Yep, in eleven years later if you were waiting to play the sequel in English.  Thanks, SEGA of America!

From the Desk of The Editor-in-Chief: Before We Hibernate

Hello everyone, Hanh Nguyen (MogKnight) here with one note before while we’re working on our restructuring process.

2013 has been a crazy year. Not only are we at the start of a new generation of consoles, we’re starting to see changes in games media and fans interacting with the world. Times have greatly changed. I, myself, have changed.

Everything has gone to complete silence here. I want to apologize for that. Most of it revolves around me and my inability to dedicate the time and effort towards this site for the past year. Those who are close to me know what went on; a lot of it is personal and served as a handicap for me.

However, this brings us an opportunity. As time went on, many plans and ideas bounced around. Some ideas went straight to the trash, while some ideas are developing in the background as we slowly chip at it and think of new ideas in the process.

Our vision for the site has changed over time. The direction we want is to have a place where we can celebrate video games. The method of doing so is a lot more open now than it was before. Writing about it is just but one way to get the message across. It’s a bit outside the realm of games journalism, and I feel that’s where we want to be.

There is now an opportunity to just rebuild everything, and that’s what we have done and intend to continue doing until we’re ready. Until that happens, we may throw up some sporadic posts here and there from either myself or Emily (RadGalaxy).

We’ve also been getting requests from others who wish to contribute. I don’t feel comfortable doing so at this time, but definitely we can work something out once we’re ready.

Until then, we’ll say hi a few times. We hope you’ll add us to your list of amazing video game sites after we rebuild. It’ll be worth it.

Yep, in eleven years later if you were waiting to play the sequel in English. Thanks, SEGA of America!

- Mog

Interestinly enough, the narrator calls it Thunder Force The Second Mission.

Blowing Dust: Thunder Force II

Well, this is embarrassing. Normally I like to beat a game a couple times or so before writing an article on it. Sometimes that doesn’t happen. I have thousands of excuses. I wasn’t in the zone. I didn’t have the time to bash my head against it until I saw credits. The game cheated. The controller wasn’t listening. Ghosts. Yeah, let’s blame ghosts this time. Anyway, I attempted to beat, but failed miserably, one fantastic shooter from 1988: Thunder Force II for the Sharp X68000.

Interestinly enough, the narrator calls it Thunder Force The Second Mission.

Interestinly enough, the narrator calls it Thunder Force: Mission II.

In my defense the X68000 version of Thunder Force II is significantly harder than the Genesis version that I can beat in my sleep. Enemies seem to take more hits, they send out more shots, and there just seems to be more stuff going on. I guess the ORN Empire got lazy in the following year. Budget cuts, maybe? Who knows. All I know is, this game curses for you when you lose.

Thunder Force II was the first Genesis game I owned, mostly because I had found it cheap before I had a Genesis and figured I may as well grab it. This was back when Genesis games were about $60-$70 a pop, so it wasn’t something that I wanted to pass up. I knew I’d get a Genesis eventually. Altered Beast was fun and all, but you need other games to play from time to time. For me, there’s a lot of nostalgia tied to Thunder Force II. When I found out there was another version of it, of course I had to check it out.

If you’ve never played Thunder Force II before, it’s a bit different from the rest of the series. There’s two types of stages; overhead and side scrolling. The game alternates between the two types, starting with the top down stages. The side scrolling stages are similar to what you see with the rest of the series. You navigate your ship through a corridor with anything and everything trying to kill you. You grab some weapons along the way, fight a boss, and you’re done.

The sidewinder is one of the exclusive weapons. I still died.

The sidewinder is one of the exclusive weapons. I still died.

It’s the top down stages that make this one different. These stages are free roaming, meaning you can go off in whatever direction you need to. You have to destroy a set number of bases in order to beat the stage. In the X68000 version, you get a map that helps show where they are, which I always thought would have helped in the Genesis version. Enemies come at you in all directions, and there’s obstacles as well. It sounds simple but things get dicey when you find yourself caught in small spaces because you can’t slow down or stop moving. Of course, you get power-ups as well, none of which will carry over to the side scrolling stages.

The control is pretty tight, despite the fact that there’s no way to speed up or slow down in either the top down or side scrolling stages. Some of the weapons, particularly the ones exclusive to the X68000 version are a bit strange to control. The hit boxes seem a bit unfair at times. You need to be very direct with your shots. You may have to configure the X68000 version before hand, as auto fire is off by default.

At least the X68000 version throws you a bone by giving you a map.

At least the X68000 version throws you a bone by giving you a map.

The music, much like all of the Thunder Force games aside from the very first, is amazing. There’s not much more to say than that. This is the game where the legacy of Thunder Force’s soundtracks started. I don’t think the X68000 version has any better music than the Genesis version. From what I understand, the X68000 and Genesis used similar FM sound chips. In the X68000 version, there are more sound effects and clearer audio samples. Some of them are still hard to make out, but at least they sound more like voices instead of inaudible banter. Although, it’s clear as day when the game yells “shit” when you lose your last ship.

The Genesis touted itself as being an arcade machine at home when it came out. The games on Genesis never looked arcade perfect, but they were great renditions for the time. With that said, the X68000 was known for it’s nearly arcade perfect ports and was used as a development kit for CPS games. While the X68000 version isn’t a whole lot better looking than the Genesis version, I’d like to think it looks like what Thunder Force II would have looked like if it were an arcade game. There’s a bit more detail than the Genesis version, more layers of parallax, and more going on at one time. Some of the sprites look different, like your ship, but there’s not a whole lot of difference.

"The dump" is one of the stages left on the cutting room floor for the Genesis version.

“The dump” is one of the stages left on the cutting room floor for the Genesis version.

Thunder Force II is a great game, regardless of which system you play it on. Unfortunately, the X68000 version hadn’t appeared on anything else. The Genesis/Mega Drive version showed up on Thunder Force Gold Pack Vol 1 on the Saturn, along with Thunder Force III, but hasn’t shown up on anything else. The series hasn’t been entirely forgotten, as Thunder Force VI was released in 2008 for PlayStation 2. There’s an unfortunate lack of the series as a whole on virtual consoles. Fortunately you can buy the Genesis version for pocket change.

Don’t forget the past! Great games needs to be remembered. Questions? Comments? Drop a line below or reach out to me on Twitter or Facebook.

There we go!  That's the right game.  come on SEGA, let's keep it simple from here on out.

