brawler
Captain America: Super Soldier - Video
I think I like Captain America because he's sort of the underdog. In a
universe of telekinetic superbeings and indestructible immortals, Cap's
basically just a buff dude with a shield with a penchant for punching
Hitler. I like to think he's Marvel's Batman, the mere man who needs
only his natural resourcefulness (and a liberal dose of super-steroids)
to be a star player in the superhuman leagues.
Apparently, Next Level Games sees a similar link between Bruce Wayne and Steve Rogers. Charged with developing the game that would tie into Captain America: The First Avenger, the developer appears to have taken some inspiration from Batman: Arkham Asylum. Among other details, Captain America's context sensitive combat style especially reminds me of the dark knight's award-winning game.
Despite favorable previews and some excellent games in the developer's back library, I haven't forgotten that Captain America: Super Soldier is a game with a movie license. Stunted development time, split effort across all systems, and NLG's inexperience with HD consoles kept my expectations low going into the first hour.
The following is a video sample of some early goings in the CA:SS story mode. See Cap fight, decode, and get his gymnastics on.
Red Steel 2 - Video
A few days ago, it dawned on me that I've been contributing to The First
Hour for a year now. A whole year, no fake! Just remembering last week
can be a trying experience for me, so thinking back twelve months is
like trying to visualize the guts of a black hole.
To assist my trip down memory lane, I decided to play a bit of Red Steel 2, the first game I reviewed. I gave it a pretty glowing writeup at the time, and it ended up as the runner-up for my Game of the Year 2010 across all systems. The game isn't without its foibles, but it delivered the hardcore shooty-swordy experience that the target render for the original game fooled many into believing possible at the Wii's launch in 2006. That was enough for me to excuse most of its shortcomings.
To commemorate this one-year anniversary, I decided to capture a bit of video from Red Steel 2 to share. Originally, I planned on making a montage of the dozens of cool abilities, finishing moves, and cinematics that made the experience so fun for me, but then I stumbled across one six-minute mission around the game's midpoint that makes for a good standalone exhibition. It also cut way down on the video editing workload for me, which was admittedly the primary factor for the change of plans. Still, I think it turned out just fine.
Devil May Cry 3: Dante's Awakening
The video game industry isn't as surprising as we'd like to think. Sequels
rule the sales charts, and even new IPs tend to be paint jobs of
proven gameplay schemes. It's easy to point the finger at developers and
publishers, but let's take a look at a few of the bigger gambles that
companies have taken with their properties.
Back in 2001,
the first footage for the next Legend of Zelda caused some serious
uproar when, rather than an updated Ocarina of Time fantasy setting, the
new game went with a wholly cel-shaded, cartoony art style. Many had
been won over by the charming new Link by the game's release, but I
bet that just as many swore off Nintendo for good after this "kiddie"
debacle. Later in 2001, those who had recently purchased Metal
Gear Solid 2 were appalled to find the game had pulled a bait-and-switch,
tossing the series' longtime protagonist Solid Snake aside within the
first hour of the game for a never before seen pretty boy. The ensuing
explosion of discontent was megaton in proportion.
Nintendo and
Konami have had their share of death threats on message boards for these
switcheroos, and now it seems Capcom's neck is on the chopping block.
The long-rumored Devil May Cry 5 was finally made public at TGS 2010 as
"DmC," and fans were shocked to see that it would reboot the series with
a new, barely recognizable, adolescent punk version of cocky anti-hero
protagonist Dante. Further, Capcom itself isn't even spearheading the
development of the title, leaving Heavenly Sword developer Ninja Theory
in charge. The response has been
almost entirely negative.
Scott Pilgrim vs. The World: The Game
"No More Heroes: The Movie." That's how I've been introduced to a
film that opened last Friday, Scott Pilgrim vs. The World, each and
every time a friend first mentions it to me. I suppose it's a valid
parallel: it stars a maladjusted young adult living on the fringe of
suburban society fighting over-the-top duels through an organization in
order to win official rights to a girl he already has some sway with,
utilizing a presentation style that pays tribute to classic video game
quirks. Whatever you liken it to, it's a unique movie worth seeing for
any self-diagnosed gaming nostalgist, or anyone who wants to see a
quirky romantic comedy that doesn't take itself seriously and manages to
make Michael Cera actually seem kind of badass.
Prior to seeing the movie, I played a bit of Scott Pilgrim vs. The World: The Game, which was released on PlayStation Network last Tuesday and will be available on Xbox Live Arcade one week from today. In an interesting blend of media paying homage to each other, Scott Pilgrim: The Game borrows its name from its film counterpart, its artistic style from the comic series that was adapted into the movie, and its gameplay from the classic video games that infuse the culture of the comics and movie. Specifically, this is a River City Ransom clone if ever there was one, sharing that cult classic's brawler mechanics, RPG elements, and humorous tone.
Considering I wasn't too impressed with River City Ransom when I downloaded it off the Virtual Console, I had mixed feelings going into Scott Pilgrim vs. The World: The Game. I'm all for modern throwbacks to the era of chiptunes and sprites, but I've never been a big supporter of the RCR-style focus on stats. How did the trade-off fare in my first hour with the game?
