You can start buying downloadable content for New Super Mario Bros. 2 this Thursday.
The first three DLC packs for the game, each including three courses, are the Gold Rush Pack, Coin Challenge Pack A, and Nerve-Wrack Pack. Here's Nintendo's description of each:
Gold Rush Pack: Fun new courses that give novice players the best chance to collect lots of gold, and veterans the chance to set even higher Coin Rush records.
Coin Challenge Pack A: The New Super Mario Bros. 2 website will track the rankings based on the scores for this pack, enabling players to measure their scores against other tallies from around the world in these more open courses.
Nerve-Wrack Pack: Intense new courses designed for veteran players looking for new challenges.
DLC for New Super Mario Bros. 2 was first detailed in Japan late last week. Nintendo says they plan to release more DLC packs later this year; the second will arrive at the end of October and the third will hit at the end of November.
It's hard to say, really, who is more at fault in this sadly failed guess from last night's Jimmy Kimmel Live. While Kimmel got sidetracked and failed to remember pertinent information that would have helped him, the celebrity—armed not with a phone, but with a full-sized iPad—could have done a much better job rendering their own likeness.
Still, it's all in good fun. And it turns out that celebrities are just as bad at drawing celebrities in Draw Something as many of the rest of us are.
Microsoft's official site for their game console has been known to let things slip out before they've been publically announced. Like that one time it outed Halo 4 before last year's E3.
Jordan Mechner has talked about the re-imagination of his classic kung-fu adventure before but no release date has ever been mentioned by the writer/designer. Now, thanks to an Xbox.com link spotted by Game Informer, gamers everywhere know when they'll be getting a chance to rescue Mariko—and hopefully kick evil hawks in the face—all over again. The Xbox.com page also has details on the companies developing and publishing the game, too. The original Karateka is very fondly remembered by generations of gamers. Soon, we'll see if the remake gets the same kind of love.
Karateka [Xbox.com, via Game Informer]
The old dread isn't coming back. You remember it, don't you? The shock of terror when you stumbled in on a zombie chomping on a corpse in the first Resident Evil. Or when the undead dogs jumped through the window? Those are signature moments—along with the compulsive hoarding of typewriter ribbon—that anyone who's played the classic survival horror game will remember.
The question Resident Evil 6 faces, then, is whether it can create new shivers or replace that terror with something else as memorable. Despite delivering a game with three campaigns and a load of online features, the answer is clear that this new Resident Evil lacks the wherewithal to either scare you or impress you.
My love for the old Resident Evil titles came from those games feeling like self-contained incidents of horror. Somewhere along the line, the series' custodians got more concerned with connecting the games' plots in a labyrinthine continuity than in growing new gameplay ideas.
Resident Evil 6 reverses that trend. This outing feels like it's trying to please several different sorts of gamer and draws from the series' own glory days and titles created in the West to do so.
Developer: Capcom
Platforms: PlayStation 3 / Xbox 360 (version played)/PC
Released: October 2nd
Type of game: Dramatic horror—that's what Capcom's calling it, anyway—third-person action game.
What I played: Finished three main campaigns and an unlockable one over the course of about 30 hours. Sampled the offline Mercenaries Mode, co-op campaign and Agent Hunt.
Two Things I Liked
Two Things I Hated
Made-to-Order Back-of-Box Quotes
The weight of the exertion put into Resident Evil 6 is palpable. It holds three storylines that each follow a pair of characters as a bioterrorism plague unleashes monstrosities of all sizes throughout the United States and China. (There's also an unlockable fourth campaign.) Each thread has crossover junctions where people can jump into other folks' games. RE6 also has the most robust multiplayer options in series history. The adventures of Chris Redfield and Piers Navins, Sherry Birkin and Jake Mueller or Leon Kennedy and Helena Harper all carry slightly different flavors, each one seemingly designed to speak to different tastes.
But that's where many of the problems lie. The all-out effort to throw as many new enemy types, plot twists and set-piece wow-moments into the game comes across as desperate and undisciplined. This installment of Resident Evil feels bloated and every interesting idea that pops up drowns in either its own repetition or in the metric ton of drudgery surrounding it.
When I first started encountering RE6's new tweaks , I thought they'd make the awkward tone-deafness of the plot and dialogue bearable. I liked the Combat Gauge, a stamina meter that depletes as you use hand-to-hand combat. Use it too much and you'll eventually be forced to draw your weapons to kill enemies. That balancing act throws players back into the resource management that is a hallmark of Resident Evil.
Quick Shot is another step forward that addresses complaints about the lugubrious nature of Resident Evil games' controls. It's a stronger, faster attack that spins you around to blast immediate threats, but it also drains a section off your Combat Gauge.
