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		<title>PC/PS3 Review: Portal 2</title>
		<link>http://njiska.com/2011/05/pcps3-review-portal-2/</link>
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		<pubDate>Sun, 01 May 2011 23:23:13 +0000</pubDate>
		<dc:creator>Jason Westhaver</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://njiska.com/?p=536</guid>
		<description><![CDATA[With so much of the original <em>Portal</em>'s success tied to its originality was it really possible to make a sequel that didn't feel stale and repetitive? 
<div class="twitterbutton" style="display: block; text-align: left;"><a href="http://twitter.com/share?url=http://njiska.com/2011/05/pcps3-review-portal-2/&amp;text=PC/PS3 Review: <em onclick="pageTracker._trackPageview('/outgoing/twitter.com/share?url=http_//njiska.com/2011/05/pcps3-review-portal-2/_amp_text=PC/PS3_Review_em_Portal_2_/em_amp_via=Njiska_amp_related=&amp;referer=');">Portal 2</em onclick="pageTracker._trackPageview('/outgoing/twitter.com/share?url=http_//njiska.com/2011/05/pcps3-review-portal-2/_amp_text=PC/PS3_Review_em_Portal_2_/em_amp_via=Njiska_amp_related=&amp;referer=');">&amp;via=Njiska&amp;related=" onclick="pageTracker._trackPageview('/outgoing/twitter.com/share?url=http_//njiska.com/2011/05/pcps3-review-portal-2/_amp_text=PC/PS3_Review_em_Portal_2_/em_amp_via=Njiska_amp_related=&amp;referer=');"><img align="left" src="http://njiska.com/wordpress/wp-content/plugins//easy-twitter-button/i/buttons/en/tweetn.png" style="border: none;" alt="" /></a></div>
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			<content:encoded><![CDATA[<p>The original <em>Portal</em> was nothing short of a digital masterpiece, with its brilliant combination of minimalist design and dark humour offering gamers something that was fresh and original at a time when the industry was its most stagnant. Within mere days of its release it became the primary selling point of <em>The Orange Box</em>, surpassing even the long anticipated <em>Half-life 2: Episode 2</em> in popularity. Naturally this unexpectedly strong reaction lead to the development of a sequel, but with so much of the game’s success tied to its originality would it really possible to make one that didn&#8217;t feel stale and repetitive? We’re any other developer at the helm I’d say no, but this is Valve and they take the time to do things right. Even if that sometimes means waiting half a decade.<span id="more-536"></span></p>
<div><iframe width="610" height="377" src="http://www.youtube.com/embed/A88YiZdXugA" frameborder="0" allowfullscreen></iframe></div>
<p>Set several hundred years after the demise of GlaDOS, we find Chell alive and kept in suspended animation at the Aperture Science Extended Relaxation Center. Normally occupants would be awoken every few months to verify their physical and mental well-being, but due to technical difficulties of potentially apocalyptic significance, Chell has been kept under for significantly longer; only regaining consciousness when the facility&#8217;s systems begin to fail. Joining up with Wheatley, a neurotic personality sphere voiced by Stephen Merchant, and once again making use of the Aperture Science Dual Portal Device, Chell begins to make her escape through the bowels of the facility. While the basic premise of &#8220;have portal, will travel&#8221; may not have changed, Valve has placed a significantly higher focus on the story this time around, making it central to the experience, rather than a subtle background element. While it&#8217;s impossible to talk about any of the plot without spoiling it, I can say this is easily the most entertaining work Valve has delivered to date. It&#8217;s genuinely difficult to put the game down and stop playing.<br />
<a href="http://njiska.com/wordpress/wp-content/uploads/2011/05/2011-05-01_00003.jpg"><img src="http://njiska.com/wordpress/wp-content/uploads/2011/05/2011-05-01_00003-610x381.jpg" alt="" title="2011-05-01_00003" width="610" height="381" class="aligncenter size-large wp-image-540" /></a><br />
Although most of <em>Portal 2</em>&#8216;s gameplay remains relatively unchanged from it&#8217;s predecessor, there have been a several alterations and additions to help set it apart. By far most obvious change is the lack of portal friendly surfaces within the test chambers. Where before you could shoot a portal just about anywhere and fling yourself past an entire puzzle, now you can only place it exactly where Valve wants you to. This is kind of a double edged sword as it stifles creative problem solving, but it also makes sure you work for your solution and don&#8217;t skip past an important segment. Valve has also placed Material Emancipation Grids behind every door, preventing players from standing on the button, shooting a portal through the door and exiting the chamber without completing it. Once you get a few chambers in the game starts throwing a few new ideas your way. First up is the Aperture Science Discouragement Laser; a constant beam of light that replaces the energy orbs from the original game and can be redirected using a special cube. Though primarily used to activate switches, the laser can also set turrets on first and act as an on/off switch for certain elements of a puzzle. You&#8217;ll encounter light bridges; long solid beams of light that can be extended through portals to create temporary catwalks. If positioned properly they can also serve as a great way to block turret&#8217;s line-of-sight.<br />
<a href="http://njiska.com/wordpress/wp-content/uploads/2011/05/2011-05-01_00013.jpg"><img src="http://njiska.com/wordpress/wp-content/uploads/2011/05/2011-05-01_00013-610x381.jpg" alt="" title="2011-05-01_00013" width="610" height="381" class="aligncenter size-large wp-image-541" /></a><br />
After about 2-3 hours the game boots you out of the familiar Aperture Science Enrichment Center and sends you hurtling down to the facility&#8217;s lowest levels. Here you&#8217;ll be treated not only to an explanation of the company&#8217;s history, as told by it&#8217;s founder Cave Johnson (voiced by J. K. Simmons), but you also be introduced to Gels. Based of the concepts established in the student game, <a href="https://www.digipen.edu/studentprojects/tag/" onclick="pageTracker._trackPageview('/outgoing/www.digipen.edu/studentprojects/tag/?referer=');"><em>Tag: The Power of Paint</em></a>, Gels allow you to coat the surfaces of the game world; giving them special properties. Repulsion Gel, the first one you&#8217;ll encounter, causes a surface to rebound any object that comes in contact with it. Propulsion Gel, on the other hand, causes you to accelerate as you run, allowing you to move at incredible speeds. By creating a path where the two Gel intersect it&#8217;s possible to create a launcher that will rocket yourself skyward with enough forward momentum to clear massive gaps in a single bound. Lastly we have Conversion Gel, a mind-bogglingly useful substance that allows you make any surface portal friendly. By far the single most interesting addition to <em>Portal 2</em>, Gels can easily give you the same sense of awe you experienced when you first learned to think with portals.<br />
<a href="http://njiska.com/wordpress/wp-content/uploads/2011/05/2011-05-01_00009.jpg"><img src="http://njiska.com/wordpress/wp-content/uploads/2011/05/2011-05-01_00009-610x381.jpg" alt="" title="2011-05-01_00009" width="610" height="381" class="aligncenter size-large wp-image-542" /></a><br />
Moving into the final act, the game throws one last play mechanic your way in the form of Excursion Funnels. Essentially these are giant tunnels of gravity that will suspend you in the air and push you along a path. Like the light bridges they can be extended through portals, however they also have a distinct advantage of allowing you to reverse their polarity and use them as a giant tractor beam.</p>
<p>Clocking in at around 6-9 hours, depending on your skill, <em>Portal 2</em>&#8216;s single-player experience offers a great deal of exciting gameplay at a reasonable length. However all good things must come to an end and like the original, this is a game that leaves you hungry for more. Fortunately Valve was ready to address this need and has included second co-op based campaign to give you another 4-5 hours of fun. Although no new play mechanics are introduced, the availability of four discrete portals has allowed to developers to create some significantly more difficult and involving puzzles that you&#8217;ll rack your brain trying to solve. Voice communication is an absolute must for a properly enjoyable experience, but there is an option to tag locations and set a countdown timers, so vocally challenged players can participate, albeit not as easily as their microphoned counterparts. Cross platform play between the PC/Mac and PS3 is available via Steam, but Xbox 360 users get the short end of the stick and can only play with other Xbox 360 users. Despite the general complaints surrounding PSN regarding it being a slow and unpleasant network, I experienced no latency problems regardless of which combination of platforms was used. Voice Chat between PSN and Steam works flawlessly.<br />
<a href="http://njiska.com/wordpress/wp-content/uploads/2011/05/2011-05-01_00008.jpg"><img src="http://njiska.com/wordpress/wp-content/uploads/2011/05/2011-05-01_00008-610x381.jpg" alt="" title="2011-05-01_00008" width="610" height="381" class="aligncenter size-large wp-image-543" /></a><br />
<em>Portal 2</em> is an easy shoe-in for Game of the Year, but honestly we knew that before the game even launched. The real surprise come from how well put together the little things are, like the phenomenal voice work and little background hints at the true history of Aperture Science. The quality of support for the PS3 version is also quite staggering. Not only do you get full steam integration, including friends lists and cross-platform multiplayer, but you get a complete PC/Mac copy of the game for free simply by linking your Steam account to PSN. Aside from being completely broke there is literally no good reason not to go out and buy this one today.</p>
<p><strong>Verdict: Sell Your Soul to Buy It</strong></p>
<p><em>NOTE: Screenshots from PC version. 1200&#215;800 with Maxed visual settings.</em></p>

