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Showing posts with label Stuff I Like. Show all posts
Showing posts with label Stuff I Like. Show all posts

30 Things I Like #11: PlatinumGames


PlatinumGames Inc. is a Japanese video game developer that was founded in October 2007 as result of a merger between two companies, Seeds Inc. and Odd Inc. Shinji Mikami, Atsushi Inaba, and Hideki Kamiya founded Seeds Inc. after the closure of Capcom's Clover Studio, while Odd Inc. was founded by Tatsuya Minami. A year after the studio was founded, video game publisher Sega announced that it would be publishing four unique properties developed by the company: MadWorld, Infinite Space, Bayonetta, and Vanquish. Their partnership later extended to include Anarchy Reigns. Most of these games were met with positive reception. Over the years, PlatinumGames had developed an expertise in action games and one of their key philosophies was that the team would not follow conventional game design concepts.


While PlatinumGames' core goal was to create new and original intellectual property (IP), the team also accepted several contract works from Activision on several licensed projects, most of which received mediocre reviews. Since 2013, PlatinumGames had held a close relationship with console manufacturer Nintendo, which funded several of their titles, including The Wonderful 101, Bayonetta 2 and Astral Chain. The studio also worked on creating new installments in other studios' franchises, with the studio taking major development duties on Metal Gear Rising: Revengeance for Konami, Star Fox Zero for Nintendo, and Nier: Automata for Square Enix. Nier Automata, which was both a critical and commercial success, was an important project for PlatinumGames, since it was their first game released after the cancellation of Scalebound, a project funded by Microsoft Studios.



History



2006–07: Founding


PlatinumGames was founded by the merger of Seeds Inc. and Odd Inc. in October 2007. Seeds Inc. had been founded by Shinji Mikami, Atsushi Inaba, and Hideki Kamiya on August 1, 2006. Prior to establishing the company, the three worked for Capcom, and were key members of the Osaka-based Clover Studio, which specialized in making new and creative intellectual properties. They worked closely together developing popular Capcom franchises including: Resident Evil, Devil May Cry, Viewtiful Joe and Ōkami. Most of these titles received critical acclaim, but under-performed commercially, leading to Capcom's decision to close the studio. Prior to the closure, the three founders had already left the studio to form their own company in mid-2006. In January 2006, the company expanded to 51 employees, including more former Capcom employees such as Masami Ueda, composer for the early Resident Evil games, and Mari Shimazaki, Ōkami's artist. Yusuke Hashimoto and Kenji Saito, who would eventually become PlatinumGames' directors, also joined during its establishment period. The new company revealed its existence by launching its website in February 2007.

Odd Ltd. was founded by Tatsuya Minami in February 2006, and later renamed Odd Inc. in July 2007. Like the founders of Clover Studio, Minami worked at Capcom prior to founding his own studio. He joined Capcom and for 20 years was involved in titles such as Super Ghouls 'n Ghosts and the Mega Man franchise. However, he decided to leave as he became tired of making sequels. Minami became the studio's head and focused on the company's management and administration, while Mikami, Inaba and Kamiya remained in the positions of director or producer.


2008–2012: Partnership with Sega


The company had not revealed anything about upcoming projects for a year, until 2008, when Sega announced that it would be publishing four PlatinumGames' titles. According to Minami, the titles were unique and creative, and it was courageous of Sega to publish these risky titles. Minami added further that the partnership with Sega allowed them to bring these titles to Western markets. The four games included: MadWorld, Infinite Space, Bayonetta and Vanquish. Each was released in 2009. All the intellectual properties created by PlatinumGames as part of the partnership are owned by Sega.

MadWorld was the first game to be released. Produced by Inaba, the game was designed to appeal to a western audience and had a unique art style inspired by that of Sin City. The original story was written by Yasumi Matsuno, who had previously worked on Square Enix's Ogre Battle and Final Fantasy Tactics, while PlatinumGames and Sega jointly localized the title for the West. The team created the game with a vision of bringing a unique game to the Wii. One of the game's main themes is violence and brutality which led to controversy as it tarnished the family-friendly image of the Wii console. While the game received positive reviews, it was a commercial failure, selling poorly in both Japan and the West, despite Sega's heavy marketing. Though the game was a commercial failure, Sega felt that sales were "encouraging", and said that they would continue to make mature games for the Wii. They released the Welcome To Violence pack, which bundles MadWorld with House of the Dead: Overkill, and The Conduit, each of which were commercial failures. In 2010, Sega announced that they would cease publishing mature video games for the Wii, citing the disappointing sales of MadWorld as a contributing factor. However, PlatinumGames announced several days later that they would like to do a sequel to the game.

The company's second game was Infinite Space. Announced as Infinite Line, it is a role-playing video game with real-time strategy, and space simulation elements. Inspired by the works of Arthur C. Clarke and Greg Egan, PlatinumGames collaborated closely with Nude Maker while developing the game. Produced by Inaba, the title was released in June 2009 in Japan, and its localized release for western territories was in March 2010. The game was a moderate success in Japan, but sales of the game in the West were unsatisfactory. PlatinumGames blamed Sega for not producing enough copies of the game, as the game "sold out instantly".


"That's how games are. Teams kind of burn themselves out and then they get all that feedback and they get recharged and then people say that they're ready to do it again. And Bayonetta was a really, really strong example of that".