Blowing Dust: Wonder Boy in Monster World and The Dynastic Hero

When people think of their early days of gaming, there’s usually a few names that come up depending on when you started or what console you favored. In my day there were two schools. We had the Nintendo kids, and the SEGA kids. While I had both a Genesis and a Nintendo, there was one franchise I remember that Nintendidn’t. That was Wonder Boy. Now that I’m older, I’m aware that the Wonder Boy games did, in fact, exist on Nintendo consoles, as well as the TurboGrafx-16 and several others. There’s one specific entry I want to take a look at today. First, a quick history lesson.

The Wonder Boy series gets very convoluted when you try to follow it. There’s an overlapping series called Monster World, which have more RPG elements than the rest of the series. Not all Monster World games are Wonder Boy games and vice versa. Specifically, I want to focus on the Monster World series. First, we have Wonder Boy in Monster Land, which was called Super Wonder Boy in Monster World in Japan, which showed up in arcades and for the Master System. Jaleco would later retool the game as Saiyuki World and release it for the Famicom while Hudson Soft ported it to PC Engine as Bikkuriman World.

Wait, this isn't the Wonder Boy in Monster World I was thinking of. Prepare for confusion!

Wait, this isn’t the Wonder Boy in Monster World I was thinking of. Prepare for confusion!

Then we have Wonder Boy III: The Dragon’s Trap, not to be confused with Wonder Boy III: Monster’s Lair, which actually comes before it in the series and plays like a sidescrolling shooter. Technically it would have been Wonder Boy IV: The Dragon’s Trap, but it was the third Wonder Boy game released on the Master System and Monster’s Lair wasn’t very well known outside of Japan. This game game was also released on TurboGrafx-16 is Dragon’s Curse. In Japan this game was called Monster World II on the Game Gear. In an effort to throw off fans completely the PC Engine version was named Adventure Island.

There we go! That's the right game. come on SEGA, let's keep it simple from here on out.

There we go! That’s the right game. come on SEGA, let’s keep it simple from here on out.

There’s also a Brazilian version of most of these games released by Tec Toy, featuring characters from a children’s comic called Turma da Mônica. I think we’re all confused enough already so I’m going to pretend those aren’t a thing for the rest of this article.

If you only saw the title screens, I'm not sure if you'd guess they're the same game or not.

If you only saw the title screens, I’m not sure if you’d guess they’re the same game or not.

Why the name changes? Why is a SEGA franchise appearing in slightly modified forms on other consoles? SEGA only owns the rights to the Wonder Boy character. The game series was developed by a company called Westone. Since SEGA has no rights to the games themselves, they were able to be ported to a number of systems. The same with happened with Puyo Puyo. SEGA put Sonic characters in it and called it Dr. Robotnik’s Mean Bean Machine, while Nintendo slapped Kirby into it and dubbed it Kirby’s Avalanche. So, it stands to reason that the next game would be released under a few different names and systems as well, right? Right! So, without further ado, I present to you Wonder Boy V: Monster World III, Wonder Boy in Monster World, and The Dynastic Hero! Check out the videos below to see the differences between the two versions, or the lack thereof.

Originally released in 1991 as Wonder Boy V: Monster World III for the Mega Drive in Japan, it was released on Genesis in North America as Wonder Boy in Monster World. In 1993, Hudson would release their own version of the game for the TurboGrafx-16 Super CD-ROM system, which wouldn’t come out in Japan until 1994. There are some minor differences between the two versions. The music is completely different, town names and enemy names are changed, and some of the sprites were redrawn with a bug theme in The Dynastic Hero. The biggest difference between the two is the music and the fact that The Dynastic Hero has an opening movie and lets you have four save files instead of just one. For the most part, the games are identical and everything I cover is going to apply to both unless I specifically note it.

There’s not much of a story in either version you play. There’s monsters in the land causing chaos. Shion, this game’s Wonder Boy, sets out to become the legendary hero and stop them to bring peace to the land. In The Dynastic Hero, the evil Drillkor Empire is attacking the land of Tarron. Only Dyna, who looks like a cross between Mega Man and a hercules beetle, can stop them! Go save the fairy maiden, Brenna! It’s about as elaborate as sand, but it gets the job done. Some of the story elements that happen along the way are kind of cool, especially if you’ve played the other Wonder Boy games. For example, one of the items you must find is the Ancient Axe, which is a reference to the original Wonder Boy game. You get these references a bit less in The Dynastic Hero, thanks to the changed names. It also bears mentioning that The Dynastic Hero has a bit more of a flavorful translation, while Wonder Boy in Monster World seems dry and more literal.

Had these games released more recently, they’d be called “Metroidvania” games. It’s a side scrolling action game with RPG elements, very similar to Wonder Boy III: The Dragon’s Trap, but much more intricate. There’s a central hub that connects the world. When you get to a town, they’ll tell you about a specific problem they’re having. This involves going into a dungeon and beating a boss. Buy yourself some new gear, learn some magic, and plunge yourself into the dungeon where you’ll find a certain item that lets you proceed into another part of the world.

If I had this place built, I'd have some words with the contractors who put these lower floors in.

If I had this place built, I’d have some words with the contractors who put these low spots in.

You’ll go from dark jungles to visiting Poseidon under the sea, into a pyramid, to a land of ice, into a volcano and even a castle in the sky. The world is riddled with secrets, which is standard fare for the series. There’s secret doors, spots where you can jump and get bags of money, and hidden walls with treasure chests waiting to be discovered. I don’t think I’ve ever found them all, but it’s a completionist’s dream.

As you explore the dungeons, you’ll find more hearts and magic to help you through. There are a few puzzles you’ll encounter, but none of them are too difficult. The most difficult is the Sphinx, a recurring enemy through the series, who makes sure you’ve been paying attention as you’ve been playing. All in all, there’s seven actual dungeons, not counting the areas you need to go through to get to them. There is a lot of content, but you can still beat it in a day. I’d say it has about the same length as The Legend of Zelda: A Link to the Past.

Things video games have taught me: Getting a trident totally lets you breath underwater.

Things video games have taught me: Getting a trident totally lets you breath underwater.

The control is much more refined than the previous games in the series. Some people might be put off at the start of the game as you’ll move slow, and won’t have much range to your attack. This improves as you go through and get better stuff, which is a throwback to Wonder Boy in Monsterland. The hit detection is spot on, and the jumping is smooth, assuming you’ve bought good boots. I can’t say I’ve ever felt frustrated with the platforming unless the game was deliberately trying to be annoying. There’s some awkwardness in The Dynastic Hero due to the fact that the game was designed with a three button controller in mind. When using items and spells, instead of being mapped to the A button they’re mapped to the Run button.