Some enemies will change shape depending on where you shoot them. Blast an arm on a J'avo soldier and it'll transmogrify into a swollen, whip-like bludgeon. Or maybe a shield. Weird human-animal hybrids—like man-spiders and upside-down moth-thugs—sprout from human skin after taking damage in RE6. Each type requires a change in strategy to best deal with them.
Playing as the sidekicks offers even more variation to the experience. Their attacks differ from the main heroes in complimentary ways. Jake's chaperone Sherry, for example, wields a stun baton that lets her smack up enemies with any drain on her combat gauge stamina. The electrified truncheon also kills off enemies without the need for an additional—and time-consuming—finishing stomp. Piers' sniper proficiency lets you handle ranged threats while Chris eliminates enemies up close.
The enemy design branches along several different trains of thought, too. Zombies in Leon's campaign are closest to traditional undead shamblers. Chris and Piers fight J'avo who are just as nimble and combat-skilled as they are. Jake and Sherry run through extended chase scenes with a Nemesis-like beast on their trail. Variations on just about every sort of enemy that's been in an RE game show up here.
You'll encounter zombies that run, throw projectiles or spit acid. They also shoot machine guns at you, dodge and pounce, too. Some mutate when wounded, others shamble towards you with explosives making it necessary to shoot them from afar. The C-Virus at the root of the game's bioterrorism spits out many mutations of enemy and part of the scant amount of fun in RE6 is in seeing what happens when you shoot a bad guy.
Resident Evil 6 comes across as a conscious effort to grow the palette—and hopefully, the appeal—of Capcom's long-running series. Different UI skins, different musical motifs, different weapons and different clichéd attitudes all show up in the game. RE6 isn't quite a set of triplets, though. It's more like one lifeform with three heads. And the problems some have had with RE over the last few games persist with this installment. The palette that the dev team is trying to expand feels stubbornly inbred and obsessive, filled with boilerplate conspiracies uncovered by characters who are walking clichés. So, no, this installment isn't a giant leap in storytelling acumen.
All the campaigns criss-cross over each other and it's neat getting three, sometimes four points-of-view of a critical moment in the game. Leon's campaign feels purposefully throwback; it's more moody horror-focused, at first. Chris's missions are more gung-ho action affairs—with vehicular combat—that feel like military squad-based brofests like Gears of War. Jake runs through one, long cat-&-mouse chase as he tries to escape a near unkillable enemy. His levels offer up some martial-arts hand-to-hand brawls amongst all the shooting action, too. The extra unlockable campaign goes the stealth route, in what's probably the biggest departure from the other story options.
The intersection gimmick is a great narrative trick wasted on a terrible story. The interwoven nature of the campaigns also serves to highlight how similar everything feels. In Leon's campaign, it feels at first that each body you stumble over is a corpse that could re-animate and attack you. Chris' angst over soldiers dying under his command and Jake's wise-cracking acrobatics start off feeling like they hold different possibilities but all of the campaigns devolve into a dull room-clearing, door-opening, boss-fighting cycle of boredom.
There is an unforgivable amount of quick-time events in Resident Evil 6. Those prompt-driven button presses and other context-sensitive actions make it hard to ever feel a sense of flow in the game. The constant pop-ups to press a button to open a door or vault up to a ledge broke any kind of immersion I might have felt while playing. Even worse, the cover system here is awful and made me resort to a run-and-gun style more than I would have liked.
Moment to moment, you can lose yourself in the mindlessness of Resident Evil 6. But you'll need to hurdle some poor feedback and dumb design decisions to do so. There's no denying that the party-crashing Agent Hunt is fun and that online co-op makes things a bit less bland when you're playing with a friend. But overall, it's bloated and a mish-mash of cribbed ideas. None of it musters any passion.
Mutation gets a bad rap. It's a necessary part of evolving into a newer, more capable lifeform. Without mutation , human beings wouldn't have opposable thumbs, for example. But mutation can also twist organisms into horribly gross or not terribly useful shapes. Unfortunately, It's clear that what's happened with the Resident Evil franchise. Every intriguing design possibility in the game—the way it shifts to stealth, hand-to-hand combat or environmental puzzles—is something cribbed off of a better implementation elsewhere. Resident Evil 6 feels like a ton of gene-splicing has been happening in Capcom's dev studios and the result isn't a miracle cure for what ails the franchise. Instead, it's a misshapen hunchback filled with bad DNA. You could try killing it with fire, but it will probably come back.
The rise of Words with Friends has brought the slow and plodding casual word game genre into the spotlight. With Lexatron, Fictorial's Brian Hammond seeks to add a little excitement to the scene with a keen competitive twist.