<div class="twitterbutton" style="display: block; text-align: left;"><a href="http://twitter.com/share?url=http://njiska.com/2011/05/pcps3-review-portal-2/&amp;text=PC/PS3 Review: <em onclick="pageTracker._trackPageview('/outgoing/twitter.com/share?url=http_//njiska.com/2011/05/pcps3-review-portal-2/_amp_text=PC/PS3_Review_em_Portal_2_/em_amp_via=Njiska_amp_related=&amp;referer=');">Portal 2</em onclick="pageTracker._trackPageview('/outgoing/twitter.com/share?url=http_//njiska.com/2011/05/pcps3-review-portal-2/_amp_text=PC/PS3_Review_em_Portal_2_/em_amp_via=Njiska_amp_related=&amp;referer=');">&amp;via=Njiska&amp;related=" onclick="pageTracker._trackPageview('/outgoing/twitter.com/share?url=http_//njiska.com/2011/05/pcps3-review-portal-2/_amp_text=PC/PS3_Review_em_Portal_2_/em_amp_via=Njiska_amp_related=&amp;referer=');"><img align="left" src="http://njiska.com/wordpress/wp-content/plugins//easy-twitter-button/i/buttons/en/tweetn.png" style="border: none;" alt="" /></a></div>
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		<title>Import Wii Review: Another Code R: A Journey into Lost Memories</title>
		<link>http://njiska.com/2011/04/import-wii-review-another-code-r-a-journey-into-lost-memories/</link>
		<comments>http://njiska.com/2011/04/import-wii-review-another-code-r-a-journey-into-lost-memories/#comments</comments>
		<pubDate>Wed, 06 Apr 2011 14:02:56 +0000</pubDate>
		<dc:creator>Jason Westhaver</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://njiska.com/?p=522</guid>
		<description><![CDATA[The original <em>Another Code: Two Memories</em> was a technical masterpiece, but failed to deliver on the gameplay front. Did Cing learn its lesson for the sequel?
<div class="twitterbutton" style="display: block; text-align: left;"><a href="http://twitter.com/share?url=http://njiska.com/2011/04/import-wii-review-another-code-r-a-journey-into-lost-memories/&amp;text=Import Wii Review: <em onclick="pageTracker._trackPageview('/outgoing/twitter.com/share?url=http_//njiska.com/2011/04/import-wii-review-another-code-r-a-journey-into-lost-memories/_amp_text=Import_Wii_Review_em_Another_Code_R_A_Journey_into_Lost_Memories_/em_amp_via=Njiska_amp_related=&amp;referer=');">Another Code R: A Journey into Lost Memories</em onclick="pageTracker._trackPageview('/outgoing/twitter.com/share?url=http_//njiska.com/2011/04/import-wii-review-another-code-r-a-journey-into-lost-memories/_amp_text=Import_Wii_Review_em_Another_Code_R_A_Journey_into_Lost_Memories_/em_amp_via=Njiska_amp_related=&amp;referer=');">&amp;via=Njiska&amp;related=" onclick="pageTracker._trackPageview('/outgoing/twitter.com/share?url=http_//njiska.com/2011/04/import-wii-review-another-code-r-a-journey-into-lost-memories/_amp_text=Import_Wii_Review_em_Another_Code_R_A_Journey_into_Lost_Memories_/em_amp_via=Njiska_amp_related=&amp;referer=');"><img align="left" src="http://njiska.com/wordpress/wp-content/plugins//easy-twitter-button/i/buttons/en/tweetn.png" style="border: none;" alt="" /></a></div>
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			<content:encoded><![CDATA[<p>The original <em>Another Code: Two Memories</em> (<em>Trace Memory</em> in North America) was a technical masterpiece that showcased the true potential of the then fledgling Nintendo DS, but failed to deliver the gripping experience adventure fans were looking for. The story itself proved to be quite good, but the puzzles it was built around were extremely simple and lacked both challenge and originality. Rather than immediately following up with a sequel Cing decided put the series on hold and instead developed the critically acclaimed, <em>Hotel Dusk: Room 215</em>. It wasn&#8217;t until 2009, four years after the release of the original, that they would finally return to the series with <em>Another Code R: A Journey into Lost Memories</em> for the Nintendo Wii. A game that unfortunately was only released in Japan and Europe.<span id="more-522"></span></p>
<div><iframe title="YouTube video player" width="610" height="373" src="http://www.youtube.com/embed/xre2Ai5-cjY" frameborder="0" allowfullscreen></iframe></div>
<p>Set three years after the events on Blood Edward Island, we find the now 16 year old Ashley Mizuki Robins struggling to build a relationship with her estranged father Richard. Although he was around for most of the intervening years, it&#8217;s been six months since he was last home and Ashley&#8217;s emotions are beginning to become strained. One day a package arrives from Richard containing an updated version of the Dual Another System (DAS), a DS shaped communication device, as well as an invitation to come camping for the weekend. Ashley is hesitant at first as she had planned to practice for an upcoming battle of the bands-style competition, but on the insistence of her Aunt Jessica she decides to go. Shortly after arriving things begin to take a downward turn as Ashley is not only stood up by Richard, but also has her bag stolen by an unknown assailant. When she finally tracks him down and explains what happened he seems more concerned with the safety of the DAS than with Ashley&#8217;s possessions. The leads a huge &#8220;teen drama&#8221; style argument that forces Richard to reveal his true intentions.</p>
<div><img src="http://njiska.com/wordpress/wp-content/uploads/2011/04/images-1.png" alt="" title="images 1" width="461" height="258" class="aligncenter size-full wp-image-523" /></div>
<p>Shortly before starting his new job, Richard received an email informing him that the man who killed his wife, and Ashley&#8217;s mother, wasn&#8217;t acting alone. If he wanted to find out the truth behind Sayoko&#8217;s death he would need to investigate JC Valley. While pretending to work for the company Richard carried out his own investigation and discovered that 13 years ago, when Ashley was only three, her mother brought her here. She never told Richard about this, so he knew it had to be for something important. Since memories are often tied to familiar sights, Richard had hoped bringing Ashley here would prompt her to remember something. The two sit down and begin to reminisce about Sayoko, but Richard gets called away to work, leaving Ashley to her own devices. She soon meets a young boy named Matt who has run away from home and is looking for clues to the whereabouts of his missing father. The two agree to look for clues together and then the real game begins.</p>
<div><img src="http://njiska.com/wordpress/wp-content/uploads/2011/04/images-2.png" alt="" title="images 2" width="461" height="262" class="aligncenter size-full wp-image-524" /></div>
<p>Despite the hook of a murder-mystery, the bulk of <em>Another Code R</em>&#8216;s story focuses on Ashley&#8217;s developing interpersonal relationship with her father, as well as the bond she feels towards Matthew who shares a similar past to hers. While the story of a teen girl struggling with abandonment issues and trying to find her place in the world may not sound like the worlds most gripping story, it&#8217;s told with such honesty and authenticity that it&#8217;s becomes instantly relatable. Dialog between the characters feels incredibly natural and familiar to anyone who remembers what it&#8217;s like to be that age. When Ashley fights with her Dad you can see the same emotions being conveyed that you would have had and if you&#8217;re old enough you can also see her father&#8217;s side of the debate. This creates a rather interesting sensation and internal conflict within the player. On the one hand you know what&#8217;s right, on the other you know why they can&#8217;t agree. Conversations are presented in a split-screen style allowing you to see the body language of all characters involved, further expanding upon the emotion already conveyed via speech. The animations are smooth and fluid, make the entire experience once again feel very natural and authentic. This is hands down one of the most unique stories I&#8217;ve had the fortune to play and one of the first to tackle real-life issues rather than just a purely fantastical plot. Later on the focus of the story will begin to shift back towards finding out the truth about Sayoko&#8217;s death, but by this point you&#8217;re so heavily invested in the characters that the quest takes on a whole nother level of meaning.</p>
<div><img src="http://njiska.com/wordpress/wp-content/uploads/2011/04/images-3.png" alt="" title="images 3" width="462" height="260" class="aligncenter size-full wp-image-525" /></div>
<p>From a gameplay standpoint <em>Another Code R</em> sees a number of improvements over it&#8217;s predecessor, but still falls short in some areas. Movement, originally guided from a top-down perspective on the DS, is now switched to a side-on view where you move alone rails between locations. When traveling between areas that require a load, the game enters a sort of hyperactive running animation where trees and buildings snap out of the ground with a sort of rubbery effect. It&#8217;s really hard to describe, but looks incredibly cool. Investigating areas is handled via the Wii Remote, using the pointer to mouse-over objects of interest. Items that look particularly useful can be picked up and stored in an inventory, however until you encounter a puzzle that requires an object you may not be able to retrieve it. As with the original, puzzles are heavily based around the use of the Wii&#8217;s unique abilities and will often require an extra level of thought. One puzzle involving a music box that makes notes when you rotate it had me confused at first as I couldn&#8217;t figure out how to get it to move. The solution was rather straight forward; rotate the Wii Remote. Unfortunately the puzzles are still on the easy side, but the expanded capabilities of the Wii makes figuring them out a lot more interesting.</p>
<p><em>Another Code R</em> is one of the best adventure games to have been released on the Wii, but there are still a few areas that need improvement. If the puzzles were just a little more challenging I could call this a masterpiece, but as it stand this is just a really, really good game. The quality of the story is unmatched by anything else on the console and represents the first steps towards the medium tackling real world issues that can&#8217;t be expressed as bullet + skull = die. If you&#8217;re lucky enough to own an EU Wii or have a modded one, please go out and play this game. But make sure you buy a copy so Nintendo knows that these are the kinds of games that we want more of.</p>
<p><strong>Verdict: Buy It</strong></p>

