June 2019 Part 1 LIVE Magazine
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IVEJUNE ISSUE PART 1 <strong>2019</strong><br />
©<strong>2019</strong> CTMG. All Rights Reserved.<br />
MEET THE CHARACTERS --- DOUBLE PASS GIVE AWAY --- SOME FUN FACTS
Go to page 20 for more details on MEN IN BLACK INTERNATIONAL and how you could win some double passes (Australia Only)
From the Editor<br />
Hello and welcome to the <strong>June</strong> edition of Gametraders Live!<br />
We have a smaller issue again for you but this time that is because<br />
we are splitting the magazine into two. As you may have noticed this<br />
one is Men in Black TM : International themed but the next one, which<br />
comes out in two weeks, will be themed based on our next giveaway.<br />
Inside part one we have some fun facts about Men in Black TM :<br />
International as well as a meet the characters and information on how<br />
you could win a double pass. We also have an article about Godzilla<br />
to discuss how Godzilla came about, as well as plenty of interesting<br />
articles and reviews.<br />
We hope you enjoy the magazine and as always if you are interested in<br />
writing for our magazine please email live@gametraders.com.au<br />
Emily Langford<br />
Emily Langford,<br />
EDITOR
What’s inside<br />
MEN IN BLACK TM : INTERNATIONAL pg. 16<br />
LONG<br />
<strong>LIVE</strong><br />
THE<br />
KING<br />
REVIEWS:<br />
CASTLEVANIA<br />
&<br />
MORTAL KOMBAT 11<br />
pg. 8<br />
pg. 26 & pg. 44
THE <strong>LIVE</strong> TEAM<br />
EDITOR & DESIGNER: Emily Langford<br />
WRITERS:<br />
Scott F. Sowter, Entertainment Review and Opinion<br />
Paul Monopoli, Interviews / Retro Editor<br />
A LOOK BACK AT ACQUIRE’S<br />
GAMES FOR PLAYSTATION<br />
Pg. 54<br />
Adam Cartwright, Evan Norris & Ben Dye,<br />
VGChartz<br />
VITAS LOST GAMES:<br />
A LOOK AT THE DIGITAL FUTURE<br />
Pg. 32<br />
MEN IN BLACK TM :INTERNATIONAL<br />
GIVEAWAY<br />
Pg. 20
MOVIES<br />
MEN IN BLACK<br />
LONG <strong>LIVE</strong> THE KING
,tv&<br />
ANIME
In 1954 Gojira was released in Japan.<br />
Toho Studios created the giant monster<br />
film to keep up with a popular trend in<br />
sci-fi horror that was sweeping the world.<br />
However there was something about<br />
this monster that made him special.<br />
Something about this film that worked<br />
perfectly. Something about this monster<br />
that would lead to a sixty year legacy that<br />
includes thirty-two films, video games,<br />
comic books, countless merch items and a<br />
lifetime of pop culture references.<br />
force of these weapons. It remains the<br />
only country in the world to have had such<br />
horror released upon a civilian population.<br />
The atomic bomb was dropped on<br />
Hiroshima at 8:15am. From where the<br />
bomb fell a 1.6km radius was totally<br />
decimated. It left fires and destruction<br />
for a further 11km. 80,000 lives gone in<br />
a blink. Days later a bigger bomb was<br />
dropped on Nagasaki. Japan surrendered<br />
days later. Obviously Japan committed<br />
some atrocities during the war. Many felt<br />
that dropping the bombs was the only way<br />
So why sixty-five years later are we still<br />
obsessed with this giant lizard?<br />
to guarantee their surrender. This has been<br />
debated for years. Regardless of that, the<br />
power the allies displayed ended WW2<br />
In the 1940’s mankind cracked the secrets<br />
and changed the world forever.<br />
of the atom. Like the good murderous apes<br />
we are we fashioned these monumental<br />
discoveries into the most diabolical<br />
weapons ever made. On August sixth and<br />
August ninth 1945 Japan experienced the<br />
Japan is left with this psychic and physical<br />
scars. There is no way they couldn’t be.<br />
Atomic power was unleashed upon them.<br />
Nine years later director Ishiro Honda
was hired by<br />
Toho Studios to<br />
make a monster film.<br />
Honda served in the<br />
Japanese military and was<br />
plagued by vivid nightmare of his<br />
service. As horrible as it sounds, he was<br />
perfect for the job. He created a giant<br />
lizard that was created or awoken by the<br />
use of the atomic bomb. The monster<br />
eventually entered Tokyo Bay and over<br />
several attacks he destroys much of the<br />
city. Towards the end of the film a noted<br />
scientist named Serizawa creates a<br />
no one will<br />
ever be able to<br />
replicate its<br />
destructive power.<br />
weapon more powerful than the atomic<br />
bomb called the oxygen destroyer.<br />
Serizawa then sacrifices his life using the<br />
weapon on the monster to ensure<br />
Honda infused the film with as<br />
much horror as he could. If you watch<br />
the film now, some of it seems corny, sure.
But the scenes of burn victims in their<br />
thousands, laying on stretches in make shift<br />
hospitals, it’s chilling. You have to think to<br />
the Japanese, just nine years ago, this was<br />
a reality. The monster wasn’t of flesh and<br />
blood but a plane, raining radioactive fire<br />
down on them. Its jaw dropping on the pulse<br />
filmmaking. Commentary of a countries pain<br />
in the disguise of a monster movie.<br />
the Japanese words for gorilla and whale.<br />
Not the most pleasant of nicknames to<br />
live with but it worked for Honda. Thus<br />
Gojira was born. In 1954 the film was<br />
re-cut and released in the United States,<br />
adding American actor Raymond Burr into<br />
the film and changing some of the scenes<br />
that made America look more or less like<br />
the bad guys. They westernised the name<br />
Gojira to Godzilla.<br />
His monster needed a name. Thankfully<br />
that name came from the most unlikely<br />
of sources. One of the crew on the Toho<br />
Studios sets, was a larger man and he had<br />
a nickname. “Gojira”, the combination of<br />
Gojira was a massive success and from<br />
there the whole monster genre just took<br />
off. There was no stopping the new king of<br />
the monsters.
