame. I wish I could<br />

say it were cause for celebration. This game should be a lot better<br />

than it is. It wouldn’t even require extra work. You’d just need a<br />

little bit of common sense. Sadly, that seems to be absent.<br />

The game’s set into two main parts; the first is the Story Mode,<br />

which plays a good bit like X-Men Legends. In multiplayer dungeoncrawler<br />

style, you use the Titans’ powers to beat up on random<br />

henchmen and bosses. The story set around the game is deceptively<br />

above average (the Titans get trapped in a video game; by the end,<br />

it’s clear that the writers were drinking Hideo Kojima Juice), and the<br />

game keeps things fresh by giving the Titans more special techniques<br />

and teamwork moves after each stage, as well as changing them up<br />

every so often.<br />

It’s perfect for multiplayer... or it would be, if not for one flaw<br />

which ruins the whole thing: the camera. Said camera is fine for one<br />

player, because it follows that player around, allowing them to keep<br />

track of the action. Add any more players, however, and the camera<br />

stays zoomed out, making it almost impossible to keep track of<br />

where you and the enemy are. It’s that far gone, and with it, half of<br />

the game’s purpose is down the drain. Unless you’re by yourself, this<br />

mode’s nigh-unplayable.<br />

On the other side, you’ve got Master of Games mode, which is a<br />

bare-bones fighting game for, once again, up to four players. As<br />

there are no enemies here except the other players, the camera<br />

isn’t really much of a problem. What is a problem is the character<br />

selection. The developers put over twenty playable characters in this<br />

mode, from the headliners to the obscure. Everyone from Control<br />

Freak to Terra can be picked and used.<br />

The problem is that lots of characters are basically palette swaps of<br />

existing ones, or have the same generic attacks (i.e. Control Freak is<br />

a Robin-esque character, Bumblebee is a lot like Jinx, and everyone’s<br />

got a few beams of some sort). The worst occurs when characters<br />

are actual carbon-copies. “Red” and “White” Raven are exactly like<br />

normal Raven with zero differences. In what I consider a personal<br />

insult, Blackfire has Starfire’s moveset, and the same green starbolts<br />

as her sister. Combine this with the fact that the same fighting<br />

engine used in the story mode applies to this mode as well, and you<br />

can see that it’s easy to get tired of Master of Games very quickly.<br />

There are a lot of good ideas in this game, and not a single one of<br />

them is executed in a way that makes me able to condone this as a<br />

purchase, unless you’re a super-serious Titans fan, or have kids who<br />

are. It’s not the worst game in the world, but when<br />

one thinks about what might have<br />

been with even a single<br />

month’s worth of extra<br />

development time,<br />

it’s enough to make<br />

you cry.<br />

Rating : 2.5 of 5<br />

2nd opinion by Hitoshura • Alternate Rating : 3.5 of 5<br />

2nd opinion by 4thletter • Alternate Rating : 2 of 5<br />

3.75 of 5<br />

Square-Enix - The speedy re-translation is most appreciated, but a delay for bug testing<br />

would’ve helped. The extras however breathe new life into this classic game.<br />

No, see, this is not how you do a tie-in game for a popular property. It could’ve been a<br />

rocking multiplayer title, but instead we get something that you have to struggle to enjoy.<br />