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		<title>Film Review: Hobo with a Shotgun</title>
		<link>http://njiska.com/2011/04/film-review-hobo-with-a-shotgun/</link>
		<comments>http://njiska.com/2011/04/film-review-hobo-with-a-shotgun/#comments</comments>
		<pubDate>Tue, 05 Apr 2011 05:00:49 +0000</pubDate>
		<dc:creator>Jason Westhaver</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Movie Reviews]]></category>
		<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://njiska.com/?p=510</guid>
		<description><![CDATA[From fake trailer to fuckin' awesome!
<div class="twitterbutton" style="display: block; text-align: left;"><a href="http://twitter.com/share?url=http://njiska.com/2011/04/film-review-hobo-with-a-shotgun/&amp;text=Film Review: <em onclick="pageTracker._trackPageview('/outgoing/twitter.com/share?url=http_//njiska.com/2011/04/film-review-hobo-with-a-shotgun/_amp_text=Film_Review_em_Hobo_with_a_Shotgun_/em_amp_via=Njiska_amp_related=&amp;referer=');">Hobo with a Shotgun</em onclick="pageTracker._trackPageview('/outgoing/twitter.com/share?url=http_//njiska.com/2011/04/film-review-hobo-with-a-shotgun/_amp_text=Film_Review_em_Hobo_with_a_Shotgun_/em_amp_via=Njiska_amp_related=&amp;referer=');">&amp;via=Njiska&amp;related=" onclick="pageTracker._trackPageview('/outgoing/twitter.com/share?url=http_//njiska.com/2011/04/film-review-hobo-with-a-shotgun/_amp_text=Film_Review_em_Hobo_with_a_Shotgun_/em_amp_via=Njiska_amp_related=&amp;referer=');"><img align="left" src="http://njiska.com/wordpress/wp-content/plugins//easy-twitter-button/i/buttons/en/tweetn.png" style="border: none;" alt="" /></a></div>
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			<content:encoded><![CDATA[<p>American movies shot in Canada often go on to make millions of dollars and reap critical acclaim. Canadian movies shot in Canada have the acclaim part down pat, but rarely end up being profitable. Sure there are exceptions like Eric Canuel’s comedy masterpiece <em>Bon Cop, Bad Cop</em> and John Fawcett’s coming-of-age werewolf tale, <em>Ginger Snaps</em>, but they are few and very far between. With such dismal financial outlooks it’s hard to see why Canadian films keep getting made, but it&#8217;s a good thing they do because Hollywood would never have produced a movie as brilliant as Jason Eisener and John Davies’ <em>Hobo with a Shotgun</em><span id="more-510"></span></p>
<div><iframe title="YouTube video player" width="610" height="373" src="http://www.youtube.com/embed/9nbl78cj5vM" frameborder="0" allowfullscreen></iframe></div>
<p>Originally a fake trailer for Robert Rodriguez’ <em>South by Southwest</em> Grindhouse Trailer contest, <em>Hobo with a Shotgun</em> has been expanded into a full-length feature film staring <em>Blade Runner</em>&#8216;s Rutger Hauer. It’s a violent and bloody tale that captures the best parts of grindhouse cinema and backs them up with an unusually strong story and solid character development. Some may decry the film for playing it straight rather than laughing at itself like <em>Planet Terror</em>, but honestly doing so would only serve to cheapen the experience.</p>
<p>As the opening credits roll we’re introduced to the eponymous Hobo; a lonely drifter who rode into Hopetown looking for a brighter future and a lawnmower to call his own. Unfortunately not everything is in a name and Hopetown turns out to be little more than a desolate slum where whores lines the streets, graffiti covers every surface and the populace live in fear of a vicious crime lord known as The Drake (Brian Downey, <em>Lexx</em>). At first the Hobo tries to ignore the plight of the city, but after a run in with one of The Drake&#8217;s sons he&#8217;s forced to take action. Arming himself with a pawnshop shotgun, he sets out to clean up the city, one shell at a time. It may not seem like an overly deep plot, but the real mastery comes from how Eisener and Davies create a bond between the characters and the audience. For the first time in an exploitation film you&#8217;re going to care about what happens. You&#8217;ll feel the Hobo&#8217;s anger and frustration at the world around him. When he meets and forms a bond with the prostitute Abby (Molly Dunsworth) you&#8217;ll share his pity and remorse. When she gets hurt, you&#8217;ll hurt. You want these characters to succeed and when something bad happens it&#8217;s a real kick to the gut. Similarly you&#8217;ll learn to hate the villains as the embodiments of true evil. The Drake is an utter monster and his sons are little better. Slick (Gregory Smith, <em>Small Soldiers</em>), the favoured son, commits one of the worst acts I’ve ever seen in a film and were it not for the brilliant use of the song <em>Burn, Baby, Burn</em> (perfectly synced on two old school ghetto blasters) the scene would be almost too much to watch. When they die you will feel satisfaction. Despite its overwhelming violence and brutality, the film is not with out a sense of humour. Ivan (Nick Bateman), The Drake&#8217;s other son, is like a bizarre combination of Tom Cruise and Ric Flair who spouts ridiculous statements like, &#8220;Woooo! It&#8217;s a nice day for a rape&#8221;. He is a hilariously bad and overacted character, yet it&#8217;s clear this is exactly what the director was looking for and it works. Violent acts are usually balanced out with a comedic counterpoint so as to be fun rather than truly horrifying.</p>
<p>Being an exploitation film it&#8217;s clear that there&#8217;s going to be a lot of blood and gore. As is to be expected the bulk of effects are cheesy, low-budget and obviously fake, but this works well with the film&#8217;s general presentation. There are a couple of scenes early on where the gore is just bad, such as a one involving a foot being smashed with a hammer. It just doesn&#8217;t feel like it belongs. Special attention also needs to be given to the film&#8217;s cinematography and lighting. In the beginning most scenes are filmed with normal camera angles and lighting, creating a sense of realness and familiarity. However as the plot progresses and begins to depart from what one would consider normal, the camera work also begins to change to fit the mood. More and more often you&#8217;ll find scenes shot at a slightly off camera angle or using strong red and purple shades of light to detach you from reality and create sense of surrealism. This allows you continue to enjoy the film with out being broken out of your immersion by a &#8220;too ridiculous to believe&#8221; moment. There even appears to be an homage to Sam Raimi towards the end of the film that fans of his work are sure to pick up on.</p>
<p>For a movie that began as a fake trailer, <em>Hobo with a Shotgun</em> does everything it can to exceed your expectations. I personally went into the film expecting an hour and half of cheesy dialog and gore, only to be completely blown away by the quality of the production. This is more than just a good exploitation film, it&#8217;s a good film. Period. It&#8217;s a real treat to know that this kind of quality production can come from my home province of Nova Scotia and hopefully this is only the beginning for the talented Eisener and Davies. Unless you have an incredibly weak stomach go see this film.</p>
<p><strong>Verdict: Must Watch</strong></p>
<p><em>Hobo with a Shotgun</em> is currently playing at cinemas across Canada. If you love film and want to support a home grown production, please go check it out. You can find participating theaters  <a href="http://ca.hobowithashotgun.com/james-white-makes-a-hobo-poster/" onclick="pageTracker._trackPageview('/outgoing/ca.hobowithashotgun.com/james-white-makes-a-hobo-poster/?referer=');">here</a></p>
<p><em>Hobo with a Shotgun</em> is also available On Demand in the US and will hit Theatres on May 6th. For details checkout <a href="http://magsneaks.com/preview.php?id=35" onclick="pageTracker._trackPageview('/outgoing/magsneaks.com/preview.php?id=35&amp;referer=');">Magnolia Pictures</a></p>

