A Look Back at The Super Dimension Fortress Macross: Do You Remember Love? (Sega Saturn, PlayStation)

Disclaimer: This is my original work with details sourced from playing The Super Dimension Fortress Macross: Do You Remember Love? video game and doing personal research. Anyone who wants to use this article, in part or in whole, needs to secure first my permission and agree to cite me as the source and author. Let it be known that any unauthorized use of this article will constrain the author to pursue the remedies under R.A. No. 8293, the Revised Penal Code, and/or all applicable legal actions under the laws of the Philippines.

If you have been reading my Macross-related articles over the past few years, you should know already that I deeply love watching Macross: Do You Remember Love?, the classic anime feature film co-directed by Noboru Ishiguro and the legendary Shoji Kawamori.

Like many other entertainment franchises in Japan, Macross also has video games based on its stories and concepts. During the fifth generation of video game consoles, Bandai released in Japan the video game adaptation of the 1984 anime movie on the Sega Saturn in 1997 and the Sony PlayStation in 1999. That game was titled The Super Dimension Fortress Macross: Do You Remember Love? and I played that 2D side-scrolling shoot-them-up game a lot during the time when 3D polygons was already the standard.

Considering its age, it is easy to wonder if the game is still fun to play by today’s standards and if the game is something that Macross fans can enjoy a lot. We can all find out in this look back at The Super Dimension Fortress Macross: Do You Remember Love?

Sega Saturn version in 1997.
Sony PlayStation version in 1999.

Early story

The story begins at sea. A Valkyrie piloted by Hikaru Ichijyo (the late Arihiro Hase) launches from the aircraft carrier Prometheus to join his teammates Max and Kakizaki led by Roy Fokker (Akira Kamiya). Suddenly a powerful beam of energy from above hits the aircraft carrier clearly showing that their world is under attack by the Zentradi.

They proceed to South Attaria Island where they immediately engaged the Zentradi forces that ravaged the city and causing trouble for the SDF-1 (Macross). After defeating several Zentradi elements, the remaining Skull Squadron forces flew to the Macross (which just launched into the air) which executes a space fold just moments before even more laser blasts from the Zentradi destroyed the entire island.

Sometime later deep in space, thousands of civilians managed to adjust to living inside the Macross. As Lynn Minmay’s (Mari Iijima) first concert happens inside the fortress, Hikaru, his teammates and many other fighters engage in a mission against the Zentradi…

Quality

Just like in the movie!

To comment on the quality of this old video game, I’ll focus on gameplay and presentation.

As far as gameplay goes, Macross: DYRL is essentially a 2D side-scrolling shooter literally designed to be grand not only for Macross fans but also for gamers who enjoy its design and its type of gameplay. You play as the hero Hikaru who pilots an advanced fighter plane that can also transform into an armed fighter with legs (GERWALK mode) and also into a full-sized, human-like robot (Battroid). In fighter mode, you move fast and are able to fire rockets or use your default gun. In GERWALK mode, your speed is slower but you have improved mobility that can be crucial for combat. In Battroid mode, your speed is reduced further but you are somewhat stronger and more precise when it comes to shooting enemies.

Still on gameplay, the game developers really pushed the envelope in terms if immersion as there are lots of moments in which the enemies will not only face you on your 2D plane but also move around you from the foreground to the background. Without having to do anything further, your character will be able to auto-aim and shoot at your enemy whether in the background or the foreground. Essentially, this makes the game a 2.5D shooter.

This is a fine example of you (in your 2D plane) firing at your enemy in the background.
In key parts of some levels in the game, the UN Spacy will send a shuttle to release supplies to help you replenish your shield meter.

The controls are relatively easy to learn and get adjusted to. More importantly, the controls are very responsive and they are ideal when it comes to precision on moving your character around as well as trying to shoot at specific targets.

This game was designed with several levels for you to complete essentially moving from left to right. As evidence of the game developers taking liberties during its adaptation of elements from the 1984 animated movie, several levels have boss fights for you to participate in and win in order to progress. These boss-type enemies are noticeably absent from the movie and yet they were designed to integrate into the film’s concept and also expand the concept about how elaborate the Zentradi are when it comes to their war machines against Earth. The boss-type enemies (note: they are clearly polygonal and yet they fit in well with the 2D sprite elements) are huge machines designed for space battles and there were boss fights in which some of them move into the background (which sparks moments for your character to fighter towards the background). When it comes to artificial intelligence (AI), the boss-type enemies are not really that sophisticated with their movements although a few of them have attack patterns that will push you to be more evasive and more strategic.