2.25 of 5<br />

68_REVIEW_FINAL FANTASY IV ADVANCE<br />

HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY<br />

HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY<br />

TEEN TITANS_REVIEW_69


Review by honestgamer<br />

Review by Shoegazer<br />

Publisher : Capcom<br />

Developer : Atomic Planet<br />

Release Date : 1/10/<strong>2006</strong><br />

Rating : TEEN<br />

Genre(s) : Compilation<br />

Category : Action<br />

# of players : 1<br />

Publisher : Sony Computer Entertainment<br />

Developer : Climax Entertainment<br />

Release Date : 11/15/2005<br />

Rating : TEEN; Language, Violence<br />

Genre(s) : RPG<br />

Category : Action/<br />

Kung Foolery<br />

# of players : 1-2<br />

X is the best robot in the world. When others revolt<br />

against humans or just wreak general havoc, Dr.<br />

Light’s final creation stands up to them and<br />

ensures that mankind and the world will see a<br />

bright tomorrow. Now, his first six adventures<br />

are captured on a single disc for your<br />

enjoyment. If you have loved the series before<br />

and you’re missing one or two of its entries—or<br />

if you have them all but you’d like to see them<br />

gathered in one handy location that doesn’t<br />

require digging through your closet and hooking<br />

up old machines—you already know what to do.<br />

At a glance, Mega Man X Collection is nothing more than<br />

a collection of six great games (seven if you count the<br />

unlockable racing game). The extras are limited and include<br />

little on-screen tips that will appear after you’ve finished the<br />

various games (you know, well after they’ll do you any good).<br />

You can adjust the control scheme, too, and the version of Mega<br />

Man X3 that’s included here is the video-spliced Playstation<br />

version that was released over in Europe. Otherwise, what<br />

you’re getting is a clean emulation of all your favorite games in the<br />

series, almost exactly as you remember them. Differences include<br />

appreciated upgrades like memory card save and diminished flicker<br />

from explosion-crowded screens.<br />

Really, they don’t need anything else. At the time of their<br />

release, these games were much loved by the action<br />

gamer community, and for good reason. Without<br />

exception, they provide some of the tightest, most<br />

action-packed gameplay around today. Finding<br />

them all faithfully restored brings a warm glow to<br />

one’s heart. Another advantage of having all the<br />

games in one place is that you can easily follow the<br />

convoluted plot. The series began simply, with the<br />

story of X’s battle against the renegade Sigma, and<br />

progressed by its sixth (somewhat “inaccurate”)<br />

entry to the point where X and Zero hardly know<br />

what to make of the strange ties that bind them.<br />

The plot twists include viruses and armies, which<br />

you might expect from a story about robots, but<br />

also heartache and prophecies.<br />

Besides sci-fi intricacies, you’ll likely<br />

appreciate the non-linear level<br />

progression. You can conquer the<br />

bulk of the stages in any order you<br />

like, and explore them to find various<br />

nooks and crannies. Truly, you’ll spend hours<br />

discovering every twist and turn, unless you resort<br />

to the readily-available FAQs people have<br />

posted online. Just a quick exploration<br />

of the games isn’t enough to explore<br />

the exciting mysteries that lie just<br />

beneath the surface.<br />

Ultimately, this collection is what it<br />

is: a bare-bones gathering of truly great<br />

platform titles with the same visuals that<br />

charmed us years ago. They’ve aged a bit, but<br />

not so drastically as the 8-bit games on Capcom’s<br />

previous collection of blue bomber adventures. If<br />

you like your gaming in two dimensions, Mega Man X<br />

Collection is near-perfect. For series veterans and newcomers<br />

alike, it’s one of the year’s simplest recommendations and one of<br />