Fast forward to <strong>2019</strong>. The new Hollywood<br />
film Godzilla King of The Monsters just hit<br />
cinemas. The film stands as an amazing<br />
love letter to the original Japanese source<br />
material. More faithful than any other<br />
western reboot or remake to date. It<br />
captures the over the top feeling and<br />
love of its giant monsters. Sixty-five years<br />
later and Godzilla is still stomping all over<br />
cinema screens. Only now he’s brought<br />
to life with state of the art digital effects<br />
rather than puppets, rubber suits and<br />
model cities. So why does this lizard still<br />
capture our imagination? I believe it all<br />
comes down to spectacle and escapism.<br />
Godzilla is a giant being that we helped<br />
create and it has turned against us. He’s an<br />
animal out of control. He’s Frankensteins<br />
monster and Jaws all rolled into one. He’s<br />
massive. He’s the force of a hurricane and<br />
weapons of war. He makes us feel small.<br />
And maybe that’s it. Sometimes it’s nice to<br />
feel small. Godzilla stands as a reminder<br />
of our place in the world. Nature will<br />
always beat us. The weapons we create,<br />
our bodies and our buildings are simply<br />
no match. He stands as the ultimate<br />
reminder that we will ruin this world and<br />
it will not be so forgiving with us. It’s a<br />
cautionary tale. Like fairy tales of old, don’t
go into the woods because the wolf will<br />
get you. Well, keep making weapons and<br />
destroying the earth and the big bad lizard<br />
might come and royally ruin our day.<br />
symbol of trying to cope with their grief to<br />
cartoon monster smashing buildings there<br />
will always be a place and a meaning for<br />
this giant lizard. Long live the king!<br />
Godzilla has endured so long now, and<br />
he will continue to endure. He’s a staple<br />
of pop-culture. He’s been in snicker bar<br />
By Scott F. Sowter<br />
Twitter: @ScottFSowter<br />
commercials and the Simpsons. You don’t<br />
get much bigger than that. From a nations
meet the characters<br />
Agent H<br />
Agent M
CHRIS HEMSWORTH AS AGENT H.<br />
ONE OF THE MOST ADMIRED AGENTS AT THE MIB LONDON OFFICE, AGENT H<br />
SAVED THE WORLD ONCE, FROM A EVIL ALIEN RACE CALLED “THE HIVE.” HE<br />
WILL FIND HIMSELF AT THE CENTER OF THE INVESTIGATION INTO A MOLE AT<br />
THE AGENCY.<br />
TESSA THOMPSON AS THE NEWLY MINTED<br />
AGENT M.<br />
AFTER A CHILDHOOD ENCOUNTER WITH AN ALIEN AND SOME STRANGE MEN IN<br />
BLACK SUITS, SHE SPENT THE NEXT 20 YEARS TRYING TO TRACK DOWN AND<br />
JOIN THE “MIB”, THE SECRETIVE ORGANIZATION THAT POLICES ALIEN ACTIVITY<br />
ON EARTH. SHE WILL FORM A PARTNERSHIP WITH AGENT H TO ROOT OUT THE<br />
MOLE IN MIB LONDON.<br />
KUMAIL NANJIANI, PLAYS PAWNY<br />
A PINT SIZE ALIEN WITH AN OVERSIZED PERSONALITY WHO <strong>LIVE</strong>S ON A CHESS<br />
SET. WHEN THE QUEEN HE SERVES IS MURDERED, HE PLEDGES HIMSELF TO<br />
AGENT M, MUCH TO HER CHAGRIN, AND H’S AMUSEMENT.
Agent O<br />
EMMA THOMPSON AS AGENT O,<br />
HEAD OF MIB NEW YORK.<br />
HEAD OF MIB NEW YORK. IMPRESSED BY AGENT M’S<br />
TIRELESS EFFORTS TO FIND AND JOIN MIB, SHE SENDS THE<br />
ROOKIE AGENT ON HER FIRST MISSION TO LONDON WHERE<br />
O HASBEGUN TO SUSPECT SOMETHING ISN’T RIGHT.<br />
LES TWINS PLAY LETHAL ALIEN<br />
ASSASSINS FROM THE PLANET<br />
DRACO.<br />
AS AGENTS OF THE HIVE THEY SEEK AN ALIEN SUPER<br />
WEAPON THAT HAS BEEN BROUGHT TO EARTH THAT<br />
COULD CHANGE THE BALANCE OF POWER IN THE<br />
UNIVERSE.<br />
RAFE SPALL PLAYS AGENT C<br />
AGENT H’S COLLEAGUE AND ARCH RIVAL<br />
AT LONDON BRANCH. C IS JEALOUS OF H’S SKILLS,<br />
LOOKS, RELATIONSHIP WITH HIGH T... YOU GET<br />
THE PICTURE. WILL THIS SEETHING RESENTMENT<br />
TRANSLATE INTO BETRAYAL?
LIAM NEESON AS HIGH T, THE HEAD OF<br />
THE LONDON BRANCH OF MIB.<br />
A LEGENDARY AGENT IN HIS OWN RIGHT, AND A FATHER<br />
FIGURE TO AGENT H. HE WAS WITH H THE NIGHT THEY SAVED<br />
THE WORLD FROM THE HIVE. HE’S JUST DISCOVERED THAT<br />
HE HAS A MOLE IN LONDON BRANCH. HE TASKS AGENTS<br />
EM AND H TO HUNT DOWN THE MOLE AND SAVE THE<br />
ORGANIZATION HE LOVES.<br />
High T<br />
REBECCA FERGUSON<br />
PLAYS AGENT H’S ALIEN<br />
EX-GIRLFRIEND<br />
RUTHLESS ALIEN ARMS DEALER. H ONCE WENT<br />
UNDERCOVER TO BRING HER TO JUSTICE,<br />
BUT ENDED UP FALLING FOR HER INSTEAD.<br />
SHE STILL HAS FEELINGS FOR H -- DECIDEDLY<br />
NEGATIVE FEELINGS. THE PATH TO FINDING THE<br />
MOLE RUNS THROUGH HER BEAUTIFUL, AND<br />
DEADLY, ISLAND REDOUBT.
DOUBLE PASS GIVE AWAY<br />
The Men in Black have always protected the Earth from the scum of the<br />
universe. In this new adventure, they tackle their biggest, most global threat to<br />
date: a mole in the Men in Black organisation.<br />
Starring Chris Hemsworth, Tessa Thompson, Rebecca Ferguson, Kumail Nanjiani,<br />
Rafe Spall, Laurent Bourgeois, Larry Bourgeois with Emma Thompson and Liam<br />
Neeson.<br />
Directed by F. Gary Gray. In cinemas <strong>June</strong> 13.<br />
WIN A DOUBLE PASS!<br />
In cinemas December 13<br />
Thanks to Sony Pictures and Gametraders you could win a double pass to see<br />
the new Men in Black TM : International.<br />
All you have to do is go to the Gametraders Facebook page and like the<br />
competition post, tag who you’re going to take and comment why you want<br />
to see Men in Black TM : International! - For a special double entry also let us<br />
know which fun fact from our magazine you found most interesting!
©<strong>2019</strong> CTMG. All Rights Reserved.