Rather than trying to fill a board with expensive words, the goal in Lexatron is to make your way across the board as quickly as possible. The secondary goal is blocking the path of player two, making it more difficult for them to complete their word path. If you get blocked, there's always explosions.
The reason I don't play Words with Friends or Scrabble that often is because without instituting custom rules the games just meander about directionless until the tiles run out. Mixing familiar word play with a clearly defined goal is a wonderful idea.
We'll see how well it works out when Lexatron's $.99 universal app hits iTunes on October 10.
Call me crazy, but this is the kind of realism I want from my Sonic games, not regrettable mouth-kissing or a never-ending sense of crushing disappointment.
Silly Sonic [DeviantArt, via insanely gaming]
Without a doubt, Tiger & Bunny was one of the most popular anime of 2011. It took the idea of superheroes and mixed it with reality TV to create what amounts to a buddy-cop anime series. Now a year after the series' end, the heroes are making their leap to the silver screen with Tiger & Bunny: the Beginning.
As you may have guessed from the title, Tiger & Bunny: the Beginning is a retelling of the first few episodes of the TV series. The good news is that it's not all rehash. Actually, a little under half the movie is brand new. This new chunk of the story deals with the world's greatest thief (not Lupin III sadly) who has stolen the city's symbol of superheroism and has a seemingly unstoppable superpower. While nothing game changing, it is a decent little diversion in the world of Tiger & Bunny.

The rehashed section of the movie is usually frame for frame identical to the TV show, but it has been greatly cleaned up for the big screen. Better still, both the TV section and new section have more moments spent with each of the non-titular heroes, showing more of what they do best. So if you are a Sky High or Blue Rose fan, you will no doubt be pleased with their added screen time.
By far the biggest change in the movie deals with Barnaby. By and large, he is a much more unlikable character. In the series, he's just playing the hero reality show like it's meant to be played—trying to get the most points. But in this movie, he's thoroughly mean and
condescending to the rest of the heroes both on and off duty. This makes him come off as far more of an ass and serves to make the moments where he supports the other heroes seem more out of place than it did in the series. However, it also makes his gradual steps toward accepting Tiger as a partner all the more meaningful.
Many of the other heroes are far less developed here because of the abridged nature of the movie. However, this has the side effect that everyone is far less hard on Tiger—which is a welcome change.
While it was nice to have a large chunk of the movie to be brand new, it was mostly a throwaway story—entertaining though it was. Frankly, it was like watching the first two episodes of the series with a couple of extra filler episodes fitting in between episodes two and three. The new villain, which while creative, was hardly dangerous. The trick was just catching him. When compared with the main villains of the TV series, though, he was laughably weak.
Judging by many recent anime feature films, I went into Tiger & Bunny: the Beginning expecting nothing more than a big screen remaster of the first few episodes. The fact that there was new footage at all—much less a whole new two episodes worth—was such an unexpected plus that I really enjoyed it. However, despite being new, it was far from the heights of the TV series proper. Honestly, though, should I rewatch the series in the future, I will likely pause after the first couple of episodes to watch the new section of this movie and treat it as two lost episodes.
Tiger & Bunny: the Beginning was released in theaters in Japan on September 22, 2012, and is currently being screened in numerous countries around the world.
Monteroza, which owns a handful of izakaya restaurants like Shirokiya and Wara Wara, is offering a special deal at many of its eateries: If you have the same name as a Neon Genesis Evangelion characters, it will discount your bill.
The characters include Rei Ayanami, Shinji Ikari, Kaworu Nagisa, Soryu Asuka Langley, and Makinami Mari Illustrious.
So, if you have the same family name as one of these characters, you can get 30 percent off. If you have the same first name, you can get 15 percent off. If you exact same name, you can get 50 percent off. If everyone in your group has Eva names, then you get 77 percent off!
There are probably lots of people with the name "Shinji" or "Rei" as they are both fairly common. But Soryu Asuka Langley or Makinami Mari Illustrious? Anyone with those names deserves much more than a dinner tab discount.
The promotion runs from October 1 to November 30.
最大77%オフも! エヴァ搭乗者と同性or同名で割引される「綾波割」登場 [Kotaku Japan]
A few years back, EA (of Japan!) was slated to publish a Nintendo DS game dubbed Hachi Koi in which you touch various girls. It was the least EA game EA was ever to release. But by 2009, EA got cold feet—or something—and the game was shelved.
Fast forward to October 1. Hachi Koi resurfaced on iOS and Android as a free-to-download dating game that not only looks different from its DS version, it also looks ready to nickel and dime players with in-game items. But, hey, at least it lives. I guess.