— Atsushi Inaba on Bayonetta's development


The third game is Bayonetta, an action game "evolved" from the Devil May Cry series. The title was directed by Kamiya, who originally pitched several "casual" projects for the studio before starting the development of Bayonetta. The game features an original story, with inspirations drawn from Scandinavian mythology, while the design of the titular character was based on Kamiya's own vision of an "ideal woman". The development team was credited as "Team Little Angels", as opposed to Devil May Cry's "Team Little Devils". The game received critical acclaim on its release, with critics praising its action as "genre-topping", as well as its characters and innovation. However, according to Inaba, the team had set an overly high standard for themselves, and become extremely frustrated by the end of the project's development. Inaba added that the game's development "nearly broke" PlatinumGames. The team's morale was restored after hearing players' positive opinions of the game. In addition, Inaba called the PlayStation 3 version of the game the company's "biggest failure", as the team did not have sufficient skills to develop that version of the game. More than 1.35 million units of the game were shipped, but according to Minami, the company was disappointed with its sales, despite it being one of the most commercially successful games produced by the company. An animated film based on the game, called Bayonetta: Bloody Fate, was later released by Gonzo.

The Sega-PlatinumGames original partnership announcement teased a mysterious fourth game from Mikami. The title was later revealed to be Vanquish. The team drew inspiration from Casshern when creating the game's visuals. Mikami decided the game's third-person perspective through trial and error, and hoped that with it, the team could increase its gameplay pace. It was originally designed to be an open world game, but this idea was later abandoned and the game's direction shifted to become linear. On its release, the game was positively reviewed, with critics calling it innovative for introducing new elements into the shooter genre. Sega added that the company was encouraged by the game's first and second-day sales. After its release, Mikami left PlatinumGames and formed a new company, Tango Gameworks. According to Minami, Mikami "always wanted to be his own man, and his own developer".

In late 2010, PlatinumGames revealed that it was in discussions with Sega to extend their partnership. Inaba added that Sega is a publisher which allows the team to have lots of creative control over their games. In 2011, PlatinumGames announced that they had extended their partnership with a new title called Max Anarchy. The game was released in western territories as Anarchy Reigns in 2013. The game serves as a sequel to MadWorld, but it does not feature the Sin City graphic style, though players assume control of MadWorlds protagonist Jack Cayman for most parts of the game. The game received mixed reviews on its release, and it was a commercial failure in both Japan and the West. Anarchy Reigns is the last game developed by PlatinumGames to be published by Sega.


2013–present: Licensed properties and exclusive games



In 2011, Hideo Kojima and his studio Kojima Productions were working on a new Metal Gear game focused on one of its main characters Raiden, a ninja equipped with swords. Unable to continue working on the game, Kojima contacted Minami to ask PlatinumGames to work on it. According to Kojima, PlatinumGames was the only studio capable of working on an action game with sword-based combat. The team added stealth elements to the game finding its system too boring and straightforward. Directed by Kenji Saito, the game, titled Metal Gear Rising: Revengeance, was released in 2013 and received generally positive reviews from critics, and was a commercial success. It also became the company's first licensed title.

PlatinumGames released two games exclusively for Nintendo's Wii U console within two years.

The same year also saw the release of PlatinumGames' second game, The Wonderful 101 for the eighth generation of video game consoles, the Wii U. While Kamiya was the game's director, Minami offered creative advice. According to Kamiya, inspiration was drawn from classic tokusatsu series like Super Sentai, and that the game was designed to appeal to all types of audiences. The game was originally planned for the Wii, and was set to feature classic Nintendo characters. However, as the team found that it was difficult to use these characters creatively, the game was put on hold temporarily. Its development was restarted later, with 50 original characters being featured in the final game. Nintendo also provided feedback during the game's development hoping that it would reach a larger audience. The game received critical acclaim. It was considered one of the best games in the Wii U library, and was voted one of community's Nintendo favorites. However, the game underperformed in Japan, and was outsold by Pikmin 3, which had already been released before the launch of The Wonderful 101. VG247 attributed the game's failure to the low sales of the Wii U.

Their partnership continued with 2014's Bayonetta 2, which sparked controversy for being a Wii U exclusive when its predecessor is a multi-platform title. According to executive producer Atsushi Inaba, the company worked with Sega to create the game's sequel. It was later cancelled in the middle of the game's development until Nintendo offered to work with the company to revive it and fund the project. Sega only served as the game's advisor. Inaba added that Nintendo did not actively interfere with the game's development, and compared its role to that of an observer. Kamiya, who originally did not expect a sequel to the game, served as the game's supervisor. Replacing Kamiya as the game's director is Yusuke Hashimoto. Hashimoto focused on refining the original's combat, and extending the game's replay value. Bayonetta 2 received critical acclaim on its launch, with several gaming publications awarding the game a perfect score. Though Nintendo did not comment on the game's sales, the title sold only 38,828 copies in Japan in its first week of release, faring much worse than the original. It became the seventh best-selling retail game in the UK in its first week of release, but sales declined significantly in the second week.

The company gradually developed more and more licensed titles based on existing properties. Their partners grant them creative freedom while creating these games' gameplay. Their first licensed title is The Legend of Korra (2014), based on Nickelodeon's animated series of the same name. Published by Activision, the game's story was written by Tim Hedrick, the show writer. The game received a mixed reception when it was launched. Following The Legend of Korra is Transformers: Devastation, based on Hasbro's Transformers: Generations. Directed by Saito, the game was designed to look and feel different from previous Transformers games. The title received favorable reviews when it was released in 2015. The third licensed title, Teenage Mutant Ninja Turtles: Mutants in Manhattan was released in May 2016. According to game designer Eiro Shirahama, the team watched the TMNT animated series and also played the old TMNT games for the Super Famicom while working on the game so as to understand the universe and the characters. The game garnered mixed reception when it was released.

In 2013, Kamiya revealed that he would like to have an opportunity to continue PlatinumGames' partnership with Nintendo, creating new properties or working on extending the universe of their existing franchises such as the Star FoxShigeru Miyamoto who produced Star Fox Zero expressed his desire to work with external developers so that the project can have a shorter development cycle.[66] The team was asked to serve as the game's co-developer after Nintendo saw the Arwing stage of Bayonetta 2. Zero, along with its spin-off tower defense game Star Fox Guard, was released in April 2016 to mixed reception. By the end of March 2016, Minami stepped down from his position as president and CEO, with executive producer Kenichi Sato succeeded him.