its guiltiest pleasures.<br />

Rating : 4.5 of 5<br />

It’s about time we started to see some original intellectual<br />

properties arrive on the PSP! Just as it was beginning to seem<br />

like PSP owners were doomed to a life cycle of nothing but<br />

countless ports and pseudo-sequels, Kingdom of Paradise comes<br />

along to inject some life into the platform, and does so in mostly<br />

impressive fashion.<br />

Kingdom of Paradise is a tremendous technological achievement in<br />

that it does what no other PSP game has been able to do before it: it<br />

makes you forget that you’re playing on a hand-held system. Unlike<br />

most PSP titles, Kingdom has obvious high production values. It’s<br />

graphically competent, even to the point of being easily mistaken as<br />

a PS2 title, and has an impressive musical score befitting of a<br />

classic RPG.<br />

Though the average setting isn’t all that detailed, the towns,<br />

temples, and harbors that you visit along the journey are fairly big,<br />

and well designed. There are lots of NPC characters to interact with,<br />

and many actually do have useful bits of information pertaining to<br />

your objective. It’s reminiscent of Knights of the Old Republic, but<br />

without the voice acting. Considering the voice acting contained<br />

within KoP, that is probably a good thing. Some of the actors did<br />

a fine job, while others couldn’t seem to nail down the character,<br />

or read their lines so quickly that it sounded like gibberish. Thank<br />

goodness for the captions.<br />

Kingdom of Paradise’s combat system is what really makes it<br />

enjoyable. By progressing through the game and collecting scrolls,<br />

you can create custom combo attacks, and learn new forms with<br />

which to pummel your enemies. There are so many variations that<br />

you could spend several hours just creating the perfect move set.<br />

The ability to swap items with friends via Wi-Fi is even cooler, as is<br />

downloading exclusive content through the Infrastructure mode. Even<br />

though the combat system is deep, it’s not as thorough or rewarding<br />

as, say, Jade Empire. You’ll never need to press more than one button<br />

to execute any combo, which can feel a little too simplistic. You<br />

will also learn special chi attacks that become so powerful that you<br />

almost need to promise yourself not to use them. Otherwise the game<br />

becomes unbalanced, and less interactive of an experience.<br />

Unfortunately, not all is right within the Kingdom of Paradise,<br />

and I’m not referring to a plot point. The game’s storyline never<br />

becomes all that interesting, but the combat system is probably still<br />

enjoyable enough to keep you going regardless. However, the lack of<br />

a functional block button makes battles frustrating. This is especially<br />

true of boss fights, where high-powered attacks can make quick work<br />

of you. Sure, you can save virtually anywhere, but you’d better save<br />

often, because there are no warnings of a major upcoming battle.<br />

It may not be perfect, but the game’s 10-15 hour<br />

quest is solid. It’s the most impressive RPG on<br />

the system for certain, just perhaps not the<br />

most complete experience overall. There<br />

is a two-player battle mode thrown in for<br />

added value, and the download support is<br />

a really nice feature. Personally, I enjoyed<br />

The Legend of Heroes quite a bit more, but<br />

if “old school” is not your thing, then you’ve<br />

got nothing to lose by picking up Kingdom<br />

of Paradise.<br />

Rating : 3 of 5<br />

2nd opinion by Sardius • Alternate Rating : 4.5 of 5<br />

2nd opinion by Lynxara • Alternate Rating : 3 of 5<br />

4.5 of 5<br />

This is a vast improvement over last year’s Anniversary Collection, and the games here<br />

are reproduced almost perfectly. Mega Man X6 still sucks though.<br />

This game tries hard and brings some good ideas to the table, but the polish isn’t there yet and<br />