It's a temple in the jungle, of course there's going to be boulders.

It’s a temple in the jungle, of course there’s going to be boulders.

As far as challenge, Wonder Boy in Monster World is a bit harder than The Dynastic Hero. This is only because of some changes made during the localization. They buffed the final boss to the point where it’s frustrating, and you get a “game over” when you lose all of your hearts instead of being sent back to the last inn you stayed at. Since both games weren’t localized by the same people, The Dynastic Hero keeps the difficulty the same as the original Japanese version the games were based off of. With that said, the most challenging part of the game is the final castle; the rest of it is pretty average.

A town? Oh no, what are they going to ask me to do now?

A town? Oh no, what are they going to ask me to do now?

The music is very different in both games. Some people might expect The Dynastic Hero to have a CD-Audio version of the same tracks from Wonder Boy in Monster World. While that’d be amazing, it’s not the case and The Dynastic Hero has its own unique soundtrack. While it is high quality and sounds pretty good, I don’t like it as much as Wonder Boy in Monster World.

Wonder Boy in Monster World featured a number of tracks from the previous games that were redone, and they sounded great. Specifically the music during the final castle which is an iconic theme for the series, as well as the boss music. It has a lot of nostalgia value, so if you’re not familiar with the other games, that will be lost on you. Either way, they’re both good. My biggest gripe with the music in The Dynastic Hero is that a number of the tracks are reused in different areas but they don’t quite fit in every place they’re used. For example, the same track is used for the underwater areas as well as the ice castle, which works well in Wonder Boy in Monster World. In The Dynastic Hero, the music they use doesn’t quite match both areas.

Skeletons, why's it always have to be skeletons?

Skeletons, why’s it always have to be skeletons?

Both the TurboGrafx-16 and the Genesis were considered graphical underdogs compared to the SNES, but you wouldn’t really guess that by this game. In both versions, everything’s very colorful and the sprites look very nice. Some of the bosses are huge, and there’s very little slowdown, if any. TurboGrafx-16 does a fantastic job recreating everything from the Genesis version. The Genesis version has more background scrolling, and some of the colors were changed a bit in the TurboGrafx-16 version, probably due to palette limitations. The end result is The Dynastic Hero has a bit more of a pastel look than Wonder Boy in Monster World.

The bosses are nice and huge, especially when you're not.

The bosses are nice and huge, especially when you’re not.

Whether you have The Dynastic Hero or Wonder Boy in Monster world, you’re going to have the same experience. If you like your sidescrollers to have a bit more meat on their bones and want something that makes you explore its world a bit, I highly suggest checking out either version. If you plan on playing on the original hardware, The Dynastic Hero is one of the rarer TurboGrafx-16 CD-ROM games, if not the rarest. I’ve seen it sell for over $1000. Unless you’re a diehard collector, I wouldn’t say it’s worth it. It is available on the Wii Virtual Console if you want to check it out. The Wonder Boy in Monsterworld cartridge sells for a couple of dollars if you can find it, and it’s also on the Wii Virtual Console, XBLA, and PSN. It’s a fantastic game, one that’s been among my favorite games since I was a little brat in grade school.

There’s also a Master System version, which I’d suggest avoiding at all costs. I snagged a copy a few years back thinking it’d be a cool relic to have. I’m a huge fan of the Wonder Boy games, and I own both the Japanese and US versions of The Dynastic Hero and Wonder Boy in Monster World. It seemed like a natural acquisition. The Master System version was literally painful to play. The music was droning, off-key renditions of the Genesis version. The graphics were bad by Master System standards, it used some of the longest passwords I’ve ever seen, and in order to hit enemies you’d need to be standing on top of them. It’s best left forgotten. Stick to the Genesis or TurboGrafx-16.

Yep, in eleven years later if you were waiting to play the sequel in English. Thanks, SEGA of America!

Yep, in eleven years later if you were waiting to play the sequel in English. Thanks, SEGA of America!

Thankfully the nomenclatural confusion ended with Wonder Boy in Monster World, as it’s sequel only had one incarnation and title: Monster World IV.

Beat it? Seen it? Still wondering what’s up with the Charmstone guy? I want to know. Comment below or hit me up on facebook or twitter!

Don't worry guys. I got this.

Tips To Get You Started in Final Fantasy XIV: A Realm Reborn

Don't worry guys. I got this.

Don’t worry guys. I got this.

By now, many have gotten their hands on Final Fantasy XIV: A Realm Reborn. With all the betas over and early launch starting in just a few days, I’d like to take this time to guide you all in the right direction in this brand new Eorzea. If you feel a bit lost or you have not started yet, I’m here to help ya! Even if you have already started or have gone crazy like I have during the betas and hit level cap, hopefully there’s something here you could use on your travels.

You want to amass a fortune, right?

When you first start off in FFXIV, you’ll be presented with a question of why you became an adventurer. Unless you have absolutely zero interest in crafting, make sure you tell him “To amass a fortune.” This gives you a ring that has +8 CP, which is a stat used for crafting. This ends up being very useful compared to the other choices as the additional 8 CP will make a difference when it comes to succeeding a craft with a higher quality finish, which in turn will give you more EXP return per craft. The other choices only yield a ring with +1 stat to either Crit Hit Rating, Vitality, or Determination, which are minor in comparison. These rings are replaced fairly early on, while the fortune ring does not.

If you already started, don’t feel too inclined to restart just on the account of this ring. Again, if you have no interest in crafting, go with your other options.


After landing into the city for the first time, you will be given a quest that involves you going to the guild for your class, a quick talk to an NPC about markets, and attuning yourself to an Aetheryte. While I can’t confirm if this is mandatory now — mainly because I always do it before even stepping outside and never checked if they added blocks in open beta — it is a step that you should take regardless. This will begin your story and class quests, both which are very important to progress in ARR.

Take the time to run around the city and get familiar with it. Keep an eye out for aethernets nodes and attune yourself to them, as you can use them to teleport to any attuned aethernet within the city. Attune yourself to all and you will be able to teleport outside of any city gate. Very useful if you want to cut down on travel time, especially since you will going back and forth from your guild in the early levels.

And never forget to sprint.

There’s a story?!

Final Fantasy has always been known for their “great” stories… but never mind that for a second. Story quests also unlock new functions such as being able to do daily-ish quests called guildleves, getting an airship pass, enabling dungeons for you to venture, and a myriad of other things. Do these quests as you’re leveling up your first class. These quests will have a flaming border on its icon compared to the rest of the other quests.