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		<title>NDS Review:  Ghost Trick: Phantom Detective</title>
		<link>http://njiska.com/2011/04/review-ghost-trick-phantom-detective/</link>
		<comments>http://njiska.com/2011/04/review-ghost-trick-phantom-detective/#comments</comments>
		<pubDate>Mon, 04 Apr 2011 22:08:26 +0000</pubDate>
		<dc:creator>Jason Westhaver</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://njiska.com/?p=503</guid>
		<description><![CDATA[From the creator of <em>Phoenix Wright: Ace Attorney</em> comes one of the best games to grace the Nintendo DS.
<div class="twitterbutton" style="display: block; text-align: left;"><a href="http://twitter.com/share?url=http://njiska.com/2011/04/review-ghost-trick-phantom-detective/&amp;text=NDS Review: <em onclick="pageTracker._trackPageview('/outgoing/twitter.com/share?url=http_//njiska.com/2011/04/review-ghost-trick-phantom-detective/_amp_text=NDS_Review_em_Ghost_Trick_Phantom_Detective_/em_amp_via=Njiska_amp_related=&amp;referer=');"> Ghost Trick: Phantom Detective</em onclick="pageTracker._trackPageview('/outgoing/twitter.com/share?url=http_//njiska.com/2011/04/review-ghost-trick-phantom-detective/_amp_text=NDS_Review_em_Ghost_Trick_Phantom_Detective_/em_amp_via=Njiska_amp_related=&amp;referer=');">&amp;via=Njiska&amp;related=" onclick="pageTracker._trackPageview('/outgoing/twitter.com/share?url=http_//njiska.com/2011/04/review-ghost-trick-phantom-detective/_amp_text=NDS_Review_em_Ghost_Trick_Phantom_Detective_/em_amp_via=Njiska_amp_related=&amp;referer=');"><img align="left" src="http://njiska.com/wordpress/wp-content/plugins//easy-twitter-button/i/buttons/en/tweetn.png" style="border: none;" alt="" /></a></div>
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			<content:encoded><![CDATA[<p>In an empty Junkyard on the outskirts of town, two figures stand alone in silence. The first a slender, young redhead; the second, a vile blue-skinned assassin, brandishing a golden shotgun. It&#8217;s clear what&#8217;s about to happen and you want to help, but there&#8217;s just one problem&#8230; you&#8217;re dead. Welcome to the world of Shu Takumi&#8217;s latest magnum opus, <em>Ghost Trick: Phantom Detective</em>.<span id="more-503"></span></p>
<div><iframe title="YouTube video player" width="610" height="373" src="http://www.youtube.com/embed/JYVoXk5RuMk" frameborder="0" allowfullscreen></iframe></div>
<p>Taking control of Sissel, the aforementioned specter, it will be up to players to save lives, solve puzzles and track down the truth behind his untimely demise. While this may seem like a difficult task for one lacking a corporeal presence, Sissel has a number of unique ghost abilities or &#8220;tricks&#8221; at his disposal to make this possible. The first is the ability to posses certain inanimate objects and manipulate them. This allows you to not only create new paths of movement between objects, but it also allows you to interact with the world; startling characters, disrupting events and even eliminating a few bad guys. You can also enter the Ghost World, a place where time stands still and you&#8217;re free to move about without consequence. Of course none of this is particularly helpful if the person you want to help is already dead, so Sissel has one more trick up his sleeve; the ability to turn back time. If you leap into the body of a person who is recently deceased you will be able to travel back to four minutes before their death. If you can work your magic and prevent their death from occurring, then their fate will be altered and they will be alive when you return to the present. While you can&#8217;t use this ability to prevent your own death as that would create a paradox, you can use it to protect a number of key characters, as well as to find out more information about your previous life. Once you&#8217;ve made a connection with someone&#8217;s spirit you will be able to communicate with them when you return to the present.</p>
<p>Like all good adventure games, <em>Ghost Trick</em> is based around a series of puzzles, but instead of combining random object A with illogical piece of crap B as is tradition, you&#8217;ll be manipulating the components of what is essentially a giant <a href="http://en.wikipedia.org/wiki/Rube_Goldberg_Machine" onclick="pageTracker._trackPageview('/outgoing/en.wikipedia.org/wiki/Rube_Goldberg_Machine?referer=');">Rube Goldberg machine</a>. By knocking an item off a shelf you could startle a mouse, which causes a character to chase it with an object that you can leap into and use to get the the other side of the room, where you can open a door to make a donut go rolling, causing a dog to chase it, et cetera, et cetera, et cetera. It&#8217;s a simple system, but there are often multiple routes available, making choosing the correct order of events a bit of a challenge. Fortunately if you screw up you can always go back in time and start again. While this does reinforce trial-and-error gameplay, you&#8217;re failures are often hilarious (swap a bullet with a hardhat to see what I mean) so it&#8217;s a tolerable experience. The game usually provides you with enough hints that you won&#8217;t get too far off course.</p>
<p>Although the fun of solving puzzles is a strong selling point, it pales in comparison to gripping intrigue of <em>Ghost Trick</em>&#8216;s story. Sissel&#8217;s case of Ghost-amnesia serves as the primary driving force behind the plot and while you&#8217;d think that&#8217;s a tired cliché that&#8217;s been done to death, it&#8217;s actually used effectively to create a sense of doubt and confusion. What you think you know at the end of one chapter can be, and regularly is, proven false by the end of the next one. This isn&#8217;t the kind of mystery where the answer is staring you in the face from the beginning of the game, but is buried and well hidden. Until the final moments of the game it&#8217;s quite unlikely that you&#8217;ll have figured out the truth. Surprisingly despite its many plot twists the story never becomes a convoluted mess and backs up even the most ridiculous leaps of logic with solid explanations. Like Takumi&#8217;s previous works, <em>Ghost Trick</em> features a cast of crazy and colourful characters and as with the plot your feelings towards them will change dramatically over the course of the game. It&#8217;s easy to go from hating a character to caring about their fate and even feeling sorry for them. While their quirks are often exaggerated to the point of farce, such as <a href="http://en.wikipedia.org/wiki/File:Cabanela_dance.gif" onclick="pageTracker._trackPageview('/outgoing/en.wikipedia.org/wiki/File_Cabanela_dance.gif?referer=');">Det. Cabanela&#8217;s dancing</a>, it all adds to the surreality of the world and helps draw you in. This is just an all round better put together experience than what we&#8217;ve seen from the <em>Phoenix Wright</em> games and those were damn good in their own right.</p>
<p><em>Ghost Trick: Phantom Detective</em> is probably most gripping game I&#8217;ve played on the DS, finishing it in only two play sessions despite its 10 hour length. Like a good book, once you pick it up it&#8217;s hard to put it back down. If you&#8217;re a fan of adventure games then this is an obvious no-brainer, but even if you&#8217;re not I strongly recommend you give it a try. If there&#8217;s such a thing as a must play, this is it.</p>
<p><strong>Verdict: BUY IT NOW</em></p>

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		<title>Dragon Age II: OMFG I HATE PRE-ORDER SHIT!</title>
		<link>http://njiska.com/2011/03/dragon-age-2-bonus-content/</link>
		<comments>http://njiska.com/2011/03/dragon-age-2-bonus-content/#comments</comments>
		<pubDate>Sun, 06 Mar 2011 18:51:10 +0000</pubDate>
		<dc:creator>meancode</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Opinions]]></category>