FUN FACTS & TRIVIA<br />
Paul Smith plays a cameo in the<br />
movie as the proprietor of the type<br />
writer shop which hides the secret<br />
entrance to MIB London.<br />
The Art Department produced<br />
610 technical drawings for this<br />
MIB movie. In total, they printed<br />
44 miles of technical drawings,<br />
which were issued to all the<br />
key departments.<br />
The MIB London set was built to be<br />
exactly the same size as the MIB<br />
New York set in Men In Black III –<br />
25,000 sqft.<br />
For the scene in the Moroccan Kasbah,<br />
where MIB agents try to corner M & H, all the<br />
agents on the roof of the Kasbah Mosque<br />
had to be of the Muslim faith. It was the first<br />
time anyone had filmed a scene with people<br />
on the top of the mosque.
H’s vintage Jag hides a multitude of alien<br />
busting fire-arms; one in the door handle, the<br />
front wing mirror, the rear bumper, the hubcap,<br />
the exhaust pipe, and the rear wheel.<br />
130 tons of red sand was<br />
transported from the Peak<br />
District to Leavesden Studios<br />
to make the sand dunes of the<br />
Merzouga Desert on E Stage.<br />
55 white-card scale models<br />
of the set builds were made<br />
and used in planning camera<br />
angles and lighting.<br />
Les Twins, who play the alien<br />
twins, were once backing<br />
dancers for Beyonce.<br />
During the flash back sequence, the<br />
neuralyzer used on Molly’s parents was<br />
an original prop from the first Men In Black<br />
movies.<br />
The original neuralyzers are<br />
12 inches long, whereas the<br />
<strong>2019</strong> version is slightly smaller<br />
at 10 inches.<br />
The graphics team created<br />
four different alien languages<br />
for the signage in the MIB<br />
London arrivals hall.
gameS<br />
VITA’S LOST GA<br />
A LOOK AT THE<br />
DIGITAL FUTUR<br />
A LOOK BACK AT ACQUIRE’S GAMES FOR<br />
PLAYSTATION VITA
REVIEWS<br />
MES<br />
E
Evan Norris<br />
REVIEW NS:<br />
CASTLEVANIA<br />
ANNIVERSARY<br />
COLLECTION<br />
While Castlevania’s future may be in doubt<br />
there’s no denying the greatness of its<br />
past. Enter the latest Konami 50th birthday<br />
compilation, Castlevania Anniversary<br />
welcome quality-of-life features, and a<br />
digital history book that covers the origins<br />
and early life of one of Konami’s signature<br />
series.<br />
Collection, which captures the slice of the<br />
franchise before it veered toward nonlinear<br />
action-adventure. Featuring titles<br />
from 1986 to 1994, it’s a near exhaustive<br />
look at the foundational action-platform<br />
games that defined Castlevania before the<br />
advent of PlayStation. Disregarding one<br />
glaring omission, it’s a worthy collection,<br />
with several good or great games, some<br />
Altogether, the Castlevania Anniversary<br />
Collection hosts eight games, all perfectly<br />
ported by M2 (Sega Ages) from original<br />
platforms like NES, Gameboy, SNES,<br />
Famicom, and Sega Genesis. These include<br />
the original NES trilogy, two Gameboy titles,<br />
Super Castlevania IV, Bloodlines, and, for<br />
the first time in North America, Kid Dracula.
Every one is available immediately from the<br />
main menu, where scrolling text introduces<br />
the back-story for each.<br />
black sheep of the early franchise, can be<br />
frustratingly cryptic, but its experiments<br />
with RPG systems, open-world elements,<br />
and a day-night cycle are intriguing.<br />
Every single title in the collection is<br />
noteworthy, if not excellent. The premier<br />
Castlevania, despite its age, is still a<br />
fun, atmospheric adventure through<br />
Dracula’s castle. It’s sequel, Castlevania<br />
II: Simon’s Quest, often considered the<br />
The most beloved of the original trilogy<br />
is the prequel Castlevania III: Dracula’s<br />
Curse, which returned to the first game’s<br />
straightforward gameplay but added<br />
branching paths and unlockable characters,<br />
to which players could swap mid-level.
Castlevania: Bloodlines, the youngest<br />
game in the collection and the only<br />
one from a non-Nintendo platform, is<br />
remarkable also, thanks to two starting<br />
characters, wild level design, unique<br />
primary weapon upgrades, and secondary<br />
movement and fighting mechanics<br />
combine with staggering level design,<br />
thick atmosphere, amazing graphics<br />
(bolstered in spots by Mode 7), and some<br />
of the best music and sound design in<br />
video game history.<br />
and tertiary attacks for sub-weapons.<br />
Due to its speed and missing Castlevania<br />
staples, it’s the most atypical of the<br />
compilation, but it’s a welcome addition<br />
nevertheless.<br />
Regrettably, that other great Castlevania<br />
game of the era, Rondo of Blood,<br />
is conspicuously absent from the<br />
compilation. Leaving out titles like<br />
Symphony of the Night or the GBA/DS<br />
The best of the bunch—and one of the<br />
two greatest Castlevania games released<br />
before 1997’s Symphony of the Night,<br />
which changed the rules forever—is Super<br />
Castlevania IV, a reimagining of the first<br />
game in the series. Released in 1991, this<br />
SNES title turned the series’ stiff, weighty<br />
platforming and inflexible whip controls<br />
adventures makes sense here, if Konami is<br />
attempting to capture a set of games with<br />
similar templates and mechanics—and,<br />
honestly, the franchise is so rich it could<br />
support two more collections on top of<br />
this one—but there’s no excuse to leave<br />
out the last great “classic” Castlevania<br />
game.<br />
upside down, granting players control<br />
over hero Simon Belmont mid-jump<br />
and the power to manipulate his iconic<br />
whip in eight directions. These liberating<br />
Aggravating the decision to exclude<br />
Rondo is the inclusion of an inferior<br />
Gameboy title, Castlevania: The Adventure.
While interesting from a historic<br />
point of view—it introduced brand<br />
new whip power-ups—it’s a slowmoving,<br />
clunky, monotonous<br />
game with no sub-weapons. Its<br />
portable follow-up, Castlevania II:<br />
Belmont’s Revenge, is surprisingly<br />
enjoyable however. It reintroduces<br />
sub-weapons and allows players<br />
to choose in which order to attack<br />
several castles, a la Mega Man.<br />
It would be easy to call Belmont’s<br />
Revenge the hidden gem of the<br />
anthology if it wasn’t for Kid Dracula,<br />
which launched in Japan in 1990 on<br />
Famicom but never saw an official<br />
English translation until now. A<br />
parody of the series, it’s a bright,<br />
unserious ride through the usually<br />
grim, gothic world of Castlevania.<br />
This is still an action-platformer at<br />
heart, but in tone and structure it’s<br />
more Kirby than Simon Belmont.