By the time you hit level 15 for the first time, you should have the quest “It’s Probably Pirates”, which will lead to your first dungeon in Sastasha. If not, stop whatever you’re doing and get caught up.


Fill that log up! It gives EXP!

Hunt down everything in that Hunting Log

Upon finishing the first class quest, you will have access to the Hunting Log. This acts as your “kill X monster Y amount of times” quests that you normally see in other MMOs. Each class has their own log, so leave no reserve for murdering helpless wildlife! The EXP reward is worth it. This also leads you around the areas and helps you get familiar with them. In any case, you want EXP and you want to get your hands dirty. The hunting log will help you accomplish just that.

Don’t be afraid to beat that claimed monster.

If you get the first hit on a monster, it’s claimed to you but anyone can still hit it. If you claim it, you get 100% EXP and whatever it drops. If you hit an enemy that is already claimed by someone else and you do enough damage to it, you will also get credit for the kill without making a dent to the original claimer’s rewards. Do not be afraid to engage other people’s monsters if your objectives are the same.

Plan how you’re going to play with friends.

EXP bonuses are plentiful when you’re killing as a group. Not only that but you will be given a stat boost based on the composition of your party. Make a big enough party and you will have access to limit breaks that acts as a safety net for the party when it’s needed.

Unfortunately, FFXIV ARR starting locations are based per class. While you will be able to freely move between the three cities once you get further in the story quests, the option to do so before that point is rather restrictive and a bit of a pain as you will need to run across the world. This is also further complicated in that no single city houses a tank, a DPS, and a healer class in the same place. The only city that comes close is Limsa Lominsa, which houses Marauder as a tank and Arcanist which can potentially serve all three roles. If you are dead set on playing with other friends right from the get go and the class choices are not aligning towards your original plan, do consider that you may need to level an alternate class for shared abilities or to unlock your job at level 30.


I don’t think I’m supposed to be here…

Save quests for lull moments.

You may be very tempted to pick up quests as you roam through FFXIV. This is a habit we have acquired from playing many MMORPGs. However, if you have any other method of gaining EXP, save non-progressive quests for when you need an extra boost in EXP during down time. These quests are one-time only and you cannot repeat them on another class. You also cannot cheat the system by feeding your quest rewards to a lower level class since all quests are level restricted even upon redemption.

Don’t get too wrapped up in doing quests, either. They are not the only way to earn EXP in ARR, and you do not want to bore yourself with repeated fetch quests if you do not have to.

Get comfortable with your controls and your UI.

There’s nothing worse than fumbling with controls. As FFXIV is based on constantly using abilities in the middle of fast-paced combat, having access to all of your abilities at your fingertips is very important. For keyboard/mouse players, you can bind anything on your keyboard and mouse to anything on your action bar. Make use of Shift/Alt/Ctrl+Key options and try to reduce mouse clicking your action bar as much as possible.

Also take time to retool your UI and HUD. Everything can be moved and resized to your heart’s content. You want to be as comfortable as possible, so make sure everything is exactly how you want it.

Food and Potions are delicious.

Food in ARR will give you a temporary increase in stats while giving you an EXP bonus. Potions will help you during situations where you’re near death. You can pick up some food and potions from NPC vendors for relatively cheap, or you can craft them yourselves with the right crafting class. Either way, stockpile on these and remember to use them. This may be the difference between life and death in certain instanced quests. You can also put these on your action bar as well.

Welcome to Silent Hill.

Gaming Shenanigans Vol. 15: That Time I Went To Silent Hill

On my summer vacation, I decided it was time for me to go to Silent Hill.

Welcome to Silent Hill.

Welcome to Silent Hill.

While I was driving all over creation, I made a stop in a very peculiar place in northeastern Pennsylvania. There’s a town there named Centralia, which isn’t a town anymore. In the 1960’s, a fire had broken out in the coal veins beneath the town. Things seemed fine until sinkholes began appearing and the townspeople questioned the safety of the area. Throughout the 1980’s, the town slowly turned into barren ghost town. Centralia served the inspiration for the 2006 movie adaptation of Silent Hill.

It's empty now, but at one time this street was lined with houses.

It’s empty now, but at one time this street was lined with houses.

There are no hospitals with faceless nurses, or children who were burned and are exacting their revenge on the populus. In fact, most of the town has been torn down and there’s only few houses left standing along with, ironically, a fire department. While there were no signs of evil cults, a church is one of the few remaining buildings, which is still actively used. It’s a Russian Orthodox church, which has an odd style of cross that many people wouldn’t be familiar with. If you saw the movie and let your imagination get to you, it’s quite ominous.

Still, you can see the gridwork of the town that was there, complete with concrete steps leading up to porches that were once there. I’ve always had a fascination with urban ruins, it was pretty cool to see. There’s a few hot spots where you can feel the fire burning beneath the streets, as well as some places where you can see puffs of smoke rising from the ground.

This is the only type of ghost you're going to see in this "ghost town."

This is the only type of ghost you’re going to see in this “ghost town.”

Sadly, there’s a lot of vandalism, but at least some of the graffiti is video game related.

Nothing else needs to be said.  Nice and minimalistic with awesome music.

Blowing Dust: Dragon Ball Z: Hyper Dimension

Anime and video games go together like rum and coke. If there’s a reasonably popular anime, you can almost guarantee that you’re going to see a game based off it at some point. Now, when there’s a massively popular anime, you’re likely to see dozens upon dozens of games. The Dragon Ball series has been around since 1984 and has spawned games on consoles ranging from the Famicom to the PlayStation 3. Some of them were pretty fun, while some of them were dreck.

It was the Dragon Ball Z games on Super Famicom that made me take my baby steps into importing games way back in 1993. While they might not have been the most technical fighters in the world, the Super Butoden games were a lot of fun to play. In 1996, when the life of the SNES/Super Famicom was flickering out and while the Dragon Ball Z series was coming to an end in Japan, Bandai released Dragon Ball Z: Hyper Dimension.

Nothing else needs to be said. Nice and minimalistic with awesome music.

Nothing else needs to be said. Nice and minimalistic with awesome music.

Dragon Ball Z: Hyper Dimension took advantage of a lot of enhancements that were developed for the SNES/SFC. It uses the SA1 co-processor, which was also used in Super Mario RPG and Kirby’s Dream Land 3. The game itself was also massive compared to a most other SNES fighters, weighing in at 32Mb. All of this together made a visually impressive SNES game with very detailed backgrounds and sprites. Like most of the late generation SNES/SFC games, it really pushed what the 16-bit generation was capable of.