In August 2016, PlatinumGames was revealed to be in a collaboration with Cygames in the development of the action role-playing game Granblue Fantasy: Relink, but in February 2019 it was announced that PlatinumGames would no longer be involved in the project, leaving Cygames to handle the rest of development.

In 2017, Kamiya and his team were working on Scalebound for Microsoft Studios until it was cancelled in January 2017. Shortly after the cancellation, creative producer Jean-Pierre Kellams left the company, while Kamiya stopped working as a director, continuing his work at PlatinumGames as vice president. The studio collaborated with Square Enix and released Nier: Automata for PlayStation 4 and Windows in 2017, with an Xbox One version being released in 2018. Directed by Nier creator Yoko Taro, the game received critical acclaim and more than 2 million copies were sold. According to Kamiya, Taro "saved" PlatinumGames after the cancellation of Scalebound. The positive reception of Nier Automata had sparked public interest in Platinum's work once again. In May of the same year, Inaba announced the company was working on a new intellectual property. At The Game Awards 2017, Bayonetta 3 was revealed, which will be released for the Nintendo Switch. It was also announced that ports of the first two Bayonetta games would be released for the same platform two months later. At the ceremony, Nier: Automata also won in the Best Score/Music category.

In April 2018, the company announced a partnership with DeNA for an action game that explores Japanese folklore for Android and iOS devices, titled World of Demons. Its development began in 2015 with 30 employees attached to it, including staff who had worked on Star Fox Zero and Bayonetta 2, was soft launched in some countries in 2018, but was pulled from storefronts the following year. Another game, Astral Chain, was released for the Nintendo Switch on August 30, 2019.

In 2019, PlatinumGames studio head Atsushi Inaba revealed that the studio was working on two new unannounced IPs owned entirely by the studio, one of which he described as "truly unlike anything else."

Tencent Holdings supplied capital investment into Platinum in January 2020, which will allow the studio to self-publish its future titles. Platinum's CEO Kenichi Sato stated that the Tencent investment changed no aspect of Platinum's ownership and they remain an independent developer.

On February 3, 2020, PlatinumGames launched a website titled "Platinum 4", revolving around four announcements, which included:

  • The launch of a Kickstarter campaign for a remastered port of The Wonderful 101 on modern platforms. This is PlatinumGames' first self-published title, although they have stated Tencent's investment has no part in its development.


  • A new game with the working title Project G.G., described as the final game of Kamiya's "hero" trilogy following Viewtiful Joe and The Wonderful 101. Kamiya said while Viewtiful Joe was about one man transforming into a hero, and The Wonderful 101 was about a team transforming into heroes, Project G.G. involves a similar concept around a giant hero.


  • The opening of PlatinumGames Tokyo, a new studio for about 100 staff to support live service games for the company. Heading the studio include staff that had formerly worked on FIFA Mobile.

In addition to these announcements, the research and development side of Platinum had been developing a new in-house game engine currently named PlatinumEngine to power its new titles. Chief technology officer Wataru Ohmori said that the need for a custom engine over other existing solutions like Unreal or Unity was needed to give them better customization and control over their games, and to improve their performance. He said, "We came to the frightening realization that if we don’t make our work more efficient, we’re simply not going to be able to keep making the games that we want to make as technology and expectations grow."




Games Developed

YearTitlePublisherPlatform(s)Notes
2009MadWorldSegaWiiN/A
Infinite SpaceNintendo DSCo-developed with Nude Maker
BayonettaNintendo SwitchPlayStation 3PlayStation 4Wii UWindowsXbox 360Xbox OneN/A
2010VanquishPlayStation 3, PlayStation 4, Windows, Xbox 360, Xbox One
2012Anarchy ReignsPlayStation 3, Xbox 360
2013Metal Gear Rising: RevengeanceKonamiOS X, PlayStation 3, Shield Android TV, Windows, Xbox 360
The Wonderful 101NintendoWii U
2014Bayonetta 2Nintendo Switch, Wii U
The Legend of KorraActivisionPlayStation 3, PlayStation 4, Windows, Xbox 360, Xbox One
2015Transformers: Devastation
8-Bit BayonettaSegaBrowser, WindowsCo-developed with Bitbaboon
2016Star Fox ZeroNintendoWii UCo-developed with Nintendo EPD
Star Fox Guard
Teenage Mutant Ninja Turtles: Mutants in ManhattanActivisionPlayStation 3, PlayStation 4, Windows, Xbox 360, Xbox OneN/A
2017Nier: AutomataSquare EnixPlayStation 4, Windows, Xbox One
Lost OrderCygamesAndroidiOS
2018World of DemonsDeNA
2019Astral ChainNintendoNintendo Switch
2020The Wonderful 101: RemasteredPlatinumGamesNintendo Switch, PlayStation 4, Windows
TBAProject G.G.TBA
Bayonetta 3NintendoNintendo Switch
Babylon's FallSquare EnixPlayStation 4, Windows
Granblue Fantasy: RelinkCygamesPlayStation 4Development moved to Cygames in 2019
CancelledScaleboundMicrosoft StudiosWindows, Xbox OneCancelled in 2017





Why Do I Love This Developer So Much?


It's simple really - PlatinumGames always manages to fill the void for my need for "over-the-top" action games or just really cool, innovative ideas. All of their games have an uniqueness about them - whether it's their visuals or the mere gameplay itself that always manages to make you feel like a bad ass. It's the same feeling of empowerment I got from playing the Devil May Cry series for the first time, except that PlatinumGames brings that to multiple genres, subject manners, and even different franchises with their adaptations to bringing those properties to life. The Legend of Korra and Transformers: Devastation games were criminally underrated for how fun they were to play and the same could be said about TMNT: MiM, but I think more people had issues that the game wasn't playable in local co-op/offline multiplayer in any capacity. I'm still pretty bummed out that I cannot play Bayonetta 2 and it's upcoming sequel, Bayonetta 3, unless I shell out the dough for a Nintendo Switch though. Astral Chain was another game that I featured on the Previews section of this blog in the months leading up to its release as well. It's another Nintendo Switch exclusive, but I wouldn't mind getting my hands on that title as well. 