In terms of special features and<br />
customization options, Castlevania<br />
Anniversary Collection is solid, although<br />
not comprehensive. Players can choose<br />
from three different borders and six<br />
different screen settings (e.g. pixel perfect,<br />
scan lines, etc.), and save replays of the<br />
most recent action. Crucially, the game<br />
allows a single save state for each game,<br />
which is almost mandatory for some of<br />
the more punishing entries. Unfortunately,<br />
multiple save states and the ability to<br />
remap buttons are unavailable. So too are<br />
the Japanese versions of the anthology’s<br />
games, although Konami has promised<br />
these in a free update sometime soon.<br />
It’s nice to see Konami celebrate the early<br />
history of arguably its greatest franchise.<br />
Minus Castlevania: The Adventure, easily<br />
the weakest entry in the compilation, the<br />
games on display are great, good, or, in<br />
the case of titles like Simon’s Quest, at<br />
the very least mechanically interesting.<br />
Moreover, every one is brought faithfully<br />
back to life by the technical wizards at<br />
M2, and buttressed with some modern<br />
quality-of-life features. The absence of<br />
Rondo of Blood hurts, and there’s an<br />
opening for more bells and whistles,<br />
but taken as a whole this second part of<br />
Konami’s year-long birthday celebration is<br />
a worthwhile trip to the past.<br />
Finally, just like Konami’s Arcade Classics<br />
collection, this bundle includes a “Bonus<br />
By Evan Norris, VGChartz<br />
Book”, with design documents, concept<br />
art, and interviews with important figures<br />
like composer Michiru Yamane.
BEN DYE<br />
VITA<br />
A LOOK AT THE
’S LOST GAMES:<br />
DIGITAL FUTURE<br />
Ever since the advent of<br />
full-game downloads on<br />
consoles, it seems the market<br />
has slowly been shifting<br />
towards a digital future<br />
where games are delivered<br />
through internet connections<br />
rather than physical disks.<br />
While the convenience<br />
this brings is undeniable,<br />
and plenty of gamers have<br />
embraced having a stuffed<br />
memory card in their Vita,<br />
there are major pitfalls that<br />
are slowly beginning to show,<br />
one of which is that games<br />
can be delisted without<br />
any prior warning, leaving<br />
them lost to time unless you<br />
bought them before they<br />
disappeared.<br />
It’s these that I’m aiming<br />
to examine in this article<br />
- games which have been<br />
removed from the PlayStation<br />
Store, both those that are<br />
digital-only (meaning they’re<br />
gone forever) and those that<br />
have physical releases that<br />
you’ll need to hunt down.<br />
Why have they been delisted<br />
and what does this mean for<br />
the Vita’s digital future?
Digital Delisted Games With Physical Releases<br />
Of course, the best case scenario for the<br />
games that will be featured in an article like<br />
this are those that have had both physical<br />
and digital releases, because this means<br />
that although they’ve been removed from<br />
digital storefronts you can still hunt down a<br />
physical copy, so you’re not completely out<br />
of options.<br />
and Digimon Story: Cyber Sleuth. Both of<br />
these received physical English releases in<br />
Asia, meaning you can still get them, but<br />
prices are insanely high for both – Digimon<br />
regularly fetches upwards of $90/£90 on<br />
eBay, while Asterisk War is commanding<br />
more like $250/£250. Others, like Dragon Ball<br />
Z: Battle of Z, J-Stars Victory Vs+, One Piece<br />
Pirate Warriors 3, and One Piece Unlimited<br />
Sadly, some of these have become hugely<br />
pricey as time has gone on, the main<br />
offenders being anime licensed titles from<br />
Bandai-Namco like A.W. Phoenix Festa<br />
World Red also received physical releases in<br />
Europe, making them slightly easier to hunt<br />
down, but even for these titles prices are only<br />
going to increase as time goes on.
Given the aforementioned titles’<br />
sudden disappearance from digital<br />
storefronts, I would also be on alert<br />
for other anime games suddenly<br />
disappearing from the store without<br />
notice. Things like Digimon Story:<br />
Cyber Sleuth – Hacker’s Memory and<br />
Mobile Suit Gundam: Extreme Vs<br />
Force could well be next. Again, Asian-<br />
English physical versions are available<br />
for both, but with cart production<br />
ceasing this year these are only going<br />
to get rarer and rarer.<br />
Licensing is a common issue<br />
among delisted titles. The Marvel<br />
licence in particular seems to<br />
be problematic. This means<br />
games like The Amazing Spider-<br />
Man and Ultimate Marvel vs.<br />
Capcom 3 are long gone (sadly<br />
so too is the DLC for the latter, a<br />
problem which has also affected<br />
LittleBigPlanet as it offered<br />
Marvel-themed DLC), and so too<br />
is Disney Infinity 2.0: Marvel’s<br />
Super Heroes.
Speaking of Disney, its Star Wars IP formed<br />
part of Angry Birds Star Wars, which is<br />
now delisted, but so too is the Angry Birds<br />
Trilogy. This is a bit baffling since they were<br />
both originally mobile titles.<br />
Disney also licensed Epic Mickey 2: The<br />
Power of Two to Sony and this can only<br />
be played via a now-expensive physical<br />
release.<br />
The SpongeBob licence also seems to have<br />
expired for publisher Activision, meaning<br />
SpongeBob Heropants is gone and physical<br />
copies are beginning to shoot up in price,<br />
despite the game being a bit of a dud. Three<br />
more games which can’t be picked up for<br />
a reasonable amount anymore are Ben 10:<br />
Galactic Racing, Shinobido 2: Revenge of Zen,<br />
and New Little King’s Story, the latter of which<br />
only got a physical English release in Europe<br />
A similar thing happened with both LEGO<br />
Lord of the Rings and LEGO The Hobbit,<br />
with both disappearing mostly overnight<br />
from all digital storefronts, not just Vita.<br />
Thankfully, pre-owned physical copies can<br />
be found at fairly cheap prices; something<br />
and Asia, meaning it’s pretty rare and getting<br />
rarer by the day. WRC3 on the other hand is<br />
delisted but easy enough to find. Whether<br />
you should or not is another matter, given it’s<br />
effectively obsolete with the much better WRC4<br />
having released.<br />
also true of Virtua Tennis 4: World Tour<br />
(although prices are starting to creep up).<br />
Speaking of sports titles, all three of the<br />
four FIFA games have been delisted, with<br />
only FIFA ’15 remaining (surely a ploy to<br />
get you to buy the most recent version,<br />
although it barely matters since they all<br />
play the same). Football Manager Classic<br />
2014 is also gone too, despite some of the<br />
PSP Champion Manager games still being<br />
up!<br />
Oddly, despite being produced by mobile<br />
gaming giant Gameloft, Asphalt Injection and<br />
Dungeon Hunter Alliance have been delisted<br />
on Vita. The former sort of makes sense<br />
because it includes licensed vehicles, but the<br />
latter is baffling considering the PS3 version is<br />
still available. Perhaps it has something to do<br />
with Ubisoft publishing the Vita ports, which<br />
caused some kind of contractual issue (Ubisoft’s<br />
licensed rhythm game Michael Jackson: The<br />
Experience is also gone).