Story wise, Hyper Dimension loosely covers the last three major story arcs of the Dragon Ball Z saga. At the start of the story mode, you are immediately thrown into the battle with Frieza, then Perfect Cell. The rest of the game covers the Buu saga. While many fan favorites that were in the Super Butoden games are absent, such as Trunks and Android 18, the roster is pretty much what you’d expect. You have: Goku, Gohan, Vegeta, Piccolo, Vegito, Gotenks, Perfect Cell, Mister Buu, Frieza, and Kid Buu. Unlike the other games, there aren’t any hidden characters. If you don’t want to deal with the story or bought the French version that was missing the story mode entirely, you can cut to the chase and play in VS mode against another player or the CPU, or do a 8 person tournament mode as well.

Expect to see some familiar places if you're a fan of the series.

Expect to see some familiar places if you’re a fan of the series.

Hyper Dimension plays a lot differently than most other Dragon Ball Z fighters. It offers a more traditional view instead of a split screen or zooming mechanic that many of the previous games have. Also thrown to the wayside are the cinematic powering up of the iconic attacks from the show. Turn that frown upside down, this is a good thing. Here’s why:

It was awesome to see Goku and Vegeta’s Kamehameha and Final Flash clash in the middle of the battle screen in the Super Butoden games. The result was a battle to see who could charge up the fastest and mash the A button the hardest. Instead, Hyper Dimension takes a more technical approach, requiring more skill, timing, and strategy to beat your opponents. The iconic attacks are there, but they’re not the same showstoppers that they were in the Super Butoden games. It makes the game much more fun and intense competitively. While it may not be on the level of Mark of the Wolves or Guilty Gear, Hyper Dimension is chock full of combos, cancels, and desperation moves. When playing around with what you can do, things can get pretty insane. The movesets are similar to the Super Butoden games. If you’re familiar with them, you’re going to have a nice head start on pulling some crazy moves off.

Now you can give Frieza one of Goku's legendary Kamehameha's to the face!

Now you can give Frieza one of Goku’s legendary Kamehameha’s to the face!

Even though Hyper Dimension is more of a traditional fighter, there are plenty of things that make it stand out. Any moves that use “energy” like fireballs and the characters signature moves will drain your health. You can also charge your energy, which causes your health bar to regenerate. There’s a number below your health bar that shows how much you have, which helps you see how much damage you’re taking and how much your super moves are draining you. There isn’t any sort of “round” system, but the fights do tend to get a little bit drawn out.

The stages are laid out in multiple “arenas”. You can bash your opponent into another arena with a special attack. Several of these arenas are in the open air, which changes up how some of your moves work. It wouldn’t be Dragon Ball Z without mid-air fighting. It’s a little clunky compared to fighting on the ground, though.

It just wouldn't be Dragon Ball Z without fighting in mid-air.

It just wouldn’t be Dragon Ball Z without fighting in mid-air.

As I stated above, this is a very late generation SNES/SFC game, and it really shows. It pushes the system to its limits with heavily detailed sprites with a lot of animation to them. Many of the stages have several scrolling layers in the background which adds depth to the backgrounds. One of the stages in particular has the Earth turning beneath you using Mode 7 scaling. While it may not change in real-time, there are several different times of day in the backgrounds as well. It’s a great looking game and certainly one of the better looking fighters on the SNES/SFC.

I wouldn’t say the music falls short, but it’s not amazing either. There’s not much that stands out from it other than the title music and small handful of other tracks. Some of the other games featured instrumental renditions of Hironobu Kageyama’s songs that appeared throughout the anime, while a lot of the games had established themes for specific characters. None of these are in Hyper Dimension. A lot of the background music sounds like it could have come from any number Bandai’s other fighters. It sounds a lot like the tracks from Gundam Wing: Endless Duel or Power Rangers: The Fighting Edition. Those games had great soundtracks, so take from that what you will. I think the music might be the only thing the Super Butoden games may have done better, but it’s still quite fitting for the game.

You don't remember the episode where Buu went to Namek to fight Cell?

You don’t remember the episode where Buu went to Namek to fight Cell?

While the Dragon Ball Z fighters usually fall into the category of guilty pleasures, I think Hyper Dimension stands out among them. While the roster could have been better, it does throw in many of the iconic villains of the series and captures the spirit of the anime well. It’s a surprisingly solid fighter, significantly more than many anime-based fighters. If you just want a game that features as many characters as possible, you might want to look into Dragon Ball Z: Shin Butoden on the Saturn, which was still reasonably fun and more in the spirit of the Super Butoden games. Either way, Dragon Ball Z: Hyper Dimension is a worthwhile game to check out and is still reasonably easy to find if you want to pick up the Super Famicom cartridge. While there’s no digital release at this point in time, I don’t think it would be outside the realm of possibility considering how popular the franchise still is. Dragon Ball Z: Hyper Dimension for EVO 2014! Let’s make it happen!

Seen it? Beat it? Ki blasted your friend in the face because he beat you too many times in a row? I want to hear about it. Comment below or drop me a line on Facebook or Twitter!

Also like the Saturn, it had a much better library if you imported games from Japan or Europe.

Gaming Shenanigans Vol. 14: Portables Don’t Die, They’re Murdered!

The time has finally come for me to admit to myself that I need to let go of a beloved handheld. For almost two years, I’ve been aware it was on the edge of death. This weekend, it finally went. I’m going to miss my PSP. :(

I’ve had this same PSP for about five or six years, it was actually a replacement I had gotten after a friend of mine spilled a bottle of Coke on my Ceramic White model 1000 PSP. When I had to pitch that one, I wanted to get a special one, and some limited edition metallic PSPs were released in Japan. I’m a bit picky about PSPs, due to their issues with dead pixels. I heard the later ones were better about this, but I’m OCD about that kind of thing. I had to buy my replacement one from somewhere I could test it. Fortunately, there were a few shops that carried them nearby. I came home with a metallic “lavender purple” PSP.

The PSP had some really great games on it, such as the Ys games, Lunar: Silver Star Harmony, Growlanser, Metal Gear Solid: Peace Walker, numerous Final Fantasy games the Disgaea games, some decent ports of fighters, a lot of JRPGs, and a slew of PlayStation games from PSN. Sure, the library had a lot niche titles. To me, it made It feel like a mini Saturn or Dreamcast. It was one of my first portable devices that had a web browser, which meant it always went with me when I’d travel, until I got a smartphone. I padded out my library of PSP games when the major retailers were slashing prices to blow the games out the door, which was sadly when I knew my PSP was reaching the end of its lifespan.