it really lacks depth. Ultimately it’s disappointingly mediocre.<br />

3 of 5<br />

70_REVIEW_MEGAMAN X COLLECTION<br />

HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY<br />

HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY<br />

KINGDOM OF PARADISE_REVIEW_71


Review by honestgamer<br />

Review by Sardius<br />

Publisher : Crave Entertainment<br />

Developer : Point of View<br />

Release Date : 11/08/2005<br />

Rating : T for Teen<br />

Genre(s) : Gambling<br />

Category : Strategy<br />

# of players : 1 (more online)<br />

Publisher : Midway Games<br />

Developer : Midway Games<br />

Release Date : 12/12/2005<br />

Rating : TEEN; Violence<br />

Genre(s) : Action<br />

Category : Hack’n Slash<br />

# of players : 1-4 (Online and<br />

Xbox Live compatible)<br />

If you’ve never understood the appeal of computer poker when<br />

you can just gather a group of friends, the beverage of choice<br />

and some peanuts for a trash-talking, nut-wagering marathon,<br />

World Championship Poker 2 probably won’t change that. However,<br />

those willing to look past a few glaring issues will have<br />

fun in spite of themselves.<br />

The experience begins with character creation. Clunky navigation<br />

aside, this mode is pretty good. You can even customize personality.<br />

I chose to create a guy named Harlan who had a cowlick, star-shaped<br />

glasses, too many rings, a weight problem and a nervous disposition.<br />

Once you’ve created your avatar (or multiple ones, if you prefer), it’s<br />

time to get down to the action.<br />

In this case, the ‘action’ is a group of people sitting around a card<br />

table while a jaunty, almost comic tune plays in the background. If<br />

you’re looking for an intense atmosphere, don’t. Your opponents are<br />

all stereotypical goofs, and the voices don’t always match the faces.<br />

One guy I faced had a smooth complexion and silvery hair. He looked<br />

about thirty, then took a small pot and commented in an elderly voice<br />

that he hadn’t won a game in 50 years.<br />

Aesthetics aren’t the only disappointment. The gambling itself grows<br />

dull quickly, despite the boasted 14 varieties. You’ll find that bluffing<br />

is king. A pair of fives (or none at all) can easily win the pot if you<br />

play right (there’s even a timed mini-game built around the concept).<br />

The whole time, characters will trade their patented small talk while<br />

your victorious character does the same and the announcer repeats a<br />

few tired lines.<br />

If you find that you enjoy such matches, a career mode lets you trace<br />

your character’s professional life from a friendly game in a basement<br />

all the way up to the big leagues. Here, the difficulty increases<br />

sharply. Cash gleaned from hapless opponents covers the entry fees<br />

to the bigger events spread across the confusing world map, and<br />

funds the purchase of items to spruce up your crib. If that’s your sort<br />

of incentive, rejoice.<br />

Despite the robust career mode, the game’s salvation comes not from<br />

the single-player mode, but from its online component. You can chat<br />

with your opponents while you wait for your turn, and mock them if<br />

desired. Really, the game’s loose design seems to be devoted to this<br />

side of the coin more than it is the offline mode. Though<br />

server issues can spring up, and though it’s sometimes<br />

difficult to find warm bodies to compete with, a good<br />

match is hard to quit once you get involved.<br />

If you get past its warts and wrinkles,World<br />

Championship Poker 2 ultimately succeeds at its<br />

limited objectives. The potential audience for<br />

this type of product is larger than some might<br />

think, and any one of them might enjoy the<br />

simple pleasure of taking artificial money<br />

from computer opponents. Just don’t expect<br />

anything mind-blowing.<br />

Rating : 3.5 of 5<br />

When it comes to cooperative multiplayer button-mashers,<br />

Gauntlet is the name gamers have trusted for more than twenty<br />

years. Considered a classic by many, the original Gauntlet’s flaws<br />

were concealed by the game’s cooperative aspect, a novelty in<br />

1985. In an era where an online multiplayer option is a standard<br />

feature for many action games, however, Gauntlet: Seven Sorrows<br />

does not fare nearly as well.<br />

Seven Sorrows drags the Gauntlet series kicking and screaming into<br />

the console realm, and the basic gameplay of the arcade original has<br />

been saddled with action game cliches in an attempt to add depth.<br />

You say that console games need a story? Fine, here’s a bunch of<br />

FMV cutscenes featuring slow camera pans across still concept art!<br />

Character development? An inconsequential experience system should<br />

do the trick! Puzzles? No problem, let’s present the player with tricky<br />

prompts like “Destroy the enemy generators,” “Pull the switches,”<br />

and (our favorite) “Keep fighting!”<br />

Despite every attempt made by Midway to make the game appear<br />

to be more than it is, make no mistake: Seven Sorrows is a Gauntlet<br />

game through and through. Gameplay boils down to progressing from<br />

one point in a level to another, collecting treasure and destroying<br />

monster generators along the way. There are a number of attack<br />

combos to learn and experience levels to gain, but players will<br />

most likely find themselves mashing the “hack” and “slash” buttons<br />

throughout the game until their controllers melt or the repetition<br />

becomes too much to bear.<br />

As with any Gauntlet game, Seven Sorrows is best enjoyed with<br />

more than one player. Played alone, boredom sets in quickly as the<br />

player fights the same monsters and faces the same challenges over<br />

and over again. Sadly, the multiplayer aspect is not much better.<br />

Though Gauntlet’s simple slice-’em-up gameplay lends itself well to<br />

multiplayer, Seven Sorrows lacks much of the excitement, cursing,<br />

and friendly treachery found in other cooperation-oriented games.<br />

Multiplayer in Seven Sorrows is a numbing experience that is often<br />

devoid of any sort of conversation, as nothing in the game ever<br />

requires cooperation between players.<br />

It’s a shame that Seven Sorrows’s gameplay is so underwhelming, since<br />

a lot of attention was paid to the game’s presentation. The graphics<br />

are beautifully detailed, and impressive hordes of monsters can be<br />

rendered with little slowdown. The game’s orchestral soundtrack<br />

is very nice as well, and the sound effects are full of appropriately<br />

meaty thwacks to accompany weapons meeting monster flesh.<br />

In the end, Seven Sorrows accomplishes everything it sets out to<br />

accomplish with regards to gameplay, and dares not attempt a single<br />

bit more. Gauntlet fans will be pleased to see how little things have<br />

changed from the arcade original, and odds are<br />

that those in the market for a Gauntlet game<br />

aren’t looking<br />

for innovation<br />

or complexity in<br />

the first place. Though<br />

extremely simplistic, Seven<br />

Sorrows is competent and fun<br />

enough until you tire of pounding your<br />

controller buttons into mush.<br />

Rating : 2.5 of 5<br />

2nd opinion by Sardius • Alternate Rating : 3.5 of 5<br />

2nd opinion by Lynxara • Alternate Rating : 3 of 5<br />

Personality saves this game from being just another average poker title, and the character<br />

You can have some fun with this as a party game, but the level-up system is remarkably<br />