Before starting a level, you can select your weapons that can function depending on your personal preference on taking on the enemies.
Lots of great visual effects and 3D movement add to the challenge.

With regards to challenge, some parts of this game took me a few repeats before finally improving myself enough to make it to the next levels. The visual elements of the game also added to the overall challenge as seeing 2D sprites move around you 3-dimensionally.

Speaking of 2D sprites, it is clear that this game was designed to be heavy with 2D visual elements while 3D polygons are used sparingly (note: the boss battles mentioned above). As this is a side-scrolling game, the game makers clearly made lots of sprites of machines, space ships, Zentradi battle pods and other figures that Macross fans would easily recognize. The good news is that each 2D sprite was made with multiple frames of animation (complete with frames meant for 3D movement) and were made to really resemble the cinematic artworks which ultimately results making them really look lively to watch on-screen!

As for the presentation, I can see that the game developers Scarab paid great attention to the details of the animated movie to make The Super Dimension Fortress Macross: Do You Remember Love? fun and engaging for gamers in general while also becoming strongly relevant and delightful with the people who love Macross. For example, the game starts with a cinematic prologue composed of brand-new animation cels mixed with elements of 3D polygons and in my view, it fits in nicely leading to the actual cinematic opening of the movie from 1984. The cinematic prologue was meant to expand the film’s overall concept and other story expansions happened in subsequent parts of the game (such as the all-new mission told in two levels).

Observe the Zentradi surrounding Roy Fokker on his 2D plane, the foreground and background. This is a 2D sprite-heavy showcase!
The game developers paid close attention to the details of the movie and presented the visuals using video game graphics, 2D sprites and really nice in-game background artworks!
Surprise! You as Hikaru get to fight Milia temporarily before her memorable fight with Max happens!

The Super Dimension Fortress Macross: Do You Remember Love? came with selected animated sequences and still images from the 1984 movie’s very own footage meant for in-game storytelling (note: you still have to watch the movie for the best immersion). As there were some original scenes made for the game with expanding the film’s concept in mind, there are a few computer-generated animation sequences and even brand-new animated cels (note: very clearly they were drawn by people different from the ones who drew the film’s footage) showing some character moments.

When it comes to the audio, this game is clearly a labor of love with Macross fans in mind. Much of the music, songs and sound effects from the movie (as well as from the 1982-1983 anime TV series) were integrated into the game which made it very immersive for Macross fans. As for the voice actors, fans will hear the voices of their favorite Macross characters performed by the late Hase, Iijima, Kamiya, Mika Doi (Misa Hayase), Michio Hazama (Captain Global) and more. While some of their recorded lines from the movie were reused (especially Hase who died in 1996), others recorded new lines for their respective characters for the new cinematic footage as well as key parts in the game.

The art of Lynn Minmay for the new anime footage was clearly not drawn by the people behind the 1984 anime movie.

What I love best about the presentation is that the game developers replicated selected scenes from the 1984 movie using in-game graphics and art along with music, sound effects and the lines of dialogue! As a Macross fan myself, the immersion was pretty deep as I played the game and witnessed those special moments from the movie played within the in-game presentation.

Conclusion

Enjoy looking at this.

I can declare out loud that The Super Dimension Fortress Macross: Do You Remember Love? is indeed the best Macross video game I have ever played as well as the best adaptation (note: other than film) of the classic movie from 1984. This game, which excellently used 2D sprites and 3D polygons all throughout, was very clearly made to delight Macross fans while giving gamers something very enjoyable and memorable to experience. For the best immersion, it is highly recommended to watch the movie before playing this video game. Truly this video game has aged well!

Overall, The Super Dimension Fortress Macross: Do You Remember Love? (Sega Saturn, PlayStation) is highly recommended!

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Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com

A Look Back at Suikoden II (1999)

Disclaimer: This is my original work with details sourced from playing Suikoden II (English version, released in 1999) and doing personal research. Anyone who wants to use this article, in part or in whole, needs to secure first my permission and agree to cite me as the source and author. Let it be known that any unauthorized use of this article will constrain the author to pursue the remedies under R.A. No. 8293, the Revised Penal Code, and/or all applicable legal actions under the laws of the Philippines.