Also like the Saturn, it had a much better library if you imported games from Japan or Europe.

Like the Saturn, the PSP had a much better library if you imported games from Japan or Europe.

I noticed some dark spots on the LCD screen after buying a pile of games. I tried to ignore it. It didn’t get in the way of games as they were off to the side. They slowly got worse. I’ve seen electronics do some funky things in my time. I can’t say I’ve seen much like what happened to my PSP’s screen. It’s as if it’s rotting out. It reminds me of what happened to my original Game Boy, which had lines of pixels slowly die off. It never suffered any trauma, so I’m not sure what caused this to happen. My best guess is that the LCD screen got old and started to quit.

I went to play Star Ocean: Second Evolution on Sunday and the screen looked like swiss cheese. It’s over. I sadly shut it off and placed it back on my shelf. I know what people are going to say. “Why are you lamenting the loss of a handheld you can replace?” I’ve known this day was coming for a while, and I’ve been eyeing some other models and replacement screens. It’s not top priority, unfortunately. I’ll either replace the screen or buy another one at some point.

On a side note, playing Dragon’s Crown on Vita eased the pain a bit.

Gaming Shenanigans Vol. 13: Nintendo Direct Has A Summer Carnival

Gaming Shenanigans Vol. 13: Nintendo Direct Has A Summer Carnival

It’s that time again where Nintendo teases the hell out of every Nintendo fan with announcements about future releases. I’m going to take the liberty of rating some announcements by an emoticon.

Note: Each emoticon is not a representation of the opinions of everyone in The Mog Blog and only represent mine. >:(

Sonic Lost World Wii U and 3DS with October 22nd Release Date – :DRayman Legends – :D
Art Academy SketchPad for Wii U – :|
Pokemon Rumble U – :D
But those 18 figures… – >:/
Summer Carnival 92 Recca on 3DS – O_____________________________O;
Original NES Donkey Kong on 3DS – :/
Wario Land 3 on 3DS- :o
Super Mario Bros. 3 on 3DS and Wii U – :o
More Professor Layton with Azran Legacy – :o
Professor Layton vs. Pheonix Wright in 2014 – :D
A Link Between Worlds and Wind Waker HD – >:D
Animal Crossing Plaza/Community – :o

Overall Rating: :D

But why am I so excited about Recca? If the video in the Nintendo Direct doesn’t excite the shmup fan in you, especially with how much this is pushing the original Nintendo’s hardware to its limits, then have a look at this video by the guys at RetrowareTV.

I'm curious to know if this is in-engine or not.

Gaming Shenanigans Vol. 12: I Told You I’d Be Back!

Back in the day, I remember EverQuest being the undisputed king of MMORPGs. EverQuest is coming back, in a very unique fashion. They’re taking a page out of Minecraft and allowing players to create and destroy the environments as they see fit. Before EverQuest Next, we’re going to get EverQuest Next: Landmark, which is essentially a toolset for people to build things within the world. Players can create assets with EverQuest Next: Landmark that may even be used in the EverQuest Next world. You can even sell your creations in the Player Studio. I’m really interested to see how this all plays out. It’s got potential to be pretty cool.

I'm curious to know if this is in-engine or not.

I’m curious to know if this is in-engine or not.

Out of all the games I’ve played this year, Tomb Raider still stands out as something special. When I heard about how Square Enix considered it a failure, I was pretty bummed. In the gaming industry, sometimes it seems like sequels are poured onto store shelves non-stop. I felt like it was a shame that since the sales didn’t quite live up to Square Enix’s standards, it might not ever get a sequel. And…somehow I missed the announcement of the sequel entirely. While a sequel to a great game doesn’t automatically mean that it’s going to be just as good, it does have a chance at being something special assuming the same development team and writers are working on it.

I'm ready for more. Are you ready for more?

I’m ready for more. Are you ready for more?

On a final note, if you didn’t catch the Humble Deep Silver Bundle, or even if you did, they’re sweetening the deal by adding Metro 2033, Sacred Citadel, and Risen to the bundle. It’s a good opportunity to catch up if you’re waiting to check out Metro: Last Light and wanted to see the original first. You know, in case the summer weather is too hot for you and you don’t want to go outside.


Gaming Shenanigans Vol. 11: Yatagarasu Attack on Crowdfunding


It’s been making waves. Yatagarasu is a fighting game that has been in development for at least six years with limited funding. It’s an indie game by three former King of Fighters developers and has been hidden in the deep niche in the Japanese indie world for some time. Driven by what seems to be passion, the devs have been pushing out updates for this game for quite some time. It can be purchased in its current state and the game is pretty good from what I’ve played. That’s all good and great, but the devs are now taking this game to the next step by relying on fans of fighting games to help fund their project to create a bigger and better one.

The game is very simple in its approach. There was nothing much in terms of fancy complicated mechanics. This means that your game will be all about your basic fundamentals and being able to read and react to the opponent without all the huge fluff and extensive combos seen in recent fighting games. For you fighting game fans, this means that getting your “footsies” down will be very important. For those that aren’t deep into fighting games, this is a good platform to start understanding basic mechanics in fighting games without getting overwhelmed.

The devs (remember: all three of them) have acquired funds via an IndieGoGo campaign and getting help by Nyu Media and the fighting game community to spread the word around. They wish to complete Yatagarasu and finish the product as Yatagarasu Attack on Cataclysm. Not only do they wish to refine the game even further, but some of what they plan to add seem pretty amazing. Based on how much they receive, Attack on Cataclysm will add:

- Two new characters at least.
- Dynamic Japanese commentary by SBO/Tougeki announcer Koori Masoi and renowned fighting game player Kokujin.
- English commentary from some of the reps of the fighting game community including James Chen, UltraDavid, and Maximilian.
- NESiCAxLive arcade support (Which doesn’t apply to us living outside of Japan, but hurray for potential arcade scene!)

As far as stretch goals go, they will add more characters and throw in GGPO support for online play.

However, as of this writing, they are falling slightly short of their goal ($57,000/$68,000) and with 7 days remaining, it’s crunch time for everyone involved. Thankfully even if they do fall short, it is a flexible campaign so the devs will get the money regardless and a product will come from it even if development takes longer. But forget about falling short, let’s try to get these guys the funds to create a great fighting game that we deserve!