3.5 of 5 creation mode is awesome. Creating sarcastic fatty characters never gets old!<br />

pointless and the combat much too shallow.<br />

2.75 of 5<br />

72_REVIEW_WORLD CHAMPIONSHIP POKER 2<br />

HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY<br />

HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY<br />

GAUNTLET: SEVEN SORROWS_REVIEW_73


So, Naruto officially appears to be the<br />

Next Big Thing. The show is popular<br />

enough to bring in the ratings on<br />

Cartoon Network, Hot Topic has an<br />

entire line of Naruto gear for you,<br />

and the video games are finally<br />

getting localized. Naruto: Gekitou<br />

Ninja Taisen! 4 is one of the most<br />

recent and possibly the best yet. Fair<br />

warning: it’s the fourth game in the<br />

series and set at around episode 135<br />

of the anime. In contrast, the US<br />

anime has yet to reach thirty-five<br />

episodes. Read accordingly.<br />

Gekitou Ninja Taisen! 4 (GNT!4 from<br />

now on, thanks) is a fighting with a few features that you’ve seen before. There’s one-on-one fights, Marvel vs Capcom 2-style tag<br />

battles, and four player melee matches. It’s from the makers of Bloody Roar, but don’t hold that against it. GNT!4 is a fun romp.<br />

GNT!4’s cel-shaded graphics are top notch. No, the game does not look exactly like the show, but it does replicate that anime<br />

feel nicely. All the characters are accurately modeled and nicely animated. Everything, from Naruto’s ridiculous hyperactivity to<br />

Kakashi’s interiminable calm, comes through in the animations. There’s little-to-no slowdown, barring the traditional end of fight<br />

slo-mo. You can even have four people on-screen at once with nary a hitch.<br />

The stages look nice, too, but there’s a bit of a problem. They’re cramped. Extremely cramped. Most of the stages are some kind of<br />

regular, flat geometric shape with invisible walls. There’s the odd fence or empty air, but it’s always odd when you juggle an enemy<br />

up into the air, kick him away, and watch him bounce off an invisible wall and land farther away in the stage. It’s limiting, but it<br />

does give GNT!4 an old-school feel.<br />

GNT!4 is a standard fighting game, complete with super moves, special moves, and throws, but the evades and counter-attacks are<br />

where it truly shines. If you and your opponent attack at the same time, the point of impact flashes as you collide in a stalemate. If<br />

your timing is good enough, you can keep this going longer and longer until someone loses their cool.<br />