		<guid isPermaLink="false">http://njiska.com/?p=481</guid>
		<description><![CDATA[EA has made a name for themselves with retail exclusive bonus content and tie-in unlocks, but <em>Dragon Age II</em> takes it to a new level of pathetic.
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			<content:encoded><![CDATA[<p>Before you even spin up the disc this Tuesday, there are at least a dozen pieces of &#8220;Bonus Content&#8221; you can get for the game. Even for an EA product, this is getting ridiculous, and is really starting to splinter my enjoyment of video games. It is worth noting this is not new to games or EA, but <em>Dragon Age 2</em> displays a new level of pathetic.</p>
<p><span id="more-481"></span></p>
<p>Before we get to the retail greed portion of this piece, lets take a look at the demo. If you play through the demo, which lasts about 45 minutes, you can unlock <span><strong> </strong>Hayden’s Razor, a <span>dwarven blade that increases health, mana and combat abilities. We have seen demo unlocks before, sure, but it is normally extra XP or the like. When I have already purchased the game, the last thing I want to do is play through the demo of 45 minutes just to get some extra loot, and then turn around to play the game proper &#8211; having to replay much of what I just got finished doing in the demo. The other problem here is that it was not unlocking the Razor for people playing through the demo some 2-3 times!</span></span></p>
<p><span><span>Demo unlocks Part Deux happened when the demo was downloaded more than 1 million times. Since this was accumulative over Xbox 360/PS3/PC, this did happen and so everyone gets two books to read giving you an XP boost for one, and money for another. This is a nice bonus, its passive and makes sense. I can&#8217;t say the same for anything else here.</span></span></p>
<p><span><span>Next up we have items that are tied to EA&#8217;s Online Pass bull shit. Online pass makes no sense; it makes even less sense in a single-player game. For purchasing <em>Dragon Age 2</em> brand new, you get &#8221;The Black Emporium&#8221; which means the ability to change your characters appearance (!), exclusive <span>magic and crafting stores, and a doggie to summon in battle. That is what you get for 10 bucks!</span></span></span></p>
<p><span><span><span>The next Online Pass items come courtesy of <em>Dead Space 2</em>. If you bought that brand new you get <span>Ser Isaac of Clarke&#8217;s Armor Set, which nets you heavy armor that requires high <span>dexterity and cunning attributes. <strong>UPDATE</strong>: If you entered the code that came with <em>Dragon Age: Origins</em>, you will also get the Blood Dragon Armor that is an unlock for <em>Mass Effect 2</em>. My guess is that <em>DA2</em> looks for the same code used in <em>ME2</em> and unlocks it for you. Blood Dragon Armor requires high dexterity though, so you can&#8217;t use it off the batt.</span></span></span></span></span></p>
<p><span><span><span><span><span>Next up we have the set of &#8220;Buy the game at X retailer&#8221; with different pieces of bonus content for Best Buy/Play.com pre-order, EA Store pre-order, a general pre-oder before launch bonus, and pre-order before 1/11/11 Signature Edition (which is the most substantial). If you had the fortitude, and the idiocrity, to pre-order before 1/11/11 you get an OST download, some weapons and <span>The Exiled Prince, which will likely cost $10 when the game comes out. A few years ago this was called a Limited or Special Edition and was sold at retail alongside the normal game. Which is how it should be.</span></span></span></span></span></span></p>
<p><span><span><span><span><span><span>I really hate pre-oder bonuses for free unlocks. Useless trinkets are a different story &#8211; those are awesome! I really despise them for DLC-at-a-later-date. Most recently this happened in <em>Marvel vs. Capcom 3</em>, you got Jill for a pre-order at Gamestop. That will cost $5 later this month. It especially burns when said bonuses are no more than unlock keys for content that is already on the disc. Let me be clear, that is different than buying a SE or LE of a game.</span></span></span></span></span></span></p>
<p><span><span><span><span><span><span>There are promotions that involve signing up for the <em>Dragon Age</em> newsletter. Okay, spam, we get it. But they actually give you different items for signing up for the same newsletter multiple times. Though if you have not yet, you need to <a href="http://dragonage.bioware.com/da2/info/pennyarcade/" target="_blank" onclick="pageTracker._trackPageview('/outgoing/dragonage.bioware.com/da2/info/pennyarcade/?referer=');">read the Penny Arcade strip</a> (1 of 3 are published as of today) and watch the funny video about the Hindsight Belt. I can get behind a Penny Arcade promotion, that is actually good marketing.</span></span></span></span></span></span></p>
<p><span><span><span><span><span><span>But wait, there&#8217;s more! The <a href="http://www.facebook.com/#!/DragonAgeLegends" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.facebook.com/_/DragonAgeLegends?referer=');">Facebook game</a> has five different unlocks, and there is even an unlock if you spend $15 at <a href="http://www.epicweapons.com/da-row-offer.php" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.epicweapons.com/da-row-offer.php?referer=');">EpicWeapons.com</a>. And I love the fine print. I have not tried the Facebook game (yet) but to be honest I bought <em>Dragon Age 2</em> to play <em>Dragon Age 2</em>, not a Facebook game. They did this with <em>Fable III</em> as well and I thought that was dumb too.</span></span></span></span></span></span></p>
<p><span><span><span><span><span><span>Phew, I think that is it!  As you can see I was not joking when I said &#8220;splintered.&#8221; And now the bad news. What happens in 10 years when the servers and web sites are not online to link your account to gain the bonuses? All this stuff is meaningless, which is really a joke when you realize some of this meaningless content actually cost real money.</span></span></span></span></span></span></p>
<p><span><span><span><span><span><span>Please make the bad man stop. This type of crap is hurting the game industry. I should not have to jump through hoops, purchase, bribe, steal, to get in-game content that is not going to be of any use after this console cycle. It is only going to get worse from here, and that is an annoying prospect. I miss the days when you could purchase a game, cartridge or optical, and actually get the entire game. They even used to come with a manual.</span></span></span></span></span></span></p>

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		<title>Demo Impressions: Catherine</title>
		<link>http://njiska.com/2011/02/catherine-demo-sample-gameplay/</link>
		<comments>http://njiska.com/2011/02/catherine-demo-sample-gameplay/#comments</comments>
		<pubDate>Wed, 02 Feb 2011 15:23:43 +0000</pubDate>
		<dc:creator>Jason Westhaver</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Previews]]></category>

		<guid isPermaLink="false">http://njiska.com/?p=468</guid>
		<description><![CDATA[Finally a chance to see the twisted world of the Persona Team's new creation.
<div class="twitterbutton" style="display: block; text-align: left;"><a href="http://twitter.com/share?url=http://njiska.com/2011/02/catherine-demo-sample-gameplay/&amp;text=Demo Impressions: <em onclick="pageTracker._trackPageview('/outgoing/twitter.com/share?url=http_//njiska.com/2011/02/catherine-demo-sample-gameplay/_amp_text=Demo_Impressions_em_Catherine_/em_amp_via=Njiska_amp_related=&amp;referer=');">Catherine</em onclick="pageTracker._trackPageview('/outgoing/twitter.com/share?url=http_//njiska.com/2011/02/catherine-demo-sample-gameplay/_amp_text=Demo_Impressions_em_Catherine_/em_amp_via=Njiska_amp_related=&amp;referer=');">&amp;via=Njiska&amp;related=" onclick="pageTracker._trackPageview('/outgoing/twitter.com/share?url=http_//njiska.com/2011/02/catherine-demo-sample-gameplay/_amp_text=Demo_Impressions_em_Catherine_/em_amp_via=Njiska_amp_related=&amp;referer=');"><img align="left" src="http://njiska.com/wordpress/wp-content/plugins//easy-twitter-button/i/buttons/en/tweetn.png" style="border: none;" alt="" /></a></div>
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			<content:encoded><![CDATA[<p>Despite the massive amount of buzz for Persona Team&#8217;s upcoming erotic-horror game <em>Catherine</em>, little is actually known about the title aside from it&#8217;s dark aesthetic and adult themes. Was it another RPG? Was it an action game? We just didn&#8217;t know. That is until this week when Atlus finally released a two stage demo, giving us a real taste of what Catherine is going to be like. Unfortunately as the game is only in Japanese with no English subtitles I can&#8217;t go into any real detail on the story elements, but I can&#8217;t tell you that without being able to understand Japanese your experience will be extremely neutered. This is definitely not going to be an import friendly title.<span id="more-468"></span></p>
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<p>Dark and visually haunting, <em>Catherine</em> is one of the few games that truly understands the importance of a good visual presentation. Be it the empty, nightmarish void of the protagonist&#8217;s dreams or the smokey confines of the Stray Sheep Bar, every aspect of the environment exudes emotions of fear, isolation and confusion, using only the powers of colour and shadow. Characters existing within the world are also extremely well designed and quite expressive. Without even understanding the language you&#8217;re able to tell what&#8217;s going just by reading their eyes and watching for subtle gestures. A sigh here, a casual flick of a finger there; it all comes together beautifully. Breaking up the various game segments are a series of short animated sequences drawn by Studio 4°C. Like their in-engine counter parts they place a similar focus on the importance of light and colour, but for obvious reasons they allow for a more detailed level of expression. It&#8217;s unclear from the demo why some scenes are animated and others are done in engine.</p>
<p>Given Persona Team&#8217;s pedigree and experience in the JRPG realm, you may be surprised to learn that <em>Catherine</em> is a puzzle game that appears to lacks any form of combat. There are enemies present in the demo, but they serve more as a motivator to solve the puzzle faster, rather than a force that you must overcome. Taking control of Vincent, the main protagonist of the game, it will be your job to help him avoid danger and ascend a tower of boxes in order to escape his nightmares. The boxes forming the tower may be stacked multiple layers deep and must be moved by holding the A button, in order to create a climbable set of stairs. As long as a box remains connected by a single edge it will continue to float freely, but if all connections are broken it will fall and disappear into the abyss below. It&#8217;s possible for the player to create scenarios where they may become stuck, so the game includes a handy undo feature when playing on the Easy difficulty setting. Simply press the Back button and you&#8217;ll reverse through your actions, one at a time, until you are able to progress. There appears to be no in-game penalty for using the undo feature, but repeated use may affect your score at the end of each puzzle stage. During the second stage of the demo it&#8217;s possible to pick up an item that allows you to place a new box should you be unable to progress naturally. This is incredibly handy when you&#8217;re stuck and an enemy is rapidly approaching, but it looks like the item will be relatively rare, so it&#8217;s important to only use it when absolutely necessary. Between the two puzzle stages offered in the demo there is a single visual novel-style scene where Vincent receives a text message from his fiancee Katherine. If you choose to reply to the message Vincent will type out a response that will lower his morality gauge. It&#8217;s unclear at this point just what effect this will have on the rest of the game, but it will most likely determine your ending and possibly future character interactions.</p>
<p><em>Catherine</em> is a beautiful game, but having played the demo it&#8217;s apparent that it won&#8217;t be for everyone. Language issues aside the puzzle core seems a bit unusual and may put of players who were expecting a more traditional Persona Team release. However, based on the fun it&#8217;s possible to have with the demo without even understanding the language, I have little doubt that this will be a worthwhile investment. Here&#8217;s hoping a localization is announced soon, or at least an English subbed Asia-region release.</p>
<p><a href="http://www.play-asia.com/SOap-23-83-4f67-71-br-49-en-84-j-70-40in.html" title="" onclick="pageTracker._trackPageview('/outgoing/www.play-asia.com/SOap-23-83-4f67-71-br-49-en-84-j-70-40in.html?referer=');">Buy Catherine (Xbox360™) at Play-Asia.com</a><br />
<a href="http://www.play-asia.com/SOap-23-83-4f67-71-bp-49-en-84-j-70-40im.html" title="" onclick="pageTracker._trackPageview('/outgoing/www.play-asia.com/SOap-23-83-4f67-71-bp-49-en-84-j-70-40im.html?referer=');">Buy Catherine (PS3™) at Play-Asia.com</a></p>