The IndieGoGo page for Yatagarasu Attack on Cataclysm can be found here.

You can check out the trailer for the latest released version of Yatagarasu here:

And now that I wrote up something about Yatagarasu… I’m gonna go back to fixing/refining my fightstick. It has an ethernet port now!

Now I can game on the internet... right?

Now I can game on the internet… right?

Details on internet joystick on another Gaming Shenanigans, which is when my parts arrive… whenever that is.

You can pick it up on the day Nintendo traditionally releases games.  Sunday.

Gaming Shenanigans Vol. 10: WTF It’s August?

Does the news about Breath of Fire 6 have you excited in one way or another? Does your excitement/rage have you wanting to play some older Breath of Fire titles? Thankfully, Capcom is going to release the Breath of Fire II on the Wii U Virtual Console. They haven’t given a specific timeframe as to when you’ll be able to purchase it, but they have confirmed it will be released in the US.

Who needs tablet gaming when you're playing with power! Super power!

Who needs tablet gaming when you’re playing with power! Super power!

As a fan of Breath of Fire since the first title on SNES, I’m not sure what to make of Breath of Fire 6. A lot of fans are in a bit of a huff about how the long awaited entry in the series is going to shape up. We’re not working off a lot of details, but the art style looks like a different game series entirely and I want to cringe anytime I hear of a franchised being revived as a social game. There’s a chance it could be good. Albeit a small chance, there’s a chance nonetheless. I don’t mind it when a company wants to make a mobile entry in a franchise. What bothers me is to see an actual numbered entry of a series go that route. Imagine if they were to have released Final Fantasy: All the Bravest as Final Fantasy XV? People would be understandably annoyed.

You can pick it up on the day Nintendo traditionally releases games. Sunday.

You can pick it up on the day Nintendo traditionally releases games. Sunday.

While we’re talking about long awaited sequels, if you’re a proud owner of a Wii U, Pikmin 3 is coming out this weekend. I never got a chance to play Pikmin 2, but the original was something special. It’s a top-down perspective strategy game. The only thing I can compare it to is Lemmings, but that might be oversimplifying it. You have a few different types of “Pikmin” that each perform a certain task, and you must command them in order to…I think we’re gathering fruit or something. They’re a lot of fun, and if that sounds like your thing then Pikmin 3 is something you might want to check out.

If your wallets still aren’t drained, Deep Silver has a Humble Bundle for you. They’re offering up Saints Row: The Third, Saints Row 2, Risen 2: Dark Waters, and Sacred 2: Gold. If you donate $4.95 or more you can even get Dead Island GOTY Edition and Saints Row: The Third Full Package. If you donate $25 or more you can pile Dead Island: Riptide on top of the whole shebang. (Torso not included.) Check it out here!


Gaming Shenanigans Vol. 9: Breath of Fire Sequel Announced…






Wait a minute…


Breath of Fire 6
Online RPG

… :(

While back, I heard that Capcom was going to announce more games centered around the mobile/online platform. What I didn’t think would ever happen is that Breath of Fire, a series that has been inactive for over 10 years, would be getting a numbered sequel as a smartphone game.

It’s disappointing to hear, given that mobile games are a much different environment with a different targeted audience. Creating the world of Breath of Fire on a smartphone device is not impossible to do, but one that will be different from what we’ve remembered from the past games.

But really, that’s all right. Capcom is a good judge of their franchises and they know what is best about where to put their priorities, even if it means going against its fandom! Right?



Though it would be unfair to not mention that Capcom does seem to have plans for Mega Man to return in some form in the future, and with Strider recently announced, who knows? I just know that me among several others are bummed about the fate of Breath of Fire, though I think I’d rather remember the fun moments I had with the series long ago.

I don't know what "configration" means, but I think it stands for "work in progress."

Blowing Dust: Space Fantasy Zone

Have you ever wondered what would happen if you took two of your favorite franchises and made a crossover? It could go horribly wrong, or it could be the best thing ever. Either way, you’re going to end up with something interesting, to say the least. That’s exactly what happened with Space Fantasy Zone. That’s right, it’s a mash-up of two of SEGA’s classic arcade games: Space Harrier and Fantasy Zone.

I don't know what "configration" means, but I think it stands for "work in progress."

I don’t know what “configration” means, but I think it stands for “work in progress.”

Now, if you don’t really follow the era before the blue hedgehog, these games might not be familiar to you. Space Harrier came out in 1985 and was one of SEGA’s first “super scaler” games. It’s a third-person-perspective on-rails shooter known for it’s fast gameplay, surreal setting and groundbreaking use of 16-bit technology. Fantasy Zone hit arcades in 1986, it was a side-scrolling shooter where the screen looped continuously, similar to Defender. It’s famous for it’s colorful graphics and incredibly cute cartoonish character designs.

Space Fantasy Zone was being developed by NEC Avenue in 1991 for the PC Engine CD-ROM² system. However, it was never released and no reason was ever specifically given as to why it was cancelled. It’s rumored that it was either quality issues or licensing issues with the use of the franchises. Maybe it was because they couldn’t come up with a more imaginative title. Even though it was never officially released, a prototype became available and was in a nearly completed and fully playable state.

I don’t think there’s much of a story, and don’t try to fit this into any timeline in either series. Sure, both game series took place in the “Fantasy Zone”, and they were always sort of connected in some roundabout way. Space Fantasy Zone stars Opa-Opa. What’s an Opa-Opa you ask? He’s a self-aware egg shaped spaceship with legs and wings. He was one of SEGA’s earlier mascots that appeared all over the place, including in the anime Zillion and Phantasy Star Online.

When you first look at Space Fantasy Zone, you might think it’s Space Harrier reskinned with Fantasy Zone graphics. There’s nine stages, all of them themed after the ones from the first Fantasy Zone game, complete with enemies and the bosses from Fantasy Zone as well as some chibi-cutsey versions of Space Harrier enemies. It’s deeper than that, as it combines gameplay elements from both games. You get a life bar and can take a number of hits before it’s game over instead of having lives. Every enemy you shoot down gives you money that you can spend on power-ups and sub-weapons.

The bosses from Fantasy Zone work really well in the third-person perspective.

The bosses from Fantasy Zone work really well in the third-person perspective.

The power-ups you can buy range from incredibly useful to completely useless. Most of the power-ups are lifted straight from Fantasy Zone, along with the limited time use of the sub-weapons. There’s several levels of strength upgrades which makes enemies and bosses easier to take down. You can buy some speed options, but I feel going all out on speed makes the game much harder. Most importantly there are the shield expansions and refills, which let you take more hits. Copa-Copa, who provides additional firepower, can be bought as well.