Even better than that, though, are the kawarimi evades.<br />

You’ve seen these in everything from Dragon Ball Z to<br />

Samurai Shodown. It’s probably better known as the<br />

When you’ve got two series for the<br />

same show running concurrently,<br />

there’s bound to be some rivalry<br />

amongst fans of both games. It gets<br />

worse when they’re both in the same<br />

genre, as well. This is the situation<br />

with Gekitou Ninja Taisen! 4 (exclusive<br />

to GameCube) and Narutimate Hero<br />

3 (exclusive to PS2). How do the two<br />

stack up to each other?<br />

It all comes down to taste. GNT!4 is<br />

a straight-up fighting game. There’s<br />

no clutter on the stages and the fights<br />

don’t last forever. The characters are<br />

set from the beginning, which means<br />

no customization. Narutimate Hero 3,<br />

however, is more Smash Brothers than<br />

Street Fighter. The stages are huge<br />

and full of breakable things, and you<br />

can pick which specials you want your<br />

player to have. The fights feature long<br />

life bars, insane special attacks, and<br />

characters who change moves midbattle.<br />

Both, however, are worth your<br />

time. Break out GNT!4 when you want<br />

hardcore action, and NH3 when you want<br />

something a little more insane.<br />

“log trick.” If you time it right,<br />

you can tap the sidestep button<br />

just as your opponent is attacking,<br />

disappear while leaving a log<br />

behind, and counter-attack, all<br />

instantaneously. If you’d rather<br />

not counter, you can simply<br />

evade and ninja-dash (including<br />

the cool image blur!) away. It’s<br />

all a matter of timing, as well.<br />

You can theoretically evade your<br />

oppopnent’s evasion of your<br />

original evade, which leads to some fairly awesome fight scenes.<br />

Speaking of awesome fight scenes, know that combos can run pretty<br />

lengthy, and the super moves are suitably over-the-top. The game<br />

is kind of light on special moves, and each character seems to<br />

share the same generic throw, but there’s enough variation in the<br />

physical and weapon-based attacks to keep your interest. The lack of<br />

special moves isn’t really too serious, though, because the fights are<br />

amazing nonetheless.<br />

Fast-paced is a bit too soft of a word for the game. The life bars are<br />

pretty short, compared to some other titles, so you can burn through<br />

enemies pretty quickly. The tag battle mode lasts longer, obviously,<br />

but you can still finish up pretty quickly.<br />

Basically, GNT!4 is exactly the kind of fun, arcade-y fighting game<br />

we need nowadays. It’s a hoot to invite over a few friends and get<br />

your four-player on, and just as fun to run through the canonbased<br />

story mode (and the numerous missions that follow it)<br />

by yourself. There’s a great character selection, too, plus<br />

plenty of unlockables.<br />

Review by 4thletter<br />

Publisher: Tomy Entertainment<br />

Developer: Eighting<br />

Release Date: November 21, 2005<br />

Platform: GameCube<br />

Genre(s): FIghting<br />

Category: Ninja<br />

# of Players: 1-4<br />

We’re due to get the first game in the series under the title Naruto: Clash of Ninja in Spring<br />

(check our preview in this very issue!), so GNT!4 is a ways off. The game isn’t too hard to<br />

get through at all, though you’ll be skipping a lot of voice-acted cutscenes if you don’t know<br />

Japanese, but the menus are easy to navigate through if you’re good at experimenting. Go for it.<br />

3.5 of 5<br />

(Naruto: Gekitou Ninja Taisen! 4)<br />

74_JAPAN_NARUTO: GEKITOU NINJA TAISEN! 4 HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY<br />

HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY NARUTO: GEKITOU NINJA TAISEN! 4_JAPAN_75


Review by Honest<strong>Gamer</strong><br />

(Ryuu ga Gotoku)<br />

Publisher: Sega<br />

Developer: Sega<br />

Release Date: December 8, 2005<br />

Platform: PlayStation 2<br />

Genre(s): FIghting<br />

Category: Action<br />

# of Players: 1<br />

Publisher: Nintendo<br />

Developer: ChunSoft<br />

Release Date: November 11, 2005<br />

Platform: GBA (Red), DS (Blue)<br />

Genre(s): RPG<br />

Category: Dungeon Crawling,<br />

Monster Training<br />

# of Players: 1<br />

(Pokemon Fushigi no Dungeon)<br />

If you don’t know your Kanji from a plate of spaghetti, Ryuu ga<br />

Gotoku isn’t the best choice for a quick import. It’s beautiful at<br />

even the most mundane moments, but full of dialogue that’ll<br />

make your head spin, so the game just won’t have the proper<br />

impact unless you read Japanese. Still, it’s pretty cool.<br />

The introduction unfolds in 1995. It’s October and you’re standing<br />

in an apartment, holding a smoking gun while you stare at a dead<br />

man. Blood trickles from a hole in his forehead to the carpeted<br />

floor. In the distance, sirens wail and some policemen rush up the<br />

stairs outside, then burst in shouting. You’re so bemused by the<br />

sight of a ring on the floor that you don’t even care.<br />

Ryuu ga Gotoku then jumps back in time and gets to the good stuff. Following character introductions, a<br />

brawl begins. The game walks you through the finer points of combat. The protagonist can punch and kick,<br />

or wield surrounding objects as weapons. He can also move in close to grab an opponent, then use the<br />

man’s body as a makeshift mallet. If a desk or something is nearby, pressing the correct button will smash<br />

his frame across the furnishings with a satisfying crack (is that a bone breaking?) and some blood. The more<br />

pain you inflict, the faster your attack meter fills.<br />

Fights are half the game’s focus, while painstakingly-rendered plot sequences are the other. After you learn<br />

the various combos available, the fight ends and your friend (who watched uselessly from the sidelines)<br />

produces a metallic briefcase. The two of you exit quickly and wander through some streets choked by light<br />

mist and pedestrians. Before long, you’ve parted ways.<br />

From here, you’re left to explore the limited space available. You find more fights and also a tavern of<br />

some sort, where the game introduces a sexy young lady who wears a ring like the one in the introduction.<br />

The promise of tragedy weighs heavy on the air, and the game is cinematic enough to highlight it well.<br />

Facial expressions say as much here as the streams of text. Even the unimportant characters look like they<br />

must’ve taken years to render. The old man in the shop could almost have been cut from a photograph.<br />