I remember picking up MadWorld on a whim when my friend (who was a Wii owner at the time) was looking for games to rent for a weekend binge of gaming. We both ended up loving the hell out of that game and it was the main contributing factor that got me to pick up it's pseudo-sequel Anarchy Reigns. It's a shame that Anarchy Reigns never garnered interest from a wider audience as I thought it was a fun game that made the most of the mini-games and craziness that MadWorld initially brought to the table into a multiplayer setting. I remember going out of my way to make a Japanese Xbox Live account just to be able to play the limited access demo prior to its release. You can still find that write-up here over on Tumblr from many moons ago. 

After Devil May Cry 4 released and the series as a whole was in a state of limbo (years before DmC: Devil May Cry would actually go there as a locale in that game...), the original Bayonetta served as a savior to the greatness that was Devil May Cry 3: Special Edition. I remember purchasing the game at launch and finishing it within the same week, but I spend the remainder of that month going through all of the difficulty modes on New Game+, maxing out all of the skills, acquiring all of the weapons, and completing all of the secret missions. Hell, I even beat the secret boss, Rodin himself, and 1000/1000G'd the game before it was all said and done. I get it - there's some gamers who don't fancy themselves with playing as a female protagonist, no matter how bad ass she is and that's fine if you don't want to do that, but you are crazy to completely dismiss this game's gameplay as anything on par or better than DMC3SE. For a long time, this was the standard bearer for me in the "over the top" action genre until Devil May Cry 5 brought the series back in proper form. 



I'll never forget that TV commercial for this game either. 

I fondly remember losing my mind at the announcement of PlatinumGames' involvement with Metal Gear Rising: Revengeance




That trailer was fucking insane. I remember when the demo came out and a lot of people that I knew quickly dismissed it as either too hard, or too complicated, I played it over and over and over until I could lay waste to the entire level in a span of roughly ten minutes tops. That excitement carried onto the release of the full retail version of the game too. Like I was telling a friend just the other day actually, PlatinumGames and Raiden deserve a shot at another game in this spin-off continuity. Metal Gear Rising was far too good to just leave that game well enough alone. 




Hell, capturing gameplay of that game was the motivating force behind me investing into my first gaming capture card and starting my own gaming channel on YouTube and Twitch. I have PlatinumGames to thank in that regard as well. Before that, I was recording crude quality gameplay on VHS tapes and uploading them to YouTube. I look back at some of that stuff and cringe in horror at how bad that it looks compared to today's standards... 

Speaking of streaming, a lot of my early streaming content was littered full of gameplay from Vanquish too. That game renewed my interest into shooters in general if I'm perfectly honest after burning myself out on the genre - whether it was Gears of War, Halo, or whatever else was "cool" or trending at the time. My only gripe with that game was that once it's over, there's little reason to go through the game again, unless you're going to complete it again on different difficulty settings or attempt to beat some of your old scores/grades on the levels and collect all of the collectibles. Your weapon upgrades didn't carry over and stack. The game did provide an additional weapons pack as a DLC add-on, but it didn't change much in the least. I was hoping that your suit's limiters would be "unlocked" in future playthroughs like they were against the final boss, but no dice. In that regard, I can understand that decision as it takes away from one of the coolest moments in the game if you had access to this ability from the start. FYI both Bayonetta and Vanquish are available as a 2-for-1 bundle celebrating their 10th anniversaries of their releases that packages both games for current generation consoles if you missed out on them the first time around. If that's not good enough, both titles tend to go for pretty cheap and reasonable prices on Steam as well. 

I can't speak too much on The Wonderful 101 as I haven't played it much outside of demos on Nintendo's Wii U kiosks in the local Wal-Mart at the time. I plan on picking up the remastered version for PS4 sooner more than later though. The same can be said about NieR: Automata as I haven't played it since the initial demo released prior to its release. The sad thing is that I pre-ordered and purchased the game at the same time I got my PS4 around the time that Horizon: Zero Dawn launched for the system and I ended up playing the latter for the duration of that year while NieR remains in the plastic on the corner of my desk to this very day. I keep telling myself that I'm going to get around to it eventually but something else keeps knocking it further and further down my gaming backlog. From as much as I enjoyed the original NieR, I owe it to myself to experience what PlatinumGames have done with its sequel. 

I just cannot stop raving about PlatinumGames enough though. Whenever I hear that they are involved with project in the realm of gaming, you can bet your ass that I'm going to have my eye on it, looking for any crumb of information until it's release. I haven't played all of their titles, but out of the ones that I have, PlatinumGames has never let me down. I can easily understand that their games aren't for everyone, but it's the one developer I can always rely on to knock my socks off. 


30 Things I Like: #10 - The Critic (TV Series)



The Critic is an American prime time animated sitcom revolving around the life of New York film critic Jay Sherman, voiced by actor Jon Lovitz. It was created by writing partners Al Jean and Mike Reiss, who had previously worked as writers and showrunners (seasons 3 and 4) on The Simpsons. The Critic had 23 episodes produced, first broadcast on ABC in 1994, and finishing its original run on Fox in 1995. According to PopMatters, "the creators [said] they intended the series as their 'love letter to New York,'" which is likely a joke as neither Jean nor Reiss has ever lived in New York.