There are one-time use items such as bombs, temporary disability, a 256-ton weight, and a decoy. Of course, the better you do during the stages, the more money you end up having to buy these goodies. If you find yourself low on cash, you’re going to have to choose what you buy carefully so you don’t screw yourself in the next stage.

You may also choose to go out in a blaze of glory by dropping the weight on your head.

You may also choose to go out in a blaze of glory by dropping the weight on your head.

The graphics have a bright and colorful pastel look to them, and the sprites are a nice size with a fair amount of detail. The backgrounds and obstacles are very faithful to Fantasy Zone and the bosses translate well into the Space Harrier perspective. The PC Engine wasn’t known for its scrolling capabilities, so some sprites look a little choppy as they’re coming towards you. While it’s not bad, on par with Space Harrier II on the Genesis, I can see some people being put off by it.

I wonder what the Weaponalds clerk does if you don't stop? Hmm...

I wonder what the Weaponald’s clerk does if you don’t stop? Hmm…

While the music is present, there are a few spots where it seems like some is missing. Mainly the title screen and introduction. I’d like to think a final version would have had some sort of tunes playing there. Everything’s fine during the actual gameplay, which is what counts the most, and it’s great. The main theme is, as you may have guessed, a mashup of the main Space Harrier theme and the ever-so-catchy first level theme from Fantasy Zone. It’s incredibly bright and cheery, both themes mashup very well, it’s probably one of the better features of the game. The music in combination with all of the quirky sounds Opa-Opa makes really make the genre “cute-em up” earn its name.

If you’re a fan of the old school SEGA arcade games, you owe it to yourself to check out Space Fantasy Zone. While it may not be as long as Space Harrier, and it weighs in a bit on the easy side, the gameplay is fairly solid. It’s not groundbreaking by any means, but they didn’t set out to make a game that was going to revolutionize the shooter genre. NEC Avenue wanted to make a game that was fun to play and I had a blast with it. I think it’s a shame this was never released and will more than likely never be released on any virtual consoles.

Whether you're a fan of either game or both, playing this will certainly bring on the nostalgia.

Whether you’re a fan of either game or both, playing this will certainly bring on the nostalgia.

With that said, BUYER BEWARE! This was an unfinished prototype. You will absolutely come across copies of this game on eBay or at swap meets or wherever it is you kids these days go to buy classic games. They’re not original and quality will vary. There are copies out there that will come with a color manual and I can see it being worth it to collectors. There might be some where the music won’t work correctly and you might spend in excess of a few hundred dollars for something that won’t work right. I think about it the same way as reproduction cartridges. If it’s something you want to buy, make sure you know what you’re getting before you do. I’m sure there’s an original copy of the prototype disc floating around somewhere, more than likely it won’t be burned onto a CD-R and and labeled with a Sharpie.

I'm not sure what's going on in the ending but I'm pretty sure I saved the universe.

I’m not sure what’s going on in the ending but I’m pretty sure I saved the universe.

Seen it? Beaten it? Lamenting over the fact it was never released? Comment below or drop me a line on Facebook or Twitter!


Gaming Shenanigans Vol. 8: Let’s Watch Some Cartoons!

Kris Straub and Scott Kurtz have a new web cartoon based off of Mappy hosted by ShiftyLook, which is a subsidiary of Namco Bandai Games. Their series debuted a week ago, and they’ll have a new episode every week. It’s good stuff, especially if you’re familiar with the franchises. Dig Dug cracks me up, and I love Kris and Scott’s sense of humor. I’ve been a big fan of their work for years.

Scott Kurtz is the author of long running webcomic PVP and the recently launched Table Titans. He also works with the guys from Penny Arcade for the webcomic The Trenches. Kris Straub is famous for Chainsawsuit, Broodhollow, Starslip and several others. I had the pleasure of getting to meet them both at PAX East this past year (Thank you, Kris, for signing my copy of Ichor Falls), and they were pretty amazing in person. They’re great guys, please support their work and check out Mappy. I’ll make it easy for you, you can watch the first episode here:

Mappy’s done in a similar style as their infamous Blamimations. They’re cartoon shorts with limited animation, sort of ad-libbed and scripted at the same time. If you haven’t checked it out, there’s two seasons of them available on Penny Arcade TV. Scott and Kris are both fans of video games, there’s a number of Blamimations that have some pretty hilarious references. I’d suggest checking out episode 2, which features Deep King and Tetris Cop. It’s not safe for work, so keep the volume down.

They also did one which rips on Gauntlet and Skyrim that was pretty hilarious. It’s all good for a nice laugh.


Gaming Shenanigans Vol. 7: Jiggles and Fishies

This past weekend has been an odd place for games. While I’m sitting down enjoying my cup of vidyagaemz — one of which involves a “4″ in the title — all hell seem to have broken loose as Phil Fish, creator of the game Fez and founder of Polytron, announced that development for Fez II has halted and he will be leaving the industry. This bit of news came soon after Marcus Beer of GameTrailers and Fish butted heads into each other on Twitter due to Beer’s words on a video (inaccessible at the moment) regarding Fish and Johnathan Blow’s decision to decline comment on the recent news about Xbox One’s self-publishing. This has lead to Fish closing off his Twitter account to private. Soon after, he made the announcement and commented on the Polytron website:

“FEZ II is cancelled. i am done. i take the money and i run. this is as much as i can stomach. this is isn’t the result of any one thing, but the end of a long, bloody campaign. you win.”

I’m not a huge fan of Fez, but I’m sure the many fans out there that want more who are devastated by this. While Fish’s reasoning for leaving the industry are fair — including the numerous backlash comments he has received for so many things — it’s always a sad thing to see potential disappear like that.

Talking about potential, Square Enix seems to want to drive the point home that Lightning from Final Fantasy XIII is some sort of sex object. DualShockers originally reported that Lightning has be given a larger bust size for Lightning Returns: Final Fantasy XIII at E3, but this is further emphasized by an interview reported by Famitsu. Game Director Motomu Toriyama stated that Lightning’s breasts have increased by one cup size to bring out more uh… detail with some of the costumes. With the Mi’qote costume from Final Fantasy XIV added into Lightning Returns, maybe this direction is… I don’t know. I just don’t know. Oh and they jiggle… now.

But hey, I mean if people are asking about Lightning’s armpit, I’m sure that…


This is Monday’s Gaming Shenanigans and I’m outta here. Peace.

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