Guillermo del Toro's Pacific Rim came out this week. It's got the giant robots Austin loves and the pretentious arty director I love. Instead of publishing two separate reviews, we've decided to do a DUELING REVIEW. Warning: spoilers aplenty.
AUSTIN: They did it. It's hard to believe, I know. Pacific Rim lived up to the hype. The hype bar was set pretty high; I avoided all but the first trailer since they've become "the entire movie in two and a half minutes." Go see Pacific Rim, preferably in IMAX 3D.
JAKE: I thought Pacific Rim was an enjoyable, predictable sci-fi romp with some fantastic mecha art design.
AUSTIN: In case you somehow missed it, I'm pretty into giant robots. I could write a whole blog post dedicated to identifying all the things Pacific Rim reverently drew from. However, Pacific Rim is still its own movie. They're less "hey here's that thing" references and more acknowledgement of the history of giant robot/kaiju media. It's a film that's greater than the sum of its parts. It's polished and executed superbly. It's not just a movie for people like me, but a movie for everyone.
Showing posts with label mecha. Show all posts
Showing posts with label mecha. Show all posts
Sunday, July 14, 2013
Friday, July 12, 2013
Giant Robot Week: Day 5
We interrupt your regularly scheduled blogging for an important announcement:
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.
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.
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.
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.
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.
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.
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.
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.
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. |
![]() |
| The game also utilized cel shading to more effectively imitate the show |
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.
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.
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.
![]() |
| 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.
Wednesday, October 24, 2012
Zone of the Enders: A Retrospective and Analysis at the End of the Universe
[Note from Jake: As I expand the stable of A Capital Wasteland writers, I introduce the affable, all-seeing Austin Lucas!]
In 2001, a demo
for the highly anticipated Metal Gear
Solid 2: Sons of Liberty was released. Oh, and a game came with the demo… Zone of the Enders, a self-described “mecha
anime simulator featuring never-before-seen aerial gameplay.” After the breakout success of Metal Gear Solid, creator Hideo Kojima’s status
as one of gaming’s great icons was solidified. Not to diminish from his earlier forays into the medium, but things were forever changed after MGS. So when Kojima was set to produce
a new non-Metal Gear game, people took
notice. The inclusion of a demo for a
new MGS really grabbed attention
though and would drive sales for Zone of
the Enders. I was just a Kojima
neophyte at the time, so clearly my purchase can be attributed to an
infatuation with giant robots.
High Speed Robot Action
![]() |
| Don't worry you'll get to play as Snake too |
Gameplay-wise, Zone of the Enders was on the cutting
edge as much as the titular Enders were at the end of inhabited space. Z.O.E. was fast, and it was fast before
the party really started getting crazy later that year with Devil May Cry. Altitude control, another
unique feature, might have seemed unnecessary when you could simply lock-on to
enemies. However, it is a key part of
the aesthetic of the game and one that works in conjunction with Z.O.E.’s high speed to give a true sense
of movement and a degree of energy to the combat, which stylistically fits in
with the sleek mechanical designs of artist Yoji Shinkawa.
![]() |
| FOXHOUND |
Instead of a
game and a demo, those who purchased Zone
of the Enders really just got two demo discs. One for the previously mentioned MGS2 and one for the yet to be announced
Zone of the Enders 2. It doesn’t take a thorough examination, a
moderately quick glance will suffice, to determine that Z.O.E. is essentially nothing more than a proof of concept for
future iterations of the franchise. That
might be overly critical of Z.O.E.
but anyone who has managed to make it through the final boss encounter can
probably attest to this. It is not that
the game is incredibly unpolished or that there are glaring issues that need to
addressed, but instead that Z.O.E. as
a standalone game just seems to be a taste of things to come. Despite playtime being padded by cutscenes, Z.O.E. still manages to be a rather
short experience, even with a bit a backtracking. The anticlimactic manner in which the final
fight plays out doesn’t help Z.O.E.’s case either.
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