Digital Delisted Games Without Physical Releases<br />
The other key class of games here is, of<br />
course, those that only received digital<br />
releases and had no physical counterparts,<br />
meaning they’re lost forever if you didn’t<br />
grab them while they were up on the<br />
store.<br />
any English text, making it a fairly useless<br />
import unless you want to muddle<br />
through. Thankfully, the developers<br />
warned of the delisting in advance and<br />
even sold the game for $0.99 for its final<br />
few weeks, meaning it was easy to grab<br />
as long as you had a PlayStation Network<br />
The one semi-exception to this rule is<br />
account.<br />
Adventure Time: Secret of the Nameless<br />
Kingdom, which oddly received a physical<br />
release in Japan but not the west. Sadly,<br />
this physical version does not include<br />
Other titles weren’t so lucky. For example,<br />
games like Sony’s music festival simulation<br />
BigFest disappeared once its online
servers went down, even though the<br />
game is still fully playable without them.<br />
Duke Nukem 3D: Megaton Edition is a<br />
title that went without much warning<br />
too, likely due to an upcoming PS4/XB1<br />
port, which meant that publisher Gearbox<br />
didn’t want gamers playing the older<br />
version (oddly it contained slightly more<br />
content than the newer release).<br />
Journey (I didn’t realise it myself until<br />
randomly browsing the other day. The<br />
loss of this one is a shame as it was highly<br />
recommended by a user on a forum I<br />
browse) and Superfrog HD, both of which<br />
had no real reason for being removed<br />
given they’re self-published indie titles.<br />
They go to show the volatility of the<br />
digital-only future.<br />
One of the first games to be delisted<br />
that really made headlines was Plants vs.<br />
Zombies, one of the console’s western<br />
launch titles that was a shining example<br />
of digital distribution done right...<br />
until it mysteriously vanished from<br />
the store without warning (likely to do<br />
with the licence given to Sony Online<br />
Entertainment expiring). Another game<br />
that received a surprising amount of<br />
attention for its delisting was The Pinball<br />
Arcade, which lost a large number of its<br />
tables (offered through DLC) late last year,<br />
effectively gutting it in terms of content.<br />
The biggest offender in this regard is<br />
the whole of PlayStation Mobile, though<br />
– a now-defunct service which allowed<br />
developers to create small games for<br />
a nominal fee and put them up on the<br />
cluttered PSM Store. The whole initiative<br />
was shut down in 2015 and, worse still,<br />
you can’t actually re-download any of<br />
these titles anymore, meaning games<br />
like Forevolution, Rymdkapsel, Sword<br />
of Rapier, and Tokyo Jungle Mobile are<br />
potentially lost forever (I have the games<br />
on my OLED Vita, which is probably going<br />
to die at some point, and then they’ll be<br />
gone for good for me).<br />
Less fanfare was made about the<br />
disappearance of things like Jazz: Trump’s
Free-to-Play Games<br />
The final group of games I want to<br />
touch on here are free-to-play titles,<br />
which rely on micro-transactions to stay<br />
viable, meaning that once the servers go<br />
down the games go down with them – a<br />
terrible result for those of us who want<br />
to preserve titles we love into the future.<br />
but I still enjoyed my time with it and<br />
would recommend people try it out for<br />
something different on the handheld.<br />
In fact, Sony-published F2P titles have a<br />
habit of disappearing. Destiny of Spirits<br />
went down less than a year after being<br />
released, Ecolibrium is being shutdown<br />
in May alongside Invokers Tournament,<br />
The main one that stands out for me<br />
is Invokers Tournament, Vita’s first and<br />
only MOBA. Although it’s not gone<br />
yet (server shutdown is the 15th of<br />
May), there’s only a month and a half<br />
left to play it. It’s not the best game,<br />
and Fat Princess: Piece of Cake was<br />
swiftly removed from the store too. I<br />
feel like it’s only a matter of time until<br />
Run Sackboy! Run! is gone, so if you’ve<br />
ever been tempted to try it out the time<br />
is now.
A few third-party developers also tried<br />
their hands at the F2P market. One of the<br />
strangest was Square-Enix’s effort with<br />
Deadman’s Cross, a shooter mixed with a<br />
card game that seemingly didn’t do very well<br />
as it was shut down within a year. Treasures<br />
of Montezuma Blitz seemed to last a lot<br />
longer, but sadly even that’s gone now too (I<br />
don’t even remember hearing about it being<br />
Compile Heart named NepNep Connect:<br />
Chaos Chanpuru which mixed in characters<br />
from a variety of its Vita titles, including<br />
Monster Monpiece, Neptunia and Trillion?<br />
Well, it’s delisted now, alongside things like<br />
Picotto Knights, a side-scrolling brawler<br />
from GungHo, Tri-Ace’s cover-shooter card<br />
game Judas Code, and both Chain Chronicle<br />
V and Samurai & Dragons from SEGA.<br />
removed).<br />
Square-Enix also released a new entry in its<br />
One of my biggest regrets with Vita gaming<br />
was not getting a Japanese account sooner,<br />
as there were a tonne of fun-looking F2P<br />
titles on the Japanese store that are now<br />
long gone. Did you know, for example,<br />
that there was a crossover card game from<br />
Mana series, entitled Rise of Mana, which<br />
was supposedly pretty well received, but the<br />
service was shut down in 2016 (apparently<br />
Square-Enix is looking to re-tool the game<br />
as something else, but that seems unlikely at<br />
this point and it definitely won’t be for Vita).
Two Gundam games – Gundam Conquest<br />
V and Mobile Suit Gundam: Battle<br />
Fortress - were also released in the region<br />
but went before I had chance to try them<br />
out. The fact these titles all disappeared<br />
so quickly means I’m probably going to<br />
have to hurry up if I want to play things<br />
like the Yakuza F2P spin-offs on the<br />
Japanese store, before they’re gone for<br />
good too.