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		<title>Demo Impressions: Bulletstorm</title>
		<link>http://njiska.com/2011/01/demo-impressions-bulletstorm/</link>
		<comments>http://njiska.com/2011/01/demo-impressions-bulletstorm/#comments</comments>
		<pubDate>Sun, 30 Jan 2011 01:52:11 +0000</pubDate>
		<dc:creator>Jason Westhaver</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Previews]]></category>

		<guid isPermaLink="false">http://njiska.com/?p=461</guid>
		<description><![CDATA[Violence = Yes! Humour = Bleh!
<div class="twitterbutton" style="display: block; text-align: left;"><a href="http://twitter.com/share?url=http://njiska.com/2011/01/demo-impressions-bulletstorm/&amp;text=Demo Impressions: <em onclick="pageTracker._trackPageview('/outgoing/twitter.com/share?url=http_//njiska.com/2011/01/demo-impressions-bulletstorm/_amp_text=Demo_Impressions_em_Bulletstorm_/em_amp_via=Njiska_amp_related=&amp;referer=');">Bulletstorm</em onclick="pageTracker._trackPageview('/outgoing/twitter.com/share?url=http_//njiska.com/2011/01/demo-impressions-bulletstorm/_amp_text=Demo_Impressions_em_Bulletstorm_/em_amp_via=Njiska_amp_related=&amp;referer=');">&amp;via=Njiska&amp;related=" onclick="pageTracker._trackPageview('/outgoing/twitter.com/share?url=http_//njiska.com/2011/01/demo-impressions-bulletstorm/_amp_text=Demo_Impressions_em_Bulletstorm_/em_amp_via=Njiska_amp_related=&amp;referer=');"><img align="left" src="http://njiska.com/wordpress/wp-content/plugins//easy-twitter-button/i/buttons/en/tweetn.png" style="border: none;" alt="" /></a></div>
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			<content:encoded><![CDATA[<p>It&#8217;s pretty clear now that <em>Bulletstorm</em> is going to be a love-it-or-hate-it kind of game. On the one hand it wants to be a bad-ass, balls-to-the-wall experience targeting hardcore gamers; on the other it&#8217;s so immature and idiotic that it&#8217;ll turn off anyone who hasn&#8217;t spent the last ten years on the business end of a bong. It introduces some nice concepts and rehashes some old ones, but unless you can come to terms with it&#8217;s questionable presentation you&#8217;re going to have a hard getting into it. At least that&#8217;s the impression the demo has left me with.<span id="more-461"></span></p>
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<p>For the most part <em>Bulletstorm</em> plays like any other first-person shooter, but with a few additional attack options to help set it apart from the crowd. Pressing the Left Bumper will release your Leash, an electric whip that can be used to pull enemies closer or manipulate the environment. Once an enemy has been leashed you can either shoot him, kick him back with your boot triggering a slow-mo event, or just let him to fly into whatever is behind you. It&#8217;s easy to do, opens up a number of opportunities for unique kills and proves to be extremely satisfying. Pressing the Right Bumper loads a charge shot, powering up your weapon and granting extra abilities like instant vaporization. The exact effects of a charge vary from weapon to weapon, but the end result is always entertaining. You can only hold a certain number of charges per weapon, however they can be replenished mid-stage so you won&#8217;t need to worry about saving them for the right moment. Despite all the fun that can be had with charged shots and leashing, <em>Bulletstrom</em>&#8216;s controls have one major drawback; the context-sensitive A button. Press and hold A while out in the open you&#8217;ll initiate a high speed sprint. Tap it again while running and you&#8217;ll enter a baseball slide that takes out any enemies in your way. On their own these two commands work perfectly fine and open up numerous opportunities for creative killing, but the problem comes when you realize that jumping is also assigned to the A button. Like <em>Gears of War</em> you&#8217;ll need to move next to the object you wish to jump over, wait for the pop-up message to appear and then press the button in order clamber over. Otherwise you&#8217;ll just run in place and look like an idiot. This proves to be a major issue late in the demo when you find yourself battling enemies in a room divided by a series of low walls. Getting in position there means coming under fairly heavy fire. Enemies on the other hand can run across them without even breaking stride. It&#8217;s frustrating to say the least.</p>
<p><em>Bulletstorm</em>&#8216;s mantra is &#8220;Kill with Skill&#8221; and never is this more apparent that in the game&#8217;s scoring system. Kill an enemy by shooting it to death and you&#8217;ll earn next to nothing. Kill it by leashing it, kicking it, snagging it with an explosive bolas and detonating them to take out three other nearby baddies on the other hand will you earn what the game refers to as a &#8220;metric fuck-ton&#8221; of points. Options for killing are extremely limited in the demo, but there&#8217;s no doubt that the full release will have dozens if not hundreds of skill kills available. In the context of the single player experience there&#8217;s little motivation for earning points aside from the thrill of the kill and some weapon upgrades, but if the same system is applied to competitive multiplayer things could get very interesting. Unfortunately as the demo is single player only we can only speculate on what multiplayer will actually be like.</p>
<p>Despite some obvious flaws with the controls, <em>Bulletstorm</em> is built upon a solid foundation that only starts to crack when the lead character decides to open his mouth. Toilet humour and gratuitous profanity are everywhere, but unlike the well established <em>Duke Nukem</em> series, <em>Bulletstorm</em> doesn&#8217;t get a pass for the sake of nostalgia. It&#8217;s an incredibly lowbrow experience with next to no redeeming qualities that frankly falls below the expectations of today&#8217;s audience. If you&#8217;re going to take the bad humour approach you need give it some substance or maybe some irony; otherwise it&#8217;s just crude for the sake of crude and that just isn&#8217;t going to fly.</p>
<p><em>Bulletstorm</em> was never a game that caught my attention, but now that I&#8217;ve played the demo I can safely say I am intrigued. The combat system and skill kills are both well designed and offer some opportunities for free-form mayhem, but the lowbrow presentation is a major turn off. Were the game solely combat based I&#8217;d be going out to pre-order it as we speak, but unfortunately as it stands right now I&#8217;m going to hold off and wait to see what the finished product is like. Definitely give the demo a try and see if you can stomach it yourself.</p>