Episodes featured movie parodies with notable examples including a musical version of Apocalypse Now; Howard Stern's End (Howards End); Honey, I Ate the Kids (Honey, I Shrunk the Kids/The Silence of the Lambs); The Cockroach King (The Lion King); Abe Lincoln: Pet Detective (Ace Ventura: Pet Detective); and Scent of a Jackass and Scent of a Wolfman (Scent of a Woman). The show often referenced popular movies such as Willy Wonka & the Chocolate Factory and The Godfather, and routinely lampooned actor Marlon Brando and actor/director Orson Welles. They also spoofed Dudley Moore, usually as his character Arthur Bach from the 1981 film Arthur.

Despite the ratings improving, The Critic was cancelled after two seasons. It continued to air through reruns on Comedy Central and then on Locomotion. From February 1, 2000, to 2001, ten webisodes were later produced using Adobe Shockwave, and were broadcast on AtomFilms.com and Shockwave.com.

In the late 2000s, reruns of the show aired again on ReelzChannel in the US and on Teletoon's programming block Teletoon at Night in Canada. As of 2016, the series can be viewed for free on Crackle





Premise


The show follows the life of 37-year-old film critic from New York named Jay Prescott Sherman. His televised review show is called Coming Attractions, which airs on the Philips Broadcasting cable network. He is widely considered to be "cold, mean-spirited, and elitist". His signature line, upon seeing a terrible movie, is "It stinks!" Each episode is full of film references and parodies. Some of the secondary characters that are a part of Jay's story include his nutty adoptive father, his well-meaning son Marty, the Australian movie star Jeremy Hawke, Margo—the biological child of his adoptive parents, his snide make-up lady Doris, and his boss Duke Phillips. In the second season, Jay acquired a love interest—a Southern woman named Alice Tompkins, who later became his long-term girlfriend.


Cast and Characters





Jon Lovitz as Jay Sherman
Christine Cavanaugh as Marty Sherman
Nancy Cartwright as Margo Sherman / various characters
Gerrit Graham as Franklin Sherman
Judith Ivey as Eleanor (née Wigglesworth) Sherman
Doris Grau as Doris Grossman
Maurice LaMarche as Jeremy Hawke / Shackleford / Principal Mangosuthu / Orson Welles / Howard Stern / various characters
Nick Jameson as Vlada Veramirovich / various characters
Brenda Vaccaro and Rhea Perlman as Ardeth
Charles Napier as Duke Phillips
Park Overall as Alice Tompkins
Russi Taylor as Penny Tompkins
Kath Soucie as various characters
Tress MacNeille as Humphrey the Hippo / various characters
Valerie Levitt as Jennifer (webisodes)





Why Do I Love It So Much?


Back when I was growing up in the '90's animation was just getting into the swing of what would be the norm in terms of adult comedies with Family Guy, Futurama, American Dad, and so many other animated series. Steven Spielberg's Animaniacs, Tiny Toon Adventures, Road Rovers, Pink & The Brain, and Freakazoid! - as well as the mega-power that would be known as The Simpsons that was around at the time as well (and still going strong even to this day) - would all have a hand to play in that as well in that market at the time, but off on it's own, we had The Critic, a lesser known show on the Fox Network during a time where the network was famous for the amount of great comedies they had under their roof, ranging from In Living Color, Married... With Children, etc. etc. 

Much like other animated comedies that Family Guy, The Simpsons, and others would adopt today in modern media, The Critic made the use of and popularized "cutaway gags" where they would cut away to clips, whereas in relation to this cartoon they would be related to parodies of popular films and television shows. Ironic would have it that a lot of these sequels and spin-offs that were laughed and joked about in the '90s became a reality a few decades later, believe it or not. Hell, most people don't know that the hilarious Kool-Aid Man gag that Family Guy gets credit for showed up in the series finale of The Critic first. 

Some of my favorite spoofs were "Speed Reading" and "RoboClapper" if I'm honest. Also, who can't forget about Maurice LaMarche's Orson Welles impression for the "Rosebud Frozen Peas" commercial?






There's countless gags and skits that are timeless and still hit home even today after all of these years.


Even today in 2020, that image there is still comical to me. 


Need I say more?


If memory serves, there's always a complete playlist floating around of the entire series up (along with the webisodes) on YouTube and/or Dailymotion that's re-uploaded every few months in the event that it is taken down. Go out of your way to check this gem that continues to influence so many animated comedies like it to this day. 

After majoring in film studies in college, I have an even greater appreciation for a lot of the references to classic films here as well even more now when I revisit the series in my adolescent years. Even when writing for this blog at times, I can totally relate to Jay Sherman's life when you're the only one who has to be brutally honest about how bad some of this shit is that Hollywood churns out and considers "good" cinema. 


Exactly what Jay Sherman would say in regard to 2020 in general. 



30-Day Video Game Music Challenge - Hard Mode: No Repeat Games (All in ONE Post)

Day 1 - Title screen music 



Mega Man 3 - Title Screen

Mega Man 3's opening theme always pumps me up for the battle ahead. To this day, I still feel like this sequel feels like the longest task that put all of the Blue Bomber's skills to the test. The first eight Robot Masters, then the eight Doc Robot encounters scattered throughout the levels, along with the skirmishes with Break Man (who would later be called Proto Man in the sequels) THEN squaring off with Dr. Wily at his fortess made for a pretty grueling task. 


Day 2 - Opening level music 




Mega Man 8 - Intro Stage

I remember Mega Man 8 fondly for a lot of reasons. For one, it was the first game that I heard actual voice acting in for the dialogue, but it was the first title I got for my original PlayStation as a birthday/Christmas present that year. I love ALL of the music from this game, but I don't mind offering this track as the sole representative of it. 


Day 3 - 8-Bit music music 



Kung-Fu (NES) - Stage Theme

I have a lot of fond memories playing this for hours with my cousin, taking turns trying to get through both playthroughs of the game. 