Conclusion<br />
As you might have gathered<br />
from the tone of this article, I’m<br />
a massive advocate of physical<br />
media, because it gives me the<br />
opportunity to preserve my games.<br />
I’m still planning on playing my<br />
Vita for years to come and having<br />
this matter is to make sure that<br />
you don’t wait too long to buy<br />
something if you’re interested,<br />
especially if there’s some kind of<br />
licence involved (the recent news<br />
about Driveclub is a fantastic<br />
example of that).<br />
a copy I can put in a drawer to<br />
come back to later means I don’t<br />
have to rush to grab things before<br />
they’re gone. Sure, physical carts<br />
won’t last forever either (although<br />
they don’t suffer from disc rot,<br />
there are other problems with flash<br />
memory), but they at least offer a<br />
better solution.<br />
Thankfully, there are companies<br />
out there like Limited Run Games<br />
that are working hard to preserve<br />
games (even if they’re not always<br />
entirely succeeding, with things<br />
like Night Trap being full of bugs<br />
and Ys Origin launching without<br />
the patch on the cart), so there are<br />
more physical options than ever<br />
The financial advantages of digital<br />
distribution mean we’re seeing<br />
more and more games opt for this<br />
route. Many indie titles wouldn’t<br />
be possible if physical production<br />
before. Vita’s digital future has<br />
offered many advantages, but I’m<br />
certainly glad that carts exist and<br />
I’ll be playing mine for years to<br />
come.<br />
was the only way to release, for<br />
example. But it also means we’re<br />
By Adam Cartwright<br />
at risk of seeing many more games<br />
lost to time. My only advice on
REVIEW ps4:<br />
MORTA
L KOMBAT 11<br />
Evan Norris
NetherRealm Studios is the best thing to<br />
happen to Mortal Kombat since Ed Boon and<br />
John Tobias. After successfully rebooting the<br />
famous fighting franchise in 2011 following<br />
publisher Midway’s bankruptcy, the studio,<br />
headed by series co-creator Boon, turned in<br />
arguably the best installment yet in Mortal<br />
its immediate predecessors with an hourslong,<br />
big-budget, cinematic campaign, which<br />
exploits the franchise’s rich mythology. With<br />
multiple playable characters, several stunning<br />
set-pieces, lots of unlockables—including one<br />
fighter, Frost—and plenty of fanboy fodder, it’s<br />
absolutely worth playing.<br />
Kombat X. Now, NetherRealm has produced<br />
another great entry with Mortal Kombat 11<br />
(MK11), a technically-superior 2D fighter rich<br />
in content and customization options.<br />
Picking up where Mortal Kombat X ended,<br />
the story in MK11 follows an unlikely alliance<br />
of Earthrealm and Outworld combatants that<br />
forms to combat a new divine enemy, Kronika.<br />
For a lot of fighting games, story mode is an<br />
afterthought; for Mortal Kombat, it’s a source<br />
of pride. MK11 continues the tradition of<br />
Using her powers of time manipulation,<br />
Kronika seeks to reboot the universe in order<br />
to restore harmony between light and dark.
To this end she manipulates multiple time<br />
streams, in the process bringing modern<br />
versions of series’ heroes into contact<br />
with their younger selves, and resurrecting<br />
characters long dead. The fan service<br />
possibilities are self-evident, and Boon<br />
and company waste no time giving longtime<br />
fans all the dream match-ups and<br />
encounters they can handle.<br />
Here players can hone their skills against AI<br />
opponents, practice executing fatalities—<br />
the franchise’s grisly finishing moves—or<br />
learn the ropes in a deep, expansive tutorial.<br />
Featuring basic, advanced, and characterspecific<br />
lessons, it’s a terrific primer for the<br />
complex rules and mechanics of the game.<br />
One particular lesson, “Frame Data”, is a<br />
brilliant breakdown of the anatomy of a<br />
move—beginning, middle, and end. Anyone<br />
Story mode takes up a sizable chunk of the<br />
game, but it’s only one of many modes.<br />
MK11 falls into four main buckets: Konquer,<br />
confused by the invisible science of fighting<br />
games should absolutely visit this lesson; it’s<br />
revelatory.<br />
Fight, Kustomize, and Learn. While “Learn”<br />
comes last, it’s probably the best place to<br />
start, particularly for fighting game rookies.<br />
The heart of the game is “Fight”, where<br />
players fight locally or online. In the online
arena, players can participate in highstakes<br />
battles against human opponents<br />
from around the globe, or try low-pressure<br />
“kasual” battles. Finding a match or creating<br />
a “kustom” lobby is quick and easy, and lag<br />
is virtually non-existent. The programmers<br />
at NetherRealm have worked wonders with<br />
netcode in MK11.<br />
Overall, the game plays tighter and slower<br />
than Mortal Kombat X, thanks to some small<br />
but meaningful changes. NetherRealm has<br />
slowed walk speeds, shortened combos, and<br />
removed run altogether to create a more<br />
deliberate fighter focused on spacing and<br />
punishing opponent misses. In addition, the<br />
developer has split the Super Meter into<br />
separate offensive and defensive meters—the<br />
They’ve also turned in an entertaining,<br />
tactical fighter with support for a large cast<br />
of characters and many different play styles.<br />
former used to enhance special moves, the<br />
latter deployed for special wake-up attacks<br />
or to “fall out” of an opponent’s combo.
Another new, less welcome addition is the<br />
bone-cracking Fatal Blow, which essentially<br />
replaces X-ray attacks from the last game.<br />
Where X-ray moves required a full Super<br />
Meter, the Fatal Blow works independently,<br />
becoming available once a player’s health<br />
is below 30%. These cinematic, gory<br />
attacks can deal up to 35% damage to an<br />
opponent, swinging the tide of battle in<br />
favor of the losing player. You can only<br />
opponents each, and a unique ending<br />
for each character. Towers of Time is a<br />
constantly-changing rotation of challenging<br />
themed towers, e.g., “defeat an assortment<br />
of foes when random Modifiers are active.”<br />
Finally, the Krypt is a giant dungeon filled<br />
with chests that require one of MK11’s<br />
many currencies to open. Together, these<br />
destinations are the best way to collect the<br />
game’s ubiquitous, excessive loot.<br />
use your Fatal Blow once per match, which<br />
limits its effectiveness across a best-twoout-of-three<br />
contest. However, if the<br />
super-move is blocked or misses, it will<br />
become available again a short time later,<br />
which is overly generous. Ultimately, it’s an<br />
emergency move that seems a little out of<br />
place in a game that goes out of its way to<br />
reward smart, thoughtful play.<br />
If MK11 has a flaw, it’s that it has too<br />
much stuff. With several currencies—<br />
time krystals, koins, soul fragments, and<br />
hearts—daily challenges, daily rewards,<br />
konsumables, objective rewards, and<br />
customization assets like skins, intros,<br />
victories, augments, and end of round<br />
taunts, it’s simply overwhelming. The game<br />
allows you to create custom characters<br />
Once you’ve figured out the basics in<br />
“Learn” and visited pain upon human rivals<br />
in “Fight”, you can take on AI fighters in<br />
“Konquer”, which, in addition to story mode,<br />
boasts Towers and the Krypt—two staples<br />
of the series. Klassic Towers are traditional<br />
arcade single-player modes with several<br />
with unique outfits, moves, and gear in<br />
“Kustomize” (player-made characters are,<br />
wisely, ineligible for ranked matches and<br />
tournament play), which is a wonderful gift,<br />
but it’s an exercise in futility to keep track of<br />
your latest unlocks or even to differentiate<br />
the good loot from the bad.