Objects around him were given proper attention, too. You’ll see signs and the writing on bottles of<br />

wine, always presented well but never forcefully. Despite the visual splendor, load times are perfectly<br />

acceptable. The game is truly a marvel in presentation.<br />

With those consistently high production values, events progress from one fight and one plot sequence to<br />

another, with little between but the rain-soaked (and rather tedious)<br />

city streets. Those importers who don’t know Japanese will definitely<br />

wish they did, just because it’s so obvious they’re missing part<br />

of a really special game. At any rate, cracking heads requires no 4.5 of 5<br />

translation; violence is universal.<br />

There’s no denying that Ryuu ga<br />

Gotoku is a special game, but its<br />

heavy text and involving story<br />

mean that you’ll be lost without<br />

a translation manual. The game<br />

looks like it finally got approved<br />

for a stateside release, too, so<br />

this is one case where patience<br />

is sure to pay off.<br />

Review by Lynxara<br />

Everybody knows Pokemon,<br />

but the Fushigi no Dungeon<br />

series of Rogue-like dungeon<br />

crawling games is a bit more<br />

obscure to most American gamers. ChunSoft<br />

has been making these quirky and tough<br />

RPGs for nearly fifteen years, and while one<br />

has never been released in English, they’ve<br />

remained fan-favorites with Japanese gamers<br />

for years. A crossover with Nintendo’s superpopular<br />

Pokemon franchise was perhaps not inevitable, but certainly not inconceivable.<br />

The result of this crossover is slightly repetitive, even as dungeon crawlers go, but still pretty<br />

interesting. You play as a human that has been transformed into one of sixteen pokemon. Which<br />

one is determined by your gender and responses to a personality test taken at the start of the game.<br />

Assisted by partner pokemon, you try to sort out the mystery of what happened to you while doing<br />

good deeds. Most of them involve descending into the Mysterious Dungeon to rescue monsters who’ve<br />

wandered in and gotten stuck, along with the odd fight against nasty boss monsters. The storyline<br />

tries to cover up for the repetitive gameplay with charm and humor, but doesn’t really succeed.<br />

In the Mysterious Dungeon, you do what you do in just about every Rogue-like: gather up loot and<br />

kill every enemy you can in simple turn-based battles. The dungeons seem to be at least semirandomly<br />

generated, although you always find similar sorts of things and fight similar enemies at a<br />

given level. Enemies in this game are rival pokemon, who may join you after you’ve beaten them.<br />

By beating up enemies you can collect nearly four hundred pokemon for use in your team, a list<br />

that includes virtually every monster Nintendo’s ever designed for the games. Your allies<br />

are all AI-controlled, and will attack enemies automatically if you can get them into the<br />

right position, a process that can result in some interesting combat strategies.<br />

The Red and Blue versions of Pokemon Fushigi no Dungeon are basically identical to<br />

each other, right down to purchase price. The main difference is in the interface: GBA’s<br />

Red version has you tap buttons to call up your main menus, while DS’s Blue constantly<br />

displays your menu on one screen while you play the game on the other. This feature<br />

isn’t terribly useful, so it leaves the DS version feeling a bit lacking. The GBA game is<br />

a very impressive title given the limited hardware, with colorful graphics and detailed<br />

animations for all of the game’s many monsters.<br />

Whatever version you play, Pokemon Fushigi no Dungeon can neatly satisfy a compulsive<br />

RPG fan’s need to kill and/or collect things while on the go. Just make sure you’re at<br />

least a little bit compulsive before you try playing it.<br />

We recommend the GBA version if this seems like your kind of thing. Otherwise, take a pass on it. There’s<br />

been some speculation about this title coming to the US because it’s Pokemon-branded, so if you’re not<br />

dead-set on playing it right now then you may want to wait and see if an American version does come out.<br />

3 of 5<br />

74_JAPAN_RYUU GA GOTOKU<br />

HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY<br />

HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY<br />

POKEMON FUSHIGI NO DUNGEON_JAPAN_75


Fan art is all about giving exposure to aspiring artists who might not otherwise have a way<br />

to get their artsie parts seen. If you are one such artist, point your web browser toward<br />

www.hardcoregamermag.com and check out the Fan Art section of our message<br />

boards. That is where you can post your arts to get them considered for this section. You<br />

may also email submissions to fart@hardcoregamermag.com.<br />

A few things to keep in mind: There is no deadline for submissions because we’ll be doing<br />

this every issue. Keep it video game related, please. Only post drawings which you drewed<br />

yourownself. Don’t expect drawings of nekkid people or any adults-only type stuff to make<br />

the cut. Keep it rated “Teen” or below. You are the copyright owner of your artwork as soon<br />

as your draw it whether you make note of that fact or not. However, in submitting your<br />

artwork to us, you give us permission to reprint your art and make fun of it if necessary.<br />