Day 4 - Music from a console exclusive series 


Halo - Main Theme

Whether you're a Xbox, Nintendo, PlayStation or PC loyalist, no gamer cannot deny how iconic and epic this theme is.


Day 5 - Hub world or Overworld music




 Chrono Cross - Dream of Another Shore Near (Another World)

While I understand that there's fans of the original Chrono Trigger that feel that this sequel pales in comparison to the original game, I thought the music in Chrono Cross was some of the best in the PSX era of Squaresoft (now Square Enix) RPGs. 


Day 6 - Music that makes you feel relaxed 




God Hand - Gene's Rock-a-Bye

When I first discovered this game, I would just let the game idle on the world map just to listen to this theme on a loop. 


Day 7 - Music from an indie game 




Super Meat Boy - World Select Theme

That reminds me that I never finished the last world of this game... 


Day 8 - Music from a shooter (first or third person) 



Max Payne 3 - TEARS by Health (Airport version)

This track came up randomly on shuffle via my Google Play Music account and it really took me back as I completely forgot about this song. That final level with this as the background track really amplified an already powerful moment in the game. 


Day 9 - Music from a licensed game 




Ducktales Remastered - Moon Theme

Any fan of Ducktales and the original NES game can tell you that this was one of the most beloved tracks in the game. My personal favorite is the Transylvania one, but this one was a close second place if I'm being honest. It was really cool to see the current Disney XD Ducktales reboot even adapt it into their show in some capacity. 


Day 10 - RPG battle music 



Final Fantasy XIII - Blinded by Light

I'll go on record and say that I honestly didn't care for much of the music in FF13, but holy hell that the normal battle theme was so awesome.



Day 11 - Puzzle game music 



Yoshi Cookie - Game Type C Music

I was never any good at it, but I used to dabble with Yoshi Cookie here and there on my original Game Boy when I got bored with some of my other games. 


Day 12 - Music that makes you sad



NieR - Song of the Ancients - Fate

I'm sure a lot of RPG fans will cite Aerith's theme as their "sad" entry, but I had to put a lot of thought into this one and I had to go with NieR. NieR has a lot of points in that game where it tugs on your feels in terms of emotional punches to the gut, but this version that plays during a particular boss fight towards the end of the game that sees the protagonist and his two allies face off against two individuals that were highly regarded as your best friends during this emotional journey in a life or death battle, just really hits hard. There's only one winner and loser at the end of this battle but in reality, no one really wins with everything at stake. 

Plus I think everyone can relate to this moment in the game as we've all had friends, family, and colleagues "betray" our trust. 


Day 13 - Music you like from a game you don't like 




Yaiba: Ninja Gaiden Z - Dragon Ninja

I reviewed Yaiba ages ago and I still consider that to be the worst Ninja Gaiden title that I have had the displeasure of playing. The only upsides to that game was the banter and a clever homage to the NES original Ninja Gaiden music here. 


Day 14 - Music featuring vocals 



Street Fighter IV - Indestructible

(Laughs) I find it hilarious that people in and out of the FGC swore up and down that they flat out hated this song, but time and time again, there's a major pop at events when a crowd busts out and starts singing it. It's that song we all love to hate, apparently. 


Day 15 - Boss battle music 



Axiom Verge - Trace Rising
Far too many boss themes that I simply adore, but I don't ever hear anyone mention Axiom Verge's boss theme or any of the great music from that game. I can't wait for the sequel/prequel BTW.


Day 16 - 16-Bit music 




Chemical Plant Zone (Sonic the Hedgehog 2) 

Whenever I think of Sonic music, my mind goes IMMEDIATELY to this track, the boss track, or Casino Night Zone's in terms of 16-Bit music. 


Day 17 - Music you never get tired of 



Punch-Out!! (Wii) - Main Theme

I've never been an expert at the Punch-Out!! games, but who doesn't get tired of this theme? This was an excellent revamp of the NES original track.


Day 18 - Game Over Music 




Yu-Gi-OH! Forbidden Memories (You Lose)

Note: This game has two distinct Game Over tracks, so I went with the first of two of them.


Day 19 - Cover of music by a different artist 



Mega Man X6 (Blaze Heatnix Guitar Cover)

If you're a Mega Man X fan and don't like this theme then I don't know what to say to you. I could feel my face melting from the sheer awesomeness of this guitar cover. 


Day 20 - Music from a racing game 



SSX Tricky - Character Select Theme

I wish EA Big never went under so we could have gotten a HD remaster to this game or something. You don't see this amount of personality and polish into today's sports games, I swear. As for the theme itself, it was so fitting, much like everything else about this game.


Day 21 - Music you associate with frustration 




Silent Bomber  - Mission 10

One of the most hated levels of this entire game is the one towards the end of the game where you are tasked with protecting Anri from Bio-Weapons while she hacks the computer servers. The Bio-Weapons were already a very annoying enemy type all on their own, but coupled with a glorified escort mission, this was a recipe for disaster. 


Day 22 - Town/village music 



Pokemon Red/Blue - Pallet Town

The place where a lot of Pokemon fans' journeys first began. 


Day 23 - Underrated music 



ARMS - Main Theme/Title Screen

If I remix of this or just the raw version of this isn't in Smash Bros. Ultimate then I'm going to be disappointed. ARMS has a lot of great tracks like this one. 


Day 24 - Music you constantly have stuck in your head 



No More Heroes 2 - Philistine (Rank 4 - Margaret)

One of the most unique and unforgettable tracks to come out of No More Heroes 2, but Jesus Christ this gets stuck in your head while fighting her.


Day 25 - Music that gets you pumped 



Devil May Cry 5 - "Devil Trigger" 

I'm not ashamed to admit that I rock out to this track more days than not on my commute(s) to and from work. I loved a LOT of things in Devil May Cry 5, but the music - specifically this track - is among the thing I loved the most about it. Well, that and Vergil's return to the series. 