A lot has been made of the game’s excessive<br />
all others are earned via in-game activities.<br />
grind—and to be fair Towers are still a stiff<br />
challenge despite a recent patch—but it’s<br />
not clear MK11 was designed uniquely with<br />
micro-transactions in mind. Featuring online<br />
connectivity requirements, daily challenges,<br />
and rotating items in the Premium Shop, it feels<br />
more like a game that wants to be booted up<br />
every day, not necessarily a title that demands<br />
additional monetary compensation. Only one<br />
form of currency, Time Krystals, is available for<br />
purchase in the PlayStation Store, for example;<br />
Now, if you desire a particularly rare or specific<br />
piece of gear, and can’t win it in the Towers<br />
of Time or find it at random in the Krypt, you<br />
might need to spend real-world money in the<br />
Shop—assuming that item is in daily rotation.<br />
With 1,500 unlockable skins, 75 unlockable<br />
intros, and 2,250 gear pieces, however, you<br />
might just throw your hands up and focus on<br />
fighting. If you’re a cosmetic completionist, well,<br />
Elder Gods help you.
MK11 sports a solid roster of 25 base<br />
characters—one of which is unlocked in<br />
story mode, one purchasable in the game’s<br />
virtual store—although there is a shortage<br />
of new faces. The game includes only three<br />
new combatants (not including a nonplayable<br />
boss), where Mortal Kombat X<br />
introduced eight. Stages, however, are a<br />
different story. There are 21 in total, each<br />
boasting detailed, dynamic backgrounds<br />
and plenty of interactive pieces. Kharon’s<br />
Ship, an ancient galley on a sea of blood,<br />
is especially memorable. So too is Kotal’s<br />
Colisseum, with its circling charioteers and<br />
NetherRealm has done it again. Mortal<br />
Kombat 11 is an outstanding fighting game<br />
with new, more deliberate mechanics,<br />
a spectacular story mode, and loads of<br />
online and offline content. Technically<br />
and graphically, it’s a huge success, and<br />
content-wise it will keep you covered for<br />
weeks and months to come. Its relatively<br />
small roster of new fighters is disappointing<br />
and its ubiquitous, often incomprehensible<br />
loot (and corresponding grind) a source<br />
of frustration, but its exceptional fighting<br />
fundamentals and substantial modes shine<br />
through.<br />
monstrous beasts.<br />
Its large list of pros and small list of cons<br />
By Evan Norris<br />
notwithstanding, MK11 is the prettiest game<br />
in the franchise. With smooth graphics,<br />
real-time damage, detailed and expressive<br />
models, 60 FPS, and the aforementioned<br />
dynamic stages, it looks noticeably better<br />
than Mortal Kombat X—which looked pretty<br />
darn good only four years ago. Music is<br />
similarly a highlight. “Kronika’s Hourglass”,<br />
a mix of hip hop beats and Middle Eastern<br />
trills, is one of the more exceptional tracks.
FOR<br />
ADAM CARTWRIGHT<br />
A LOOK BACK AT
ACQUIRE’S GAMES<br />
PLAYSTATION VITA<br />
This is the second entry in a<br />
series of articles I’m writing that<br />
look at the output of a number<br />
of Vita-supporting developers<br />
from launch through to the<br />
present day. I’ll be examining<br />
their history in the games<br />
industry, the games they<br />
released on Vita, how those titles<br />
performed, what games they<br />
could have released but didn’t,<br />
and finally I’ll provide an overall<br />
conclusion on their Vita support.<br />
Just like Artdink, Acquire is a<br />
quirky Japanese developer with<br />
a history of experimentation<br />
and big ideas, but has<br />
unfortunately been at the mercy<br />
of low budgets throughout<br />
the years, leaving gamers with<br />
some fantastic titles that suffer<br />
from a large amount of jank.<br />
Acquire worked on Vita from its<br />
launch in Japan through to early<br />
2017, injecting a nice level of<br />
variety to the console’s library<br />
despite some of the technical<br />
shortcomings of its titles,<br />
making the company a prime<br />
candidate for examination here.
History – Big Ideas, Small Budgets<br />
Acquire’s entry into the gaming world was<br />
through the sandbox stealth-action title<br />
Tenchu: Stealth Assassins on PS1, which<br />
became a shining example of what would<br />
be its trademark style going forward. It<br />
featured a traditional Japanese setting<br />
steeped in mythology and focused on<br />
open-ended gameplay allowing you to<br />
take down targets however you saw fit. It<br />
was successful enough to spawn a number<br />
of sequels, including the moderately wellreceived<br />
Tenchu: Shadow Assassins, which<br />
as of the time of writing is the last entry in<br />
the franchise we’ve seen.<br />
Despite its history with Tenchu, Acquire<br />
effectively ditched the franchise to work on<br />
a rival ninja series known as Shinobido in<br />
2005, which saw entries land on both PS2<br />
and PSP. The games felt like a continuation<br />
of the original Tenchu ideas (which at<br />
the time was being handled by other<br />
developers, most notably K2 of Valhalla<br />
Knights fame), although critical reception<br />
to the Shinobido titles wasn’t particularly<br />
positive, with critics often noting their<br />
poor animations and stiff movement<br />
mechanics.<br />
Another relatively famous franchise<br />
created by Acquire was Way of the<br />
Samurai, an open-world samurai<br />
simulation that contained a number of
similarities to Tenchu, including a historical<br />
setting and very open-ended gameplay<br />
(although it focused much more on the<br />
sandbox elements). Again, reviews were<br />
middling, with critics tending to praise<br />
its ambition but chide its execution. Still,<br />
it spawned a number of sequels on PS2,<br />
PS3 and PC (as well as remakes of the<br />
first two games on PSP, which can be<br />
played on Vita if you have a Japanese PSN<br />
account), although WoTS seems dormant<br />
at present (publisher Spike-Chunsoft<br />
somewhat replaced it in 2015 with the<br />
Ukiyo duology). Another series created<br />
by Acquire which landed on PSP was No<br />
Heroes Allowed, designed in conjunction<br />
with Sony’s Japan Studio (showing what a<br />
positive relationship Acquire had with Sony<br />
during the 2000s). No Heroes Allowed was<br />
designed as a reverse dungeon crawler<br />
– your goal is to protect the demon lord<br />
Badman from invading treasure hunters<br />
by digging out an elaborate underground<br />
labyrinth and populating it with monsters.<br />
It proved popular enough to birth a<br />
number of sequels and even a VR remake<br />
in 2017.<br />
Elsewhere, plenty of Acquire’s titles<br />
were seen as so niche that they only<br />
released in Japan – things like Akiba’s<br />
Trip demonstrated yet again a focus on<br />
open-ended gameplay, recreating Tokyo’s<br />
Akihabara district and mixing it with<br />
brawler mechanics in which the player<br />
must strip vampires to expose them<br />
to sunlight, while Dekavoice was a PS2<br />
adventure featuring gorgeous cel-shaded<br />
graphics built around using a headset to<br />
issue commands to supporting characters.
