Showing posts with label giant robots. Show all posts
Showing posts with label giant robots. Show all posts

Friday, July 12, 2013

Giant Robot Week: Day 5

We interrupt your regularly scheduled blogging for an important announcement:



That is all.  Expect a Pacific Rim review over the weekend, but now I got Robot Jox to watch


Thursday, July 11, 2013

The Pull List: July 10, 2013

Welcome to the Giant Robot Week edition of the pull list.  There are two bonus entries in this edition of my weekly chronicle of the picture books I spend my money (hard-earned or ill-gotten) on.  Spoiler alert, like my previous posts on the subject hint at, giant robots are awesome.

Marvel


-Superior Spider-Man #13 (Dan Slott, Christos Gage, Giuseppe Camuncoli)
I don't want to give the impression that I'm not enjoying the current story of Superior Spider-Man, but I really wish there was a different Spider-Man storyline going on now.  In case you were unaware, the current Spider-Man is not heroic.  There's no other way to spin it.  If you want to have that debate then I welcome it, however the evidence is on my side.  That said, it's still an interesting comic book that I am happy to buy.

-Avengers Arena #12 (Dennis Hopeless, Kev Walker)
Yo, the writing in this comic is some straight garbage, like for real.  I only got to the first caption box on the 2nd page before I had to close the comic in disgust.  It's not the graphic murder of children that has got me down.  Instead it is the insinuation, however tenuous, that the reader is the bad guy for "watching (reading) to see what horrible thing might happen next."  Look, I didn't start reading this comic for the shock value.  I picked it up because characters I liked were in a comic book.  That they are being brutally killed is off-putting, so I'm concerned for their fictional wellbeing as well as the wellbeing as them as characters that continue to be published.  If Marvel wants to feed some actually interesting new characters that aren't established white males to some hack writer, that's their prerogative.  I just won't be around to give them my money for it anymore.  Poor Kev Walker, art of this caliber deserves writing that can match it.

-Daredevil #28 (Mark Waid, Javier Rodriguez)
Fortunately Mark Waid is still wrtiting Daredevil.  Unfortunately Chris Samnee didn't draw this issue.  Fortunately Javier Rodriguez makes some damn fine art.  From issue #1 Daredevil has been a comic that could get by on its art alone.  It hasn't had to do that though thanks to Waid's brilliant storytelling.  A new story arc begins this issue and it deals heavily with Daredevil's not-so-secret identity as Matt Murdock, lawyer extraordinaire.  For a comic with a lot of heart and human characters, look no further.



Wednesday, July 10, 2013

Extended Toy Commercials: Some Recommended Giant Robot Cartoons

Robots have fascinated humanity for centuries. It is an interest that cannot be constrained to just one medium, but it would be foolhardy to deny that animation has provided a home unlike any other for giant robots.  That's not to say they don't have their place in music and video games, but, come on.  Since there hasn't been a better place than here (this blog) or a better time than now (Giant Robot Week), it's recommendation time.

Mobile Suit Gundam is one of the most important pieces of animated storytelling.  It's a story that brought more introspection to the giant robot genre and helped set into motion a number of trends that continue to this day.  The opening narration does a good job of establishing the scene and getting across that humanity is involved in a sweeping war with itself for control of the planet.  The primary focus is on a single ship and its crew doing all they can to survive.  We see that on each side of the conflict there are people with a real humanity.  MSG is at its best when it is highlighting the common thoughts and feelings that connect all people regardless of belief system or allegiance.  While it might not be a super serious war drama, it certainly has heavy moments that have lingering effects on both the characters and the viewer.  The original 43-episode television series from 1979 is my preferred form of Mobile Suit Gundam, but the movie trilogy, released between 1981-1982, condenses the plot and generally makes the animation much nicer to look at (since most people are put off by the old low-budget animation that shows up all the time in the TV series).  Either way, it is an exemplary tale of a young man's awakening as he and his allies desperately fight to stay alive.


Yas characters + Okawara mechanical designs = a winning combination

Giant robot don't always need to be used in a war of man against man.  In fact they are often at their best when going toe to toe with monsters of equal or greater giantness.  One such piece of animation is Aim for the Top! Gunbuster as you witness the growth of a girl from scared crybaby to humanity's final hope against massive space monsters.  It is a six-episode original video animation (OVA) from the then-fledgling studio Gainax.  It's a story as visually appealing as it is emotionally poignant.  Gunbuster's use of relativistic time dilation is a neat wrinkle that is handled in a way that really adds a lot to the final product.  Gunbuster is a hero's journey fueled by hard work and guts.

The pose

You dig giant robots.  I dig giant robots.  We dig giant robots.  Chicks dig giant robots.  These are all things that Megas XLR would have you believe as facts.  I cannot refute them, and really, who would?  Megas adds some levity to my introductory recommendations.  It's a loveletter from 2002 to giant robots, and to many other things as well, like videogames.  There's no reason to beat around the bush and try to apply some deep context that isn't there: this show is fun, pure and simple.  This is perfect for those that just want to unwind and forget real world troubles while watching a cartoon.  It's easy to get into and watch, an incredibly important criteria when recommending things, yet it has a huge amount of Easter eggs for the keen-eyed.

The buttons might be the best part of Megas

I can't make it through a list of recommended giant robot cartoons and not at least mention the grandaddy of them all in passing.  Mitsuteru Yokoyama's Tetsujin 28  (Gigantor on American shores) is the original giant robot anime.  The show I'm recommending however is the 2004 television series of the same name.  This Tetsujin 28 is all about mystery: a boy detective investigates a range of matters from the origin of his gigantic robotic companion to the nefarious plot of a cabal of international criminals.  Action isn't the key concern, and that might put some people off.  Anyone looking for an anime that can pull at all of your heartstrings will definitely want to give this 26-episode series a try.

Abandon tears all ye who enter

If Mobile Suit Gundam is almost a perfect masterpiece, then Patlabor is simply flawless. The original series, a 7-part OVA from 1988 sometimes known as Mobile Police Patlabor: The Early Days, is a relatively quiet look at the operations of a police unit tasked with handling crime related to 8 meter tall robots.  The mechanical designs of the robot are beautiful, but the real stars of this show is the rather odd collection of quirky police officers.  They are all goofy in one way or another, yet they retain a sense of humanity that is very real and believable.  Life is breathed into the cast by the gorgeous artwork and animation.  There's a lack of looming conflict, so the strength of the characters is even more important.  Patlabor hinges on whether or not the viewer can form a connection and attachment with the cast. That Patlabor is unequivocally good is one of the few points of consensus amongst a group of manchildren that spew vitriol at the smallest of details is an accomplishment that cannot be overstated.

Just watch it

A wise man once told me that six is a nice number, because it wasn't too much and wasn't too little.  So I'm going to tack one last addition onto this list.  GaoGaiGar: King of Braves is basically a superhero cartoon with giant robots, so it's great for action lovers and comic book fans.  There's almost always a new monster for the hero to fight each week in GaoGaiGar, and each week he defeats it through a combination of willpower, quick thinking, and teamwork.  No matter how dire the straits there is always a sense of hope, and this culminates in one of the greatest final episodes ever.  I'd say just go watch that episode, but you need to the previous 48 to really make it worthwhile.

Our very own king of braves

Six shows of varying length and tone is what I offer you in terms of an introduction to the animated world of giant robots.  I'd urge you to pick one that tickles your fancy and give it a try.  You won't regret it.  Now excuse me as I continue down the mecha rabbit hole.

Tuesday, July 9, 2013

Giant Robots and Video Games: Two Great Tastes That Taste Great Together

Giant Robot Week rolls on here at A Capital Wasteland, and true to the mission statement of the blog, I'm about to analyze some games.  Whether it was discussing the immersiveness of intricate controls, gushing over the style of an entire franchise, or praising a game with good music, I've already gone into detail about some of my favorite giant robot-related video games.  There was also that time I criticized a certain mechanical design.  This is then going to be somewhat of a whirlwind trip through some other favorites of mine of varying degrees of popularity.

Of all the mecha game franchises, I have lived with Armored Core the longest.  It was an infatuation that began with a demo disc.  For those not in the know, Armored Core  places players in the role of a mercenary that pilots a highly customizable robot.  You want hover legs?  AC's got it.  You want flamethrowers? AC's got it.  You want all the missiles?  AC's got it.  Basically any machine you can think of can become real and then be used to either take on a vast array of missions or climb up the ranks of one-on-one combat.  Its focus on deep stat management might have hindered mainstream success, but it's a series that was beloved enough to get a recurring feature in the back of Tips & Tricks back when magazines were still a thing.

Trying to find the right screenshot was infuriating, so please to enjoy Armored Core 2's intro

Even if I find enjoyment in all of the entries, there are still peaks and valleys.  Armored Core 3 and its expansion Silent Line are definitely my favorites, as they correct some of the flaws with the previous releases while adding in welcomed new features.  Unfortunately, the latest games have been my least favorite, as they streamlined much of the build process (taking out the radiators eliminated a chunk of stat management and strategy), added unwelcome features (a constant energy shield is not necessary), and completely changed the play style.  Where once there was a wide range of speeds and armor types now everything is way too fast and can fly virtually forever.  It's not the worst thing ever, but I tend to play with a slower, much more heavily armored mech with a methodical playstyle that became less viable in Armored Core 4.  I'd still recommend the franchise as a whole if you're looking to get in the cockpit of a mech of your own design.

Next time I play Armored Core I'm holding my controller this way
Speaking of deep customization, Front Mission is without a doubt one of deepest tactical role-playing games you can find.  If there was a spectrum for the level of tactics in a tactical RPG, Super Robot Wars would be on one side and Front Mission would be entrenched in defensible and flanking positions at the other end.  It's a thinking man's robot game.  There's less actual mech tweaking than AC but there's pilot and formational customization. If you don't know what you're doing it all might as well be gibberish, and your squad will end up more toast than a group of panicked rookies in XCOM.  When a plan comes together though, your unit operates like a well oiled machine.

Unfortunately, much like Armored Core, the latest entry in the Front Mission has been a letdown. Front Mission Evolved  is a stinking turd of a game.  What was once a deep tactical game has devolved into a terrible third person shooter with a bare minimum of robot customization.  There's not a part of the game that isn't awful from gameplay to story.  Probably the most egregious thing in the entire game is the cockpit design. They are huge boxy rooms with giant NOS tanks in them.  Whoever designed them either didn't care or has a terrible aesthetic taste.  This is a grim reminder of what happens when you try to turn a cult classic game into something it isn't to please mainstream fans who won't play it anyway.

This picture doesn't do them the injustice that they deserve.  I'd tell you to play the game to see for yourself, but I don't want you to hate me any more than you already do.
Lest you believe that this post is all about customization and recent failings, let's take a gander at something mired in licensing and rights drama.  Or maybe just mention the whole Macross/Robotech debate in passing as Robotech: Battlecry takes the stage.  Regardless of the source material debate, the fact remains that in Battlecry you take control of an F-14 that can transform into a giant robot in order to fight aliens.  It's a game that's incredibly true to its Robotech/Macross roots so much so that every time a missile is fired you aren't just treated to a singular homing attack but a goddamn Itano Circus.  It's a great game in that it executes a fun concept with incredible competence.  Maybe pick it up for the Xbox, Gamecube, or PS2; copies are easy to find at secondhand game shops.

The game also utilized cel shading to more effectively imitate the show
Robots are also great for fighting games. If you like fighting games and robots, which everyone should, perhaps Capcom's Cyberbots and Tech Romancer are games that already dwell within your heart.  Seek them out and challenge your friends to see who is the top ace.

Some Cyberbots action

Of course, I didn't give every giant robot game a moment in the sun--these were just a couple that were at the forefront of my mind.  Yes, I know Steel Battalion is awesome, but that's a story for another time when I can actually set up that glorious contraption for a replay.  Metal Wolf Chaos is something that I've never played since Microsoft feels the need to region lock its systems and felt it was unnecessary to publish a first-party game about the greatest president ever in right here in America.  Feel free to call me out and start discussions about other, better(?) games.

Monday, July 8, 2013

Vocal Music in Games: Super Robot Wars Alpha Gaiden

Video game music takes up a large portion of my hard drive, however it is merely a fraction of what mecha-related songs inhabit.  There is a great deal of crossover between the two though.  It's time to take advantage of that since I'm officially unofficially declaring this Giant Robot Week here at A Capital Wasteland.  Not sure I have the power to do that, but what the hell, expect a post a day related to the subject of mighty massive mechanoids.  Back to the music though, the game featured this time is -deep breath- Super Robot Wars Alpha Gaiden  released for the Playstation in early 2001.  The song is "Messiah of Steel" ("Hagane no Messiah" in Japanese) by the supergroup Jam Project.

Top Row: Xabungle, ∀ Gundam
Middle Row: Reideen, Bryger, Dancougar
Bottom Row: VF-1S Valkyrie, Great Mazinger, Combattler V

Saturday, July 6, 2013

The Pull List: July 3, 2013

I read too many comics.  It's a habit that so far has only benefited my local comic shop.  That changes now as you can learn from the mistakes of my purchases, and perhaps even be intrigued to check out some of the cool picture books of the week.  There's always the option to make fun of my tastes, too.

Marvel


-Iron Man #12 (Kieron Gillen, Dale Eaglesham)
Just when I thought I was out, they pull me back in.  This "secret origin" stuff is a mess in Iron Man and legitimately a very infurriating addition to the characters back story.  That said, Howard Stark going all XCOM is something I've enjoyed in the past and will enjoy in the future.  An alien also makes reference to the Fresh Prince when he spots a fake(?) UFO.  The crux of my pulled-back-inness hinges on the closing reveal.  Tony stark is going to pilot a 25,000 foot giant robot named Godkiller.  I don't think I need to explain why that has piqued my interest.  Stupid retcons can't ruin this.  There is one man who could, though, so please Dale Eaglesham draw the next couple of issues.


-Avengers A.I. #1 (Sam Humphries, André Lima Araújo)
Hank Pym is cool, and if you don't agree may I direct you to a comic from last week that might change your mind.  Naturally I'm going to buy a comic book where he leads a team of robotic heroes in an attempt to usher in a new age of human-cyborg relations while averting the rise of a hostile artificial intelligence.  The debut issue is well paced and has some nice characterization going on for it so far.  The art is crisp and has a quality about it that is perfect for the mechanical subject matter.  The colors help make it pop too.  Magnificent sound effects warrant a special mention for Clayton Cowles' lettering.


-Avengers #15 (Jonathan Hickman, Nick Spencer, Stefano Caselli)
In case the last issue of Avengers wasn't vague enough for your tastes, Hickman and Spencer are right back to obfuscating things.  That's okay, since Caselli gets to draw the Avengers fighting a bunch of giant bugs and the obligatory triumphant group pose.  There's definitely a splash page of concentric circles.  I don't care if it's supposed to be two separate pages or not, there are rippling concentric circles on consecutive pages.  That's got to be one of the most Hickman things ever. 

DC


-Stormwatch #22 (Jim Starling, Yvel Guichet)
For the past three months I have struggled to understand what is going on in Stormwatch.  Little has changed except that this journey has taken a turn (not an unexpected one mind you) into madness.  The previous 3 issues have merely looked longingly towards that path, and as if compelled by the voice of "a monster of vaguely anthropoid outline, but with an octopus-like head whose face was a mass of feelers, a scaly,rubbery-looking body, prodigious claws on hind and fore feet, and long, narrow wings behind" Starlin has taken the comic straight off the rails.  Make of that what you will.  