Day 26 - Music you like from a game you have't played 



The Last of Us Part II - Main Theme

From the sound of the reviews, I doubt I will play this either - at least not anytime soon. 


Day 27 - Music from a handheld game 




Donkey Kong '94 - Escape!

Donkey Kong ('94) doesn't get enough love and praise that it deserves as part of Mario and Donkey Kong's rich history. That being said, I wanted to make sure that I give it some love on this list. 


Day 28 - Music that makes you nostalgic 



Final Fantasy VIII - Fithos Lusec Wecos Vinosec (Edea's Parade Theme)

I have recently revisited this game on PlayStation 4 via Final Fantasy VIII Remastered and got chills from this music during the climax of Disk 1. It was so appropriate as a contributing factor in setting the stage for Sorceress Edea's pivotal role as the key major antagonist in the first half of the game.


Day 29 - Final boss music 



Heavenly Sword - Bohan The Raven King

Heavenly Sword was one of the first PlayStation 3 titles that I reviewed for this blog and it was the first PS3 exclusive that I had the pleasure of playing. It served as another reminder - along with Enslaved: Odyssey to the West and DmC: Devil May Cry - of Ninja Theory's brilliance years before they would work on Hellblade. 


Day 30 - Credits music 


Tenchu: Stealth Assasins - Ending Theme (Far Away)

Tenchu: Stealth Assassins had a lot of stellar tracks in this game with this ending theme being no different. 

30 Things I Like #9: Iria: Zeiram - The Animation



Iria: Zeiram the Animation, stylized as I・Я・I・A ZЁIЯAM THE ANIMATION, is a six-episode original video animation (OVA) anime series produced by Ashi Productions and directed by Tetsurō Amino. The series serves as a prequel to the original live-action film Zeiram, taking place several years earlier when the female bounty hunter protagonist Iria is still a rookie and detailing the events surrounding her first encounter with the unstoppable Zeiram. This does somewhat contradict the films, which imply that Iria's first encounter with Zeiram was in the first film.



Background/History


Plot:


The story begins with Iria as an apprentice to her older brother, Gren, a veteran bounty hunter, and his partner Bob, who work for Ghomvak Security along with a somewhat loutish hunter named Fujikuro. During a rescue mission to a hijacked spaceship called the Karma, they discover that the hijacker is actually a seemingly indestructible alien called Zeiram that broke out of the cargo hold during transit and began to massacre the crew. Bob is critically wounded by Zeiram while evacuating the survivors, and Gren is lost while attempting to kill Zeiram by destroying the Karma. Returning to Myce, Iria finds herself targeted by assassins working for Tedan Tippedai, the corporation that owned the Karma, and discovers a covered-up plot to control Zeiram in order to use it as a weapon. Iria escapes with the help of Fujikuro and reunites with Bob, who never recovered from his injuries but had his mind downloaded into a computer program. Together they continue to investigate rumours that Zeiram has appeared on Myce, and try to find out what happened to Gren, who also seems to have survived the Karma's destruction....

Characters:

Iria (イリア)

Voiced by: Aya Hisakawa (Japanese); Stacie Lynn Renna (English)
Iria hails from the Batabitajira region of the planet Myce and is employed by Ghomvak Security & Investigations, a bounty hunting agency. She is something of a tomboy and is considered eccentric for her habit of wearing men's hair ornaments. Her hunter ID number is 9799-5. A hunter's rank is identified by the colour of a stone pendant which resembles a magatama. Iria's pendant as an apprentice is pink with two small dots on it, but when she receives her full license and ID number she is given a blue stone with three red dots on it. Although she is just a rookie at first and a bit reckless, Iria makes up for it with natural ability and a sharp mind.



Her appearance in the OVA was designed by Masakazu Katsura, loosely based on the original designs by the creator of the Zeiram series, Keita Amemiya.

Glenn (グレン, Guren)

Voiced by: Juurouta Kosugi (Japanese); Chris Yates (English)
Glenn ("Gren" in the Media Blasters/CPM English dub) is often seen as Iria's older brother and a full-fledged hunter. In episode 5 however, it is hinted by Fujikuro that Glenn might not be Iria's brother but is possibly her onii-san (a Japanese term used for both older brothers and close older male figures). He taught Iria much of what she knows about hunting and serves as a mentor for her apprenticeship. He wears a blue cloak and hair beads which are similar to Iria as well as an unusual pendant which is later found by Kay. Glenn is thought to have died in the explosion of the Karma in the first episode but is later found to have been assimilated by Zeiram.

Bob (ボブ, Bobu)

Voiced by: Masaru Ikeda (Japanese); Gary Suson (English)
Bob is an agent of Ghomvak Security & Investigations and brings prime jobs to Glenn and Iria (and elementary jobs to Fujikuro). He often helps out on these jobs as well and is severely injured by Zeiram on the Karma job. Following his escape from the Karma his personality is transferred to a computer by Puttubayh. In his computer form (resembling a vajra though on Iria's personal com system his form is simpler, resembling two floating cones sandwiching a smaller sphere) he is retrieved by Iria and helps her on her missions.

Fujikuro (フジクロ)

Voiced by: Shigeru Chiba (Japanese); Andrew Thorson (English)
A jaded veteran hunter who claims to only grudgingly help Iria from time to time because he is promised money from Bob. However, as the show goes on, a softer side of him is shown, and it soon becomes obvious that he genuinely cares about her safety; he prevents Kay from going on her own against the Zeiram as well. He also resents that Bob frequently assigns the "good cases" to Glenn and Iria, while he's left with lesser cases himself.While he shares the name of a character in the second Zeiram film, their relations to Iria and general personalities are totally different. While the animated version is an older and sympathetic character, the movie version is a simple thief who uses Iria to help steal a rare artifact before being imprisoned by Bob.