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		<title>Another Region Free Shmup: Eschatos</title>
		<link>http://njiska.com/2011/01/another-region-free-shmup-eschatos/</link>
		<comments>http://njiska.com/2011/01/another-region-free-shmup-eschatos/#comments</comments>
		<pubDate>Sat, 29 Jan 2011 23:23:26 +0000</pubDate>
		<dc:creator>Jason Westhaver</dc:creator>
				<category><![CDATA[Previews]]></category>

		<guid isPermaLink="false">http://njiska.com/?p=457</guid>
		<description><![CDATA[Just a quick update for any shooter fans that missed the news, Eschatos is confirmed region free. According to the game&#8217;s official website: &#8220;This game is released only in Japan, but it will be worldwide-region disc.&#8221; It&#8217;s also been announced that the game will include ports of the Wonderswan shooters Judgement Silversword and Cardinal Sins. [...]
<div class="twitterbutton" style="display: block; text-align: left;"><a href="http://twitter.com/share?url=http://njiska.com/2011/01/another-region-free-shmup-eschatos/&amp;text=Another Region Free Shmup: <em onclick="pageTracker._trackPageview('/outgoing/twitter.com/share?url=http_//njiska.com/2011/01/another-region-free-shmup-eschatos/_amp_text=Another_Region_Free_Shmup_em_Eschatos_/em_amp_via=Njiska_amp_related=&amp;referer=');">Eschatos</em onclick="pageTracker._trackPageview('/outgoing/twitter.com/share?url=http_//njiska.com/2011/01/another-region-free-shmup-eschatos/_amp_text=Another_Region_Free_Shmup_em_Eschatos_/em_amp_via=Njiska_amp_related=&amp;referer=');">&amp;via=Njiska&amp;related=" onclick="pageTracker._trackPageview('/outgoing/twitter.com/share?url=http_//njiska.com/2011/01/another-region-free-shmup-eschatos/_amp_text=Another_Region_Free_Shmup_em_Eschatos_/em_amp_via=Njiska_amp_related=&amp;referer=');"><img align="left" src="http://njiska.com/wordpress/wp-content/plugins//easy-twitter-button/i/buttons/en/tweetn.png" style="border: none;" alt="" /></a></div>
]]></description>
			<content:encoded><![CDATA[<div><iframe title="YouTube video player" class="youtube-player" type="text/html" width="610" height="373" src="http://www.youtube.com/embed/TG10TZYYNaM?rel=0" frameborder="0" allowFullScreen></iframe></div>
<p>Just a quick update for any shooter fans that missed the news, <em>Eschatos</em> is confirmed region free. According to the game&#8217;s official website: &#8220;This game is released only in Japan, but it will be worldwide-region disc.&#8221; It&#8217;s also been announced that the game will include ports of the Wonderswan shooters <em>Judgement Silversword</em> and <em>Cardinal Sins</em>. First print editions will contain a soundtrack CD. Shaping up to be a great release and well worth the asking price.</p>
<p><a href="http://www.play-asia.com/SOap-23-83-4f67-71-br-49-en-84-j-70-44aa.html" title="" onclick="pageTracker._trackPageview('/outgoing/www.play-asia.com/SOap-23-83-4f67-71-br-49-en-84-j-70-44aa.html?referer=');">Buy Eschatos (Xbox360™) at Play-Asia.com</a></p>

<div class="twitterbutton" style="display: block; text-align: left;"><a href="http://twitter.com/share?url=http://njiska.com/2011/01/another-region-free-shmup-eschatos/&amp;text=Another Region Free Shmup: <em onclick="pageTracker._trackPageview('/outgoing/twitter.com/share?url=http_//njiska.com/2011/01/another-region-free-shmup-eschatos/_amp_text=Another_Region_Free_Shmup_em_Eschatos_/em_amp_via=Njiska_amp_related=&amp;referer=');">Eschatos</em onclick="pageTracker._trackPageview('/outgoing/twitter.com/share?url=http_//njiska.com/2011/01/another-region-free-shmup-eschatos/_amp_text=Another_Region_Free_Shmup_em_Eschatos_/em_amp_via=Njiska_amp_related=&amp;referer=');">&amp;via=Njiska&amp;related=" onclick="pageTracker._trackPageview('/outgoing/twitter.com/share?url=http_//njiska.com/2011/01/another-region-free-shmup-eschatos/_amp_text=Another_Region_Free_Shmup_em_Eschatos_/em_amp_via=Njiska_amp_related=&amp;referer=');"><img align="left" src="http://njiska.com/wordpress/wp-content/plugins//easy-twitter-button/i/buttons/en/tweetn.png" style="border: none;" alt="" /></a></div>
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		<title>Demo Impressions:Gal*Gun</title>
		<link>http://njiska.com/2011/01/xbox-360-preview-galgun-demo/</link>
		<comments>http://njiska.com/2011/01/xbox-360-preview-galgun-demo/#comments</comments>
		<pubDate>Mon, 24 Jan 2011 14:01:02 +0000</pubDate>
		<dc:creator>Jason Westhaver</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Previews]]></category>

		<guid isPermaLink="false">http://njiska.com/?p=430</guid>
		<description><![CDATA[Who would have thought a game marketed towards perverse otaku would actually be good?
<div class="twitterbutton" style="display: block; text-align: left;"><a href="http://twitter.com/share?url=http://njiska.com/2011/01/xbox-360-preview-galgun-demo/&amp;text=Demo Impressions:<em onclick="pageTracker._trackPageview('/outgoing/twitter.com/share?url=http_//njiska.com/2011/01/xbox-360-preview-galgun-demo/_amp_text=Demo_Impressions_em_Gal_Gun_/em_amp_via=Njiska_amp_related=&amp;referer=');">Gal*Gun</em onclick="pageTracker._trackPageview('/outgoing/twitter.com/share?url=http_//njiska.com/2011/01/xbox-360-preview-galgun-demo/_amp_text=Demo_Impressions_em_Gal_Gun_/em_amp_via=Njiska_amp_related=&amp;referer=');">&amp;via=Njiska&amp;related=" onclick="pageTracker._trackPageview('/outgoing/twitter.com/share?url=http_//njiska.com/2011/01/xbox-360-preview-galgun-demo/_amp_text=Demo_Impressions_em_Gal_Gun_/em_amp_via=Njiska_amp_related=&amp;referer=');"><img align="left" src="http://njiska.com/wordpress/wp-content/plugins//easy-twitter-button/i/buttons/en/tweetn.png" style="border: none;" alt="" /></a></div>
]]></description>
			<content:encoded><![CDATA[<p>Who would have thought a game marketed towards perverse otaku would actually be good? Granted I&#8217;ve had it pre-ordered for quite some time, but if you&#8217;ll pardon the hipster expression, I was only buying it ironically. It was supposed to be my shining example of Japanese stereotypes coming to fruition; a game full of school girls being attacked by tentacles and shot in the face with sexy, sexy pheromones. Never in a million years did I think I&#8217;d actually enjoy playing it.<span id="more-430"></span></p>
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<p>Developed by Inti Creates, the studio responsible for the <em>Rock Man/Mega Man Zero</em> series, <em>Gal*Gun</em> casts the player in the role of the world&#8217;s most unfortunate high school student. Thanks to a mishap involving an apprentice angel and some Cupid&#8217;s arrows, it seems the player is now irresistible to the opposite sex; kind of like the classic love potion backfires plot of so many TV comedies. His only defense from the hordes of obsessed girls is to shoot them with pheromones, causing them to become overwhelmed and drop. Or at least that&#8217;s what I’ve been able to gleam from the story as it&#8217;s entirely in Japanese and I do not know the language. The bulk of text at least favours katakana over more complex kanji, so it might be easier for novice speakers to understand. </p>
<p>Between the visual novel-style story segments comes the shooting sections. They are a lot of fun and feel like they&#8217;ve been ripped out of a proper arcade light-gun game. Aiming is a bit of a bitch at first as you&#8217;re forced to use a cursor, but with practice you&#8217;ll find yourself adapting quickly. The only downside is that the game doesn&#8217;t offer a way to adjust your reticle&#8217;s movement speed on the fly. You can zoom-in to make aiming easier, but you sacrifice sight of a large portion of the play area and in a game where enemies can pop out from any side this is a major hazard. If you&#8217;re fortunate enough to shoot a girl in a special target area, like their mouth if they&#8217;re leaning for a kiss, you&#8217;ll score an Ecstasy Shot that immediately defeats the girl and boosts your heart meter. When the heart meter is full you can press the Y button to enter Doki Doki mode. Here you&#8217;ll need to shoot a girl in different erogenous zones to bring her pleasure. Holding the Right Bumper to increase you shot strength and shooting the girl in an area she likes will cause the pleasure gauge to raise quickly. If you successfully max is out the girl by the time your heart meter runs dry then you&#8217;ll regain some health and activate a sort of love bomb that clears all enemies from the screen. Curiously while the game allows you to keep filling your heart meter to build stocks, once you enter Doki Doki mode it seems you&#8217;ll use all of them until they all run out. I&#8217;ve yet to find a way to end it early.</p>
<p>The presentation side of <em>Gal*Gun</em> is lacking, but that&#8217;s to be expected with this kind of title. Textures are low-res, objects are made up of a surprisingly small amount of polygons, but the girls themselves look quite nice and have some surprisingly good cel-shading effects. There is some noticable clipping present during Doki Doki mode and you may notice some slow down when there are more than 8 girls on screen, but hopefully this will be corrected in the final code. Load times are also quite high, weighing in at as much a 25 seconds, but Inti Creates has assured use the loads on the final build are only around five seconds.</p>
<p>Honestly I have to say I’m quite impressed. Taking one of the oldest cliches in television and turning it into a light-gun style shooter certainly falls into the category of odd, but it&#8217;s that fun kind of odd. The kind you can&#8217;t help but keep coming back to. Unless something changes in the final build I expect this to be a real gem.</p>
<p>Japanese Xbox Live Gold members can download the Gal*Gun demo from the <a href="http://marketplace.xbox.com/ja-JP/Product/ぎゃる-がん/66acd000-77fe-1000-9115-d802414a87d4" onclick="pageTracker._trackPageview('/outgoing/marketplace.xbox.com/ja-JP/Product/_-_/66acd000-77fe-1000-9115-d802414a87d4?referer=');">Xbox Live Marketplace</a>. Japanese Xbox Live Silver members will gain access to the demo on January 27th.</p>
<p><a href="http://www.play-asia.com/SOap-23-83-4f67-71-br-49-en-84-j-70-41ml.html" title="" onclick="pageTracker._trackPageview('/outgoing/www.play-asia.com/SOap-23-83-4f67-71-br-49-en-84-j-70-41ml.html?referer=');">Buy Gal*Gun (Xbox360™) at Play-Asia.com</a></p>
<p>BONUS: Full Intro Video</p>
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<div class="twitterbutton" style="display: block; text-align: left;"><a href="http://twitter.com/share?url=http://njiska.com/2011/01/xbox-360-preview-galgun-demo/&amp;text=Demo Impressions:<em onclick="pageTracker._trackPageview('/outgoing/twitter.com/share?url=http_//njiska.com/2011/01/xbox-360-preview-galgun-demo/_amp_text=Demo_Impressions_em_Gal_Gun_/em_amp_via=Njiska_amp_related=&amp;referer=');">Gal*Gun</em onclick="pageTracker._trackPageview('/outgoing/twitter.com/share?url=http_//njiska.com/2011/01/xbox-360-preview-galgun-demo/_amp_text=Demo_Impressions_em_Gal_Gun_/em_amp_via=Njiska_amp_related=&amp;referer=');">&amp;via=Njiska&amp;related=" onclick="pageTracker._trackPageview('/outgoing/twitter.com/share?url=http_//njiska.com/2011/01/xbox-360-preview-galgun-demo/_amp_text=Demo_Impressions_em_Gal_Gun_/em_amp_via=Njiska_amp_related=&amp;referer=');"><img align="left" src="http://njiska.com/wordpress/wp-content/plugins//easy-twitter-button/i/buttons/en/tweetn.png" style="border: none;" alt="" /></a></div>
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		<title>Another possible Region-free Candidate: Bullet Soul</title>
		<link>http://njiska.com/2011/01/another-possible-region-free-candidate-bullet-soul/</link>
		<comments>http://njiska.com/2011/01/another-possible-region-free-candidate-bullet-soul/#comments</comments>
		<pubDate>Sun, 23 Jan 2011 06:19:44 +0000</pubDate>
		<dc:creator>Jason Westhaver</dc:creator>
				<category><![CDATA[Previews]]></category>

		<guid isPermaLink="false">http://njiska.com/?p=424</guid>
		<description><![CDATA[CONFIRMED: 5PB has confirmed that Bullet Soul will be region-free. Let the shmup love reign denpanosekai wrote me recently and asked me to help him promote a new shmup related cause. It seems he recently attended an event put on by 5PB where they showed off their upcoming shooter, Bullet Soul, where he inquired into [...]
<div class="twitterbutton" style="display: block; text-align: left;"><a href="http://twitter.com/share?url=http://njiska.com/2011/01/another-possible-region-free-candidate-bullet-soul/&amp;text=Another possible Region-free Candidate: <em onclick="pageTracker._trackPageview('/outgoing/twitter.com/share?url=http_//njiska.com/2011/01/another-possible-region-free-candidate-bullet-soul/_amp_text=Another_possible_Region-free_Candidate_em_Bullet_Soul_/em_amp_via=Njiska_amp_related=&amp;referer=');">Bullet Soul</em onclick="pageTracker._trackPageview('/outgoing/twitter.com/share?url=http_//njiska.com/2011/01/another-possible-region-free-candidate-bullet-soul/_amp_text=Another_possible_Region-free_Candidate_em_Bullet_Soul_/em_amp_via=Njiska_amp_related=&amp;referer=');">&amp;via=Njiska&amp;related=" onclick="pageTracker._trackPageview('/outgoing/twitter.com/share?url=http_//njiska.com/2011/01/another-possible-region-free-candidate-bullet-soul/_amp_text=Another_possible_Region-free_Candidate_em_Bullet_Soul_/em_amp_via=Njiska_amp_related=&amp;referer=');"><img align="left" src="http://njiska.com/wordpress/wp-content/plugins//easy-twitter-button/i/buttons/en/tweetn.png" style="border: none;" alt="" /></a></div>
]]></description>
			<content:encoded><![CDATA[<p><strong>CONFIRMED: 5PB has confirmed that Bullet Soul will be region-free. Let the shmup love reign</strong><br />
denpanosekai wrote me recently and asked me to help him promote a new shmup related cause. It seems he recently attended an event put on by 5PB where they showed off their upcoming shooter, <em>Bullet Soul</em>, where he inquired into the possibility of the game being region-free. Their response was that no decision had been made, but the were indeed thinking about it. Seems they&#8217;ve been paying attention to <em>MMP/PS</em> and <em>Eschatos</em>, but haven&#8217;t heard much interest directly from western fans. If they are legitimately considering it than it&#8217;s probably a good idea to drop them a line and let them know you&#8217;re interested.</p>
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<p>You can contact 5PB via their Public Relations form <a href="http://5pb.jp/games/mailfoam/contact_public.html" onclick="pageTracker._trackPageview('/outgoing/5pb.jp/games/mailfoam/contact_public.html?referer=');">here</a>.</p>
<p>You can read denpanosekai&#8217;s blog post about the 5PB even an <em>Bullet Soul</em> <a href="http://www.denpanosekai.com/2011/01/japan-firsthand-bullet-soul-and-phantom.html#more" onclick="pageTracker._trackPageview('/outgoing/www.denpanosekai.com/2011/01/japan-firsthand-bullet-soul-and-phantom.html_more?referer=');">here</a>.</p>
<p><a href="http://www.play-asia.com/SOap-23-83-4f67-71-br-49-en-84-j-70-3y5h.html" title="" onclick="pageTracker._trackPageview('/outgoing/www.play-asia.com/SOap-23-83-4f67-71-br-49-en-84-j-70-3y5h.html?referer=');">Buy Bullet Soul (Xbox360™) at Play-Asia.com</a></p>

<div class="twitterbutton" style="display: block; text-align: left;"><a href="http://twitter.com/share?url=http://njiska.com/2011/01/another-possible-region-free-candidate-bullet-soul/&amp;text=Another possible Region-free Candidate: <em onclick="pageTracker._trackPageview('/outgoing/twitter.com/share?url=http_//njiska.com/2011/01/another-possible-region-free-candidate-bullet-soul/_amp_text=Another_possible_Region-free_Candidate_em_Bullet_Soul_/em_amp_via=Njiska_amp_related=&amp;referer=');">Bullet Soul</em onclick="pageTracker._trackPageview('/outgoing/twitter.com/share?url=http_//njiska.com/2011/01/another-possible-region-free-candidate-bullet-soul/_amp_text=Another_possible_Region-free_Candidate_em_Bullet_Soul_/em_amp_via=Njiska_amp_related=&amp;referer=');">&amp;via=Njiska&amp;related=" onclick="pageTracker._trackPageview('/outgoing/twitter.com/share?url=http_//njiska.com/2011/01/another-possible-region-free-candidate-bullet-soul/_amp_text=Another_possible_Region-free_Candidate_em_Bullet_Soul_/em_amp_via=Njiska_amp_related=&amp;referer=');"><img align="left" src="http://njiska.com/wordpress/wp-content/plugins//easy-twitter-button/i/buttons/en/tweetn.png" style="border: none;" alt="" /></a></div>
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