ニューロン・エイジ、iPhone/Android「はち恋」配信 [Game Impress Watch via 2ch]
I have made no secret of how much I have been enjoying Sword Art Online—going so far as to call it the smartest anime in years. When fellow Kotaku East writer Toshi Nakamura told me that there was another anime by the same author also about online games called Accel World, I began watching it as quickly as possible. But while it has a phenomenally well thought out concept and starts off incredibly strong, it is just one of those anime that falls apart in the second half.
The world of 2046 as portrayed in Accel World is perhaps the most realistic and well thought out version of the future I have ever seen. This is because it is centered around one world-changing invention: the Neuro Linker. The Neuro Linker is a personal computer that clips to your neck and overlays the computer screen over your field of vision. With it you can search the net, play online games, and call other people directly—talking virtual avatar to virtual avatar. Nearly from birth, everyone has one of these computers and it affects the very social structure of the world. Talking avatar to avatar is considered a common method of communication. On the other hand, cabling—i.e. connecting Neuro Linker to Neuro Linker directly with someone else sans the avatars—is considered one of the most intimate of actions as you not only talk mind to mind but also can access the other person's computer. It is the deep examination of the cultural impact of such a computer that makes Accel World so enjoyable.
The plot of Accel World centers around not only the Neuro Linkers but also a secret MMO fighting game called Brain Burst. What makes Brain Burst unique over the other MMOs seen in Accel World is that it offers a real-world reward: the ability to slow time to a near stop. By using the data of the nearly ubiquitous security cameras, the game creates a 3D model of the real world and puts it directly into your mind—stretching one second into sixteen minutes. Doing this takes one Burst Point—more of which can only be obtained by playing the game.
The genius of this series is the exploration of the implications behind such a game existing. Being able to stop time gives you the ability to win any fight and pass any test just by the sheer amount of time you get for planning your next move—and this is not even the only way to use burst points either. Of course, should you run out of points, the game uninstalls itself and can never be installed again. So what would you do to keep such power? How important would the game become to you, knowing that the only way to keep your power is to win? Would you go so far as to kill an unbeatable in-game rival in the real world to assure your safety?
Simply put, Accel World is the first thing I have ever seen that makes logging into an MMO seem not only exciting, but also a matter of life or death.
Many anime star the likeable loser—though like in 80's teen movies, all it takes is a simple
makeover to turn them into a stud. Not so in Accel World. The protagonist, Haruyuki, is short, fat, and the most bullied kid in school—so much so that his online avatar is a pig. Of course, in the online world, while still socially awkward, he's amazing. It is his online skill—and the fact that online, looks are meaningless—that gains him the love of the most popular girl in school. Even then, with a girlfriend and time-stopping powers, his change into a self confidant person is slow and gradual—as it should be.
Of course, Haruyuki being a likable character does little to change the fact that he is actually the main villain of the story—though not the big bad. That would be his girlfriend, "Princess Snow Black" (no one knows her real name). At level nine, she is one of the strongest players in the
game. However, to reach the level cap, she must defeat the other level nines in sudden death matches where the loser's game is uninstalled. While the other level nines want peace so everyone can play the game and enjoy its real-world benefits, she wants to hit level ten, meet the creator of the game, and perhaps end it for everyone—just to satisfy her curiosity.
So any way you look at it, the main characters are the villains, ruining other people's fun for their personal gain. But this does not make them bad people. In fact, while their goal is of the most selfish kind, it is also the goal the game was designed for. After all, games are meant to be beaten.
The first two story arcs in Accel World are great for the reasons I have stated above. The third story arc—which incidentally takes the entire second half of the series—is contrived at best, lazy
at worst. The entire arc revolves around a blackmail plot. The problem is that Snow Black has the real-world resources to easily fix any problems caused by the blackmailer and can beat him in the game without much effort should a fight be needed. Now of course it's noble to want to deal with the blackmail problem yourself and leave those you love out of it, but once life-long friendships are being ruined and expulsion from school is on the table, it's time to suck it up and call in the big guns.
Still, the story might have been okay if it had been just a few episodes long, but as it's half of the entire anime, it feels monotonous and entirely without suspense since it can so easily be fixed by a single phone call. With that said, the twist/explanation for one of the character's incredibly out-of-character actions was quite well done; so at least that ended the arc on a positive note.
The beginning of Accel World is amazing: the first five episodes might be one of the best world-building introductions in anime history. And it continues strong until the midway point—before spending its remaining time on a story arc that, while not totally irredeemable, pales in comparison to the first half. However, despite its shortcomings, the first thing I did after finishing the series was head out to my local game store to buy the new Accel World PS3 game (with OVA episode)—at eleven o'clock at night. I think that action really speaks for itself.
Accel World aired this summer on Tokyo MX in Japan. It is available with English subtitles on Viz Anime.