Kay (ケイ, Kei)

Voiced by: Mika Kanai (Japanese); Terri Muuss (English)
An orphan child from the Shadow District (Shadow Zone in the dub) of the resort planet Taowajan. Originally thought to be a boy, she was revealed to be a girl by Fujikuro. She befriends Iria and idolizes her much like Iria idolizes Glenn. She helps Iria in her battles against Zeiram. She is something of a tech wizard (she can pilot the space shuttle better than Iria and rigs a portable forcefield device that was crucial in Iria's last fight against Zeiram).

Komimasa (コミマサ)

Voiced by: Chika Sakamoto (Japanese); Jason Harris (English)
A second Shadow District/Zone orphan and Kay's closest friend. Komimasa dies at the end of episode 4, impaled by the Zeiram/Glenn clone as he attempts to get a weapon to Iria as she is in its line of fire.

Dr. Tohka (トウカ, Tōka)

Voiced by: Yuzuru Fujimoto (Japanese); Pete Zarustica (English)
A scientist, Zeiram expert and the sole surviving member of the original research team. First mentioned by Bob (while confronting Puttubayh) in episode 1, he is not physically seen until the second half of the series when his ship (on its way to Myce with Kay and Komimasa also on board as stowaways)is hijacked.

Zeiram (ゼイラム, Zeiramu)

Voiced by: Wataru Takagi (Japanese); Dave Siegel (English)
Zeiram is the ultimate being and virtually indestructible. In addition to being extremely powerful, Zeiram can generate imperfect clones of itself to assist in battle. Zeiram also needs to assimilate other life forms in order to sustain itself, but in doing so it is thought that Zeiram can learn whatever is known by the organism being assimilated. Zeiram is not a unique creature and other versions of itself are known to exist throughout the universe. Later in the show Zeiram attempts to contact other Zeirams in order to bring them to Myce.

Puttubayh (プットゥバヤ, Puttubaya)

Voiced by: Mugihito (Japanese); Al Muscari (English)
The vice-president of Tidan Tippidai Corporation and the person responsible for bringing Zeiram to Myce (and to a latter degree, Taowajan), with plans to use it as a weapon. Plans, foolishly divulged to his mistress in a chip stored inside a locket found by Iria on board the Karma and not shared by the Corporation who go so far as canceling the rescue mission, stating that everyone on board (including Puttubayh and Bob) perished and now putting a bounty on Iria's head for her knowledge to cover-up his plans and the Karma incident.

Other Appearances in Media:


Hyper Iria (SNES)



Hyper Iria was released on October 13, 1995 for the Super Famicom, and was published by Banpresto. The game was released exclusively in Japan. In 2016, a fan translation of the game into English was released by Dynamics Designs and Matt’s Messy Room, that is playable via emulation.

The game was developed by TamTam based on the 1994 original video animation Iria: Zeiram the Animation, even though the game itself seems to take place after the events of the OVA, which was a (pseudo)prequel to the live-action Zeiram film. Stages are divided between action stages and shooting stages.

There are five stages in total and stages can be chosen in any order. Iria can choose many weapons in the game, including a bazooka and some of her signature gadgets as seen from the OVA. Some levels are objective based, requiring you to fulfill a particular objective before being allowed to progress any further in the current stage. Clearing stages means earning money which can be used to power up your weapons.

IMO, it's not a bad game, but it's not a great one either. I can't fathom playing this game without save states via emulation to experiment and get a grasp of the gameplay without multiple game overs and restarts.


Zeiram Zone (PlayStation)



This video game was a beat 'em up published by Banpresto on December 13, 1996 and developed by Crowd.

Fun fact about this title is that Kitamura Akira, one of the "fathers" of Mega Man along with Keiji Inafune, was the man behind this title. This was the final game he developed before leaving the industry as a whole.

Much like a lot of early 3D titles in gaming's history, this hasn't aged well at all, especially for the cringe-worthy CGI cutscenes and even worse for the character models. I never played this myself, but seen a few longplays of it, such as the one linked below that show that the game has a control scheme more akin to a fighting game rather than a beat 'em up as what it appears to be on the surface.


The gameplay makes me think of more of the original Tobal series (that would later inspire Ehrgeiz...) but I wouldn't go out of my way to try this out.




Why Do I Love It So Much?


When I think of "anime", this is EXACTLY what comes to mind first and foremost. Outside of Voltron, Gatchaman/G-Force: Guardians of Space/Battle of the Planets, Astro Boy, Gigantor, Transformers, and even Robotech/Macross that I was exposed to at an early age, this was my fondest early memory when it came to anime back when I would check out the anime that would air on Saturday mornings on the Sci-Fi (now SyFy) Channel when I was a kid. When I think of bad ass female bounty hunters from my days of youth, Iria is at the top of that list alongside Samus Aran of the Nintendo fame without a shadow of a doubt. I have to credit Iria for my fondness with strong female protagonists for sure. She's left a lasting impression on me and my own creative work(s) that I know that I won't leave behind anytime soon.

I didn't see the live-action Zeiram films until many years after the several times that I have seen this anime in my youth. Hell, I even own both films on VHS and DVD for that matter. To be honest, I'll probably review the OVA and both films in-depth out of sheer nostalgia down the road, sooner more than later. For those that don't know, Iria: Zeiram - The Animation is available for viewing on Amazon Prime too if you don't want to put down the cash to buy a copy of it.

Out of all of the anime that has been revamped or revived in some capacity, it makes me sad that the Zeiram label hasn't gotten the similar treatment over the years. It's turned into a bit of a cult following for people who have even heard of this anime.

Regardless, Iria's initial adventures are definitely going to remain in high regard to me in terms of my earliest memories of my exposure to anime.

Before I end this, I got to rave about the music in this OVA, from the background music to the opening and closing themes.