Vita – A Continuation of Acquire’s Successes<br />
Given its storied history with development<br />
on Sony hardware, it was unsurprising to<br />
see Acquire commit to the Vita early on,<br />
although a lot of what the firm released<br />
was a continuation of series and ideas<br />
that we’d seen before.<br />
The best example of this is the launch<br />
title Shinobido 2: Revenge of Zen,<br />
a direct sequel to the events of the<br />
previous two entries in the franchise. It<br />
still contained the same sandbox stealthaction<br />
gameplay Acquire had become<br />
well known for, bringing back things<br />
like the grapple hook and wing suit for<br />
movement, but also provided little tweaks<br />
to the formula to take advantage of the<br />
hardware’s inputs. I personally loved it,<br />
although in general reviews were pretty<br />
down on the game due to its short length<br />
and sometimes obtuse explanations of<br />
mechanics.<br />
Acquire also expanded on the ideas<br />
that were debuted on PSP with Akiba’s
Trip in its sequel Akiba’s Trip: Undead &<br />
Undressed, which landed on the handheld<br />
in 2013 and came west a year later thanks<br />
to XSEED Games. Like Shinobido, it<br />
contained the same base gameplay seen<br />
in its predecessor (an open-world brawler<br />
about stripping vampires) but expanded on<br />
it massively alongside a new story and set<br />
of characters.<br />
different gameplay, taking the form of an<br />
action-RPG not dissimilar to the Tales of<br />
series. It marked yet another gameplay<br />
experiment for the company that didn’t<br />
work for the majority of players (it was<br />
criticized for being bland and rather<br />
pointless), although there was definitely<br />
still fun to be had with it.<br />
It received a middling critical reception<br />
overseas, with reviewers tending to criticise<br />
its technical shortcomings but praising its<br />
originality.<br />
Oddly, for the next entry in the Akiba’s<br />
franchise Acquire steered things in a<br />
completely different direction. Akiba’s<br />
Beat was set in the same location as Trip<br />
(Akihabara) but featured completely<br />
The company also worked on two entries<br />
in the Wizardry series named Wizardry:<br />
Labyrinth of Lost Souls and Wizardry:<br />
Town of Imprisoned Spirits that were<br />
ported across from PS3 to Vita in Japan in<br />
2016 (although sadly the pair never came<br />
west, despite the former having already<br />
been translated into English), as well as<br />
a PlayStation Mobile-exclusive entry in<br />
the No More Heroes franchise called No<br />
Heroes Allowed: No Puzzles Either!.
New Experiments, Same Old Acquire<br />
Of course, Acquire didn’t just rest on its laurels<br />
when it came to Vita development and continued<br />
to explore new ideas on the new hardware, which<br />
(as ever) met with a somewhat mixed reception.<br />
gameplay base. Both were part of the early push<br />
for digital-only releases on Sony’s handheld with<br />
lower-than-average price tags, better reflecting<br />
the level of development Acquire worked at<br />
(although this perhaps wasn’t reflected in the<br />
The first of these came very early in the console’s<br />
review scores they received).<br />
life – Sumioni: Demon Arts is a 2D platformer<br />
with a striking sumi-e artstyle (similar to that<br />
seen in Oreshika: Tainted Bloodlines) that uses<br />
the touch screen to paint bridges which are used<br />
to progress through levels. Released in the west<br />
again by publisher XSEED, it was followed later in<br />
2012 by another experiment called Orgarhythm<br />
that mixes god game elements with a rhythm<br />
They also tried something new with Aegis of<br />
Earth: Protonovus Assault, an extremely unique<br />
tower defence game that landed on Vita in 2016<br />
in the west. In it, you control a city that is being<br />
attacked by giant creatures and must construct<br />
defences then literally rotate the urban area to<br />
defend from the oncoming waves, making for a
wholly unique experience that perhaps wasn’t for<br />
everyone, but was certainly memorable for those<br />
who played it.<br />
Conclusion<br />
Acquire is one of those developers that people<br />
will either love of hate – the developer’s output<br />
Unfortunately, Aegis of Earth and Akiba’s Beat<br />
were the last games Acquire developed for<br />
Vita, but in terms of missed opportunities there<br />
were very few games that could have come to<br />
the handheld but didn’t. That’s because in 2011<br />
Acquire was purchased by GungHo, the company<br />
behind the hugely successful Puzzles and Dragons<br />
mobile title. This meant a shift in focus for the<br />
is certainly ambitious, but often held back by a<br />
lack of polish and high level of jank due to the<br />
miniscule budgets involved. This has led to some<br />
mildly popular franchises over the years – things<br />
like Tenchu and Way of the Samurai managed<br />
to find sales success in both Japan and overseas<br />
despite their shortcomings, but in recent years the<br />
company has moved on to a range of new ideas.<br />
developer which then went on to work on a<br />
number of phone games such as Divine Gate<br />
and Road to Dragon. Such titles just wouldn’t<br />
have made a lot of sense on Vita with their F2P<br />
monetization systems.<br />
It would have been nice to have seen the third and<br />
fourth Way of the Samurai titles make their way<br />
across to Vita, as their predecessors had done on<br />
PSP (they would have filled a great gap in terms<br />
of sandbox-style open-worlds on the handheld),<br />
but I suspect that the company’s purchase by<br />
GungHo put a stop to any plans like this. Acquire<br />
also worked on Rain, an atmospheric adventure<br />
On Vita, Acquire continued to work to its “big<br />
ideas, small budgets” mantra, with games like<br />
Akiba’s Beat and Shinobido 2 being filled with<br />
good ideas, but somewhat lacking in terms<br />
of execution. They’re nonetheless surprisingly<br />
enjoyable games if you’re willing to give them<br />
a chance. Others like Orgarhythm and Sumioni<br />
offer some nice variety to the Vita’s library and<br />
embraced new delivery methods. Acquire may<br />
have now moved on to bigger things (recently<br />
working on Octopath Traveller for Switch), but its<br />
Vita support is something I’ll always appreciate.<br />
published by Sony itself, but this only landed on<br />
PS3, which seemed like a bizarre decision given its<br />
By Adam Cartwright<br />
October 2013 release date.
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