We understand. <br />

®<br />

Title : Scorp & CelDa<br />

Artist : Douglas De Guzman<br />

Age : 22<br />

Location : Las Vegas<br />

Title : Spawn<br />

Artist : wildx7even<br />

Age : Undisclosed<br />

Location : Santa Maria, CA<br />

Title : Super Dimensional Alien Entity<br />

Artist : Circuitface<br />

Age : Undisclosed<br />

Location : Arizona<br />

Title : Captain Blue<br />

Artist : Kathryn Carvalho<br />

Age : 18<br />

Location : Honolulu, HI<br />

Title : Jill Valentine<br />

Artist : Weskershouse<br />

Age : Undisclosed<br />

Location : Aurora, CO<br />

Title : MegaManX<br />

Artist : robi85<br />

Age : Undisclosed<br />

Location : Mexico<br />

Title : Rukia<br />

Artist : lxyaoxl<br />

Age : Undisclosed<br />

Location : Santa Ana, CA<br />

Title : a furie from the warrirors<br />

Artist : Eddy<br />

Age : Undisclosed<br />

Location : Anaheim, CA<br />

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78_FAN ART<br />

HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 7_SUPER DUTY<br />

© 2005 Hollywood Management Company


Cosplayer: Imari Yumiki<br />

Location: Sacramento, California<br />

Website: http://www.geocities.com/<br />

devilsmeteor<br />

HGM: How long have you been cosplaying?<br />

IY: Since 1994.<br />

HGM: How many different cosplays have<br />

you done?<br />

IY: I’ve done many cosplays: crossplay,<br />

anime, games, manga, pc games. I mostly<br />

like to cosplay games though. I guess I’m<br />

more of a gamer than an otaku!<br />

HGM: What is the longest you have spent<br />

constructing a costume?<br />

IY: If I count up the hours, around two to<br />

three weeks. Since I’ve worked on cosplay<br />

for a long time, my time making them<br />

isn’t too long.<br />

HGM: What do you like the most about<br />

cosplaying?<br />

IY: I get to wear awesome clothing and costumes<br />

drawn by talented artists. It’s sort of being a<br />

model, but you can have more fun. Like going to<br />

conventions: you can compete in cosplay contests,<br />

skits, and other events. Plus many people compliment<br />

your costume! You can also meet new friends, as well<br />

as really nice staff and photographers. It’s just fun<br />

cosplaying! (^^)<br />

HGM: Next cosplay you’ll do?<br />

IY: Hmm, the latest one I can think of is Lien Neville from<br />

King of Fighters: Maximum Impact. After that I will probably<br />

do another Hitomi costume from DOA4. However, I am not<br />

always on schedule, I may make something extra time to time.<br />

Cos-play (kos-plä) v. A combination of the words costume and<br />

play People known as “cosplayers” dress up as their favorite<br />

characters from anime movies, and video games.<br />

Q. What makes a hardcore gamer?<br />

A. An undying love for games.<br />

Come join us <strong>Hardcore</strong> <strong>Gamer</strong>s online at:<br />

LUV2GAME.COM<br />

We know there are already way<br />

too many places online to go for<br />

gaming content. So we’ve done<br />

something a little different.<br />

We love playing games. We love<br />

them so much that we decided to<br />

make an online community that is<br />

fun to play — like a game.<br />

When you join Luv2Game.com<br />

everything you see and do will<br />

earn you points.<br />

Then, you can trade your points<br />

at the store for neat swag — really<br />

cool stuff you can’t get anywhere<br />

else! Stuff like: autographed<br />

sketch books, DS skins, limited<br />

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more game related items!<br />

Hitomi (Dead or Alive 4)<br />

80_COSPLAY.COM<br />

Shion Uzuki (Xenosaga 3)<br />

Photographer: Everon Lu<br />

HARDCORE GAMER MAGAZINE_VOLUME 1_ISSUE 8_SUNRISE OF DESTINY<br />

<strong>Hardcore</strong> <strong>Gamer</strong>® is a registered trademark of DoubleJump Publishing, Inc.


Love games?<br />

Us too! In fact, we were going to call the magazine “We really<br />

like games allot, monthly,” but that was kinda dumb. Plus, it’s<br />

supposed to be “a lot,” not allot. Anyway, if you love games like<br />

us, then you should subscribe and get this thing stuffed into<br />

your mailbox every so often. You can fill out this card and drop<br />

it in a mailbox and we’ll start sending your issues and bill you<br />

later or just get on the horn and order at 800-478-1132. You<br />

could also do it online at www.hardcoregamermag.com.<br />

12 issues<br />

new games • old games • console<br />

games • arcade games • pc games<br />

• portable games • game stuff

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