-Action Comics #22 (Scott Lobdell, Tyler Kirkham, Frank Hannah, Tom Derenick)
Action Comics remains caught in a talespin of worsening comics since Grant Morrison's departure after issue #18.  The Superman and Clark Kent presented on these pages isn't the least heroic Superman of the summer, but beating out Man of Steel is not worth bragging about.  Surely this isn't the kind of stuff that Lobdell has been bringing to the plain Superman comic, because if it is, yeesh, that is not something I'd spend money on.  I have to assume that the mediocre art turned in by Kirkham is a symptom of the bizarre creative shift and poor story.  There's some stupid Kryptonian backstory in the back-up too.

Saturday, February 16, 2013

Halo 4: Mechanical Design Devolved

The Halo franchise is much beloved by a rather large group of people, and it has some prime real estate in my heart.  There have been scientific studies done in the past that have concluded that everyone digs giant robots, especially chicks.
Omni Consumer Products latest Detroit clean-up mech


It would then stand to reason that the inclusion of mechs in Halo 4 should be like chocolate and peanut butter.  Alas the concoction is more akin to turkey gravy and whole peanuts.  Sure you can mix them, but the end result is a gritty brown mess.  Halo 4's primary antagonist is one of the worst character designs I've ever had had the displeasure to lay eyes on, but my main complaint here is that Halo 4's Mantis is a poor design.

Monday, December 3, 2012

How a poor camera and awkward controls can be totally RAD


Robot Alchemic Drive (Gigantic Drive in its native Japan), an overlooked Sandlot gem from early in the PlayStation 2’s lifespan, puts players in control of a giant robot controller.  You read that correctly: the player is not given control of a giant robot ,but instead given control of the one who controls a giant robot.  For adequate enough reasons in a videogame, Earth is under attack by giant biomechanical aliens and naturally the only defense against them is a big ol' mecha.  Since this is a Japanese game, the only people with command of a giant robot are three high schoolers.

The melodramatic story is more or less an excuse to justify the gameplay.  Once past the wrapper that is the game's narrative, the player is presented with the inner sweetness that is a gameplay experience unlike anything else (except of course for other Sandlot games involving robots). The crux of this gameplay relies heavily on one of gaming's essential yet oftentimes under-appreciated aspects: controls.  What the game does splendidly is convey that you are in command of a space-age robot with incredible destructive capabilities  This is done by having the Meganite, what the mechs are called, operate via remote control, and wouldn't you know it--that controller is a PS2 DualShock.

QWOP would've been a lot more fun with giant robots

An argument can be made that the best controls are those that do not remain in the consious thoughts of the player and seem to fade away. Yet Robot Alchemic Drive flies in the face of that line of thinking.  At no point did I forget that I was holding a controller. Maybe this can be attributed to its simulator-esque approach. The best way to translate how this control of a controller controls (the Xzibitness of that phrases is not lost on me) a giant robot is that it is a 1:1 scale controller that forgoes the standard macro-like inputs found in most games. Direct control of the limbs are given to the player in a combination of different inputs. The legs are bound to the shoulder buttons with R1/L1 stepping forward and R2/L2 doing the reverse; walking is then an alternating series of R1 and L1 presses which undermines the now common assumption that tilting a stick directs your character in that direction.  The arms are under the dominion of the analog sticks, and different stick motions result in different punches/attacks.  This understandably cumbersome control scheme is partnered with equally lumbering iron giants that, while incredibly responsive to player input, still move without an ounce of grace, making it a game very different from Z.O.E.  This might not be much of an issue in a Final Destination no-items match, but when you are trading blows with a kaiju in the middle of a populated urban center each misstep is another pricey insurance claim and potentially more lives lost. Which makes the player think carefully about each movement as well as plan one step ahead, as the consequences weigh heavily on the conscience of an ally of justice.