Even though I have not played that many Japanese role-playing games (JRPGs) on consoles over the past several years, I am really excited about the upcoming RPGs that will be released on Xbox Series X and the future JRPGs I am looking forward to are Eiyuden Chronicle: Hundred Heroes and Eiyuden Chronicle: Rising developed by Rabbit & Bear Studios (led by Yoshitaka Murayama).

Who is Yoshitaka Murayama? He created the memorable Suikoden (AKA Genso Suikoden) RPG franchise during his time with Konami, specifically the first three games. I myself played and finished Suikoden on the original PlayStation in 1996 and it was a lot of fun thanks to the combined efforts of Murayama (who did the scenarios and game direction) and his teammates such as Junko Kawano (who did the design), Miki Higashino (who did the music along with four other teammates) and some others.

Then in 1999, the sequel to Suikoden was released and I can never forget the day I bought it at a local game store and rushed home with a lot of excitement to start playing it on our then aging PlayStation console.

So you must be wondering…how did I find the sequel? Was it an improvement over its predecessor? Did Murayama and the key creators do better than what they did in the first game? You can all find out in this look back at Suikoden II, published by Konami for the PlayStation (PS1).

The cover of the North American version of Suikoden II.

Early story

The story begins with two youngsters – Riou (your character whose name can be modified) and Jowy – who are close friends since childhood now serving the Highland Army as members of their youth brigade. They spend time in a military camp in the forest as a peace treaty between two great forces is pending (note: Highland has been in conflict with the City-State of Jowston).

As some soldiers expressed desires to go home once the peace has been finalized, Riou and Jowy are ordered by their commanding officer Rowd to go back to their tent and sleep. However, a surprise attack happened which alerted them. As soon as the two close friends left their tent, they are shocked to see parts of the camp burning. Their officer Rowd informed them that their enemy is responsible for the attack and deliberately broke the peace agreement. Riou and Jowy are told to take the mountain path to the east and save themselves before it is too late.

Fearing that they might get ambushed in the woods, Jowy tells Riou that they should return to camp. Upon returning, they quietly witness the unexpected presence of Highland prince Luca Blight who gets briefed by Rowd. As it turns out, the attack on their camp was not committed by the opposing forces but rather it was all a self-inflicted operation by Highland. Rowd’s instruction to some of their selected soldiers to head east was a set-up. What happened was all part of a plan by Highland to escalate the conflict by blaming their losses on Jowston. Luca Blight expressed clearly that a peace treaty with Jowston and its states was not needed, and he strongly believes in the power of Highland to conquer them all.

Jowy and Riou (upper-right corner) quietly witness the conversation between prince Luca Bright and the captain.

After learning the shocking details, Riou and Jowy decide to leave for the cliff to the north as a way of escape. At the cliff, Rowd catches up to the two. Fortunately, Riou and Jowy were successful in defeating Rowd’s soldiers and pave the way for their escape. Before fleeing, they marked a rock and promised to return to that same place if ever they get separated.

Riou and Jowy jumped off the cliff and get separated. Some time later, Riou wakes up and finds himself in the presence of three men. One of them identifies himself as Viktor, the leader of an army of mercenaries and an ally of Jowston. Another member of the mercenary army in blue arrives and he is Flik.

Being powerless, Riou marches with them to the headquarters of the mercenary army…

Quality

Luca Blight (with sword) is a lot more than just being evil as the game’s main antagonist.

Having played Suikoden a lot in 1996, I got familiar with the game design, the varied battle systems and other features that made it a solid RPG on its own. As for Suikoden II, I can clearly say that Murayama and his creative team built up on their foundation (in the first game), expanded the fantasy concept dramatically and ultimately made an extensive series of improvements and additions over each and every aspect of the sequel!

I’ll start first with the storytelling and writing. Compared to its predecessor, I found Suikoden II to be deeper and it took great advantage of the fact that the plot took place just years after first game and by this time the established world, the cities, tribes and geopolitical concept have been developed so much – backed with solid writing – they all become a lot more believable. In the middle of the great conflict are the three main characters Riou, Jowy and Nanami whose exploits and portrayals are pretty rich and lively to follow. It’s kinda like following the love triangle of Hikaru, Misa and Minmay through the war in the classic Super Dimension Fortress Macross anime TV series, except that you – the player – get heavily involved as Rious by making decisions that affect yourself and others, leading missions, building up a community (and force) of over 100 members, and overcoming challenges related to the conflict between Highland and Jowston.

The great news here is that the Riou-Jowy-Nanami emotional arc was written to be dramatic, engaging, intriguing and sentimental which ultimately will make you feel for them just as you make your way through the many events and twists of the war story. Beyond these three key characters, it should be noted that the scenarios are excellently executed and really showed how lively the fantasy world of Suikoden II really is. I’m talking about the portrayal of the many, many supporting characters and the interactions you have with them as the plot moves forward. Remember how lively your troops were in welcoming you back after winning your first army battle? Such a scenario was well directed and scripted, and the supporting characters you recruited really had their moments of participation which make sense within the narrative. I also should mention that the opposition figure of the game – Luca Blight – is still a powerful and complex villain in JRPGs even by today’s standards. Luca Blight is not evil for the sake of being evil, but if you pay close attention to the details about his background as the game’s story goes on, you will realize he is quite a complex character whose evil made sense within the narrative. Very clearly, the writing and storytelling done by Yoshitaka Muraya is not only greater than in the first game, but also very inspired.

Viktor, who also appeared in the first game, continues to be an important supporting character in this sequel! He is one of several characters from Suikoden who returned.

On the gameplay and design, Suikoden II’s exploration of the world, towns and locations uses good old 2D graphics. The big difference here is that the 2D visual elements are more varied in terms of detailed sprites for non-playable characters (NPCs) and interactive characters, and visually the sprites as well as the art used for the in-game environments looked more polished (clearer, smoother and less pixelated). The controls are responsive enough for my taste, and it is also nice that my character moves faster while exploring. More on exploring, I do confirm that there are indeed more locations to visit (including those that are part of the quests related to finding the 100+ characters) and the art made for the locations are more varied as well.

More on the gameplay, two types of battle systems from the first game are back but with refinements. First to talk about is the party battle system in which players get to control a group of up to six members who face off with enemies by group, or a single powerful boss-type enemy. During the party battle, you get to pick options as to what type of action each member of your party will do – Attack, Magic (note: this involve Runes), Item or Flee (note: if your party is much stronger than the opposition, Bribe or Let Go options will appear).

The party battle system is a lot of fun and not too stressful.

The way the battles are designed, as in the first game, is smooth, very visually appealing (thanks to the dynamic camera and fine level of detail of the sprites and animation) and fun to watch. Adding further depth to the party battles are the combined attacks involving at least two characters. Take for example Flik and Viktor doing the cross-attack, or Riou and Nanami performing a series of combo attack moves in strong coordination with each other. These combined attacks are not only fun to perform and see, but also encourages you to experiment by mixing up characters (specifically combatants) and paying attention as to which characters they can do combined attacks with. This alone will encourage you to complete the 108 characters of your force.

The use of Runes has been improved a lot in this game as the combatants now have three slots to equip Runes (note: these slots gradually open up as characters’ levels go up). Runes are essential to use magic spells in battles and the improvement of the Runes – plus the Run Affinity system – add more variety in the battles.

The 2D sprites are very visually appealing, especially when you watch the characters perform varied forms of action during the party battle.

Compared to other Japanese RPGs, the party battles here are much less stressful even though a random encounter system is used. There is also the option for automated attacks, which spares you from having to choose options for each member of your party to perform when fighting the enemies. Granted, I went through lots of random encounter battles and some challenges, but ultimately the stress level and tedium were very low. Doing party battles is fun overall.

The 2nd battle system inherited from the first game is the duel. Duels happen the least throughout the game but each time they happen, they can be quite engaging to do. As the one-on-one battle between your character and an opponent begins, you will see them in a 3D realm with the dynamic camera capturing the action. Your options are mainly Attack, Wild Attack and Defend, and before you can pick an option, you must pay attention first to the clues (note: taunts) from your opponent which can help you anticipate his/her/its next move. While the visuals are clearly improved, the duel is pretty much the same as in the first game.

Duels happen in a 3D environment with the characters still presented as 2D sprites that are not only highly detailed but also are smoothly animated.
Like in the party battles, duel sequences also have a dynamic camera system complete with zoom during the action.

The 3rd battle system – army battles – is clearly the most revised part of the game as it is radically different from the army battles of the previous game. This time the army battles involves the heavy use of a tactical map (where you move units in a grid-like system). Your units – composed of mainly characters you recruited, including the non-combatants – can be moved on the map to counter an enemy unit. Then a short, animated battle sequence will commence and based on the statistics of each unit, the winner and loser of the sequence will be determined. Take note that in events of defeat, recruits can die permanently. As such, it is important to pay attention to not only the statistics but also the types of troops you have such as archers, healers, knights, and foot troops. When controlling units on the map, your options are Attack, Wait and Rune. It is also very entertaining to see how the characters react (with dialogue, no less) to the battles. Overall, the army battle system here is clearly much deeper and more strategic than what was used in the first Suikoden.

The army battles in this game are more tactical than what was presented in the first Suikoden. This is also the main map used for such battles.

Battles aside, there are also lots of things to do related to exploration. For one thing, there are these fun-filled mini-games the game creators set up such as fishing (note: not as boring as it may sound), the whack-a-mole game, rope climbing, Chinchirorin (dice game in a bowl) and, the most exciting and deepest of them all, the cooking contest game. When you fully invest your time into each of these mini-games, you will not feel relieved from the stress of battles and exploration, but also have a lot of fun free of stress. I enjoyed these a lot myself.

If you enjoyed building up your fortress in the first game, you will experience that here also! Building up your stronghold is related to your recruiting of people and some of them have certain talents that will establish key parts of your place like a store, a Rune shop, aa tavern, a restaurant, an armor shop and even a detective agency to name some! It may take an effort to have all possible establishments get realized in the game but I promise you, they are all worth it and you will feel thankful that you got to recruit lots of people. The other reward of building up your fortress is the establishment of a thriving community of people!

Your party members can take a bath and even use the collected artifacts as decorations. This is one of the many side activities you can do at your stronghold.
The cooking contest mini-game is easily the best in the game! This alone will encourage you to keep searching for recipes during your adventures!

With regards to continuity with the first Suikoden game, the game developers implemented certain content (locations, dialogue, story and characters) that get unlocked by having your preserved Suikoden saved game content successfully loaded with Suikoden II running on PS1. I’m talking about being able to meet and even recruit Suikoden hero Tir McDohl, plus meeting even more characters from the first game. Very clearly, this is a clever presentation of fan service done by Murayama and his creative team who paid attention to the feedback of the first Suikoden.

The music done by Miki Higashino and Keiko Fukami are very varied and many of them reflect the places you get to visit, the emotional scenes you witness and the epic moments that happen. The great news here is that each and every tune in the game was made and performed with special care. This game’s soundtrack really stands out high among Japanese RPGs of the 1990s and even by today’s standards, it still is a great soundtrack to listen to.

If there are any flaws in this great game, it is the English translation itself as there were typographical errors, mistranslations and even NPCs with lines of dialogue that made absolutely no sense. Clearly there was a rushed job with the translation.

Conclusion

The political aspect of the game’s story is simple and never overwhelming.

I really love Suikoden II and very clearly, it is a major improvement over its predecessor (which itself was a solidly good RPG). Suikoden II is a labor of love done by Murayama and his creative team and the result is a true epic RPG that has so much enjoyable stuff and high replay value for gamers. Its quality is still great and by today’s standards, Suikoden II is indeed a classic RPG that gamers should play even though Konami itself does not care to make it more accessible in this modern age of gaming.

Given the legacy of Suikoden II and the fact that Konami showed no signs of reviving the Suikoden RPG franchise, now is the time to look forward to Eiyuden Chronicle: Hundred Heroes which Murayama and his team are developing for release in 2023 for Xbox consoles, Xbox Game Pass and other platforms. Eiyuden Chronicle: Hundred Heroes clearly has strong Suikoden vibes and the distinct combination of 2D sprites with 3D polygonal environments, plus its party battle system strong resembles that of Suikoden and Suikoden II!

Overall, Suikoden II is highly recommended!

Now if only Konami would change its ways to make Suikoden II more accessible (go way beyond the PlayStation online store and ecosystem) to gamers by releasing it digitally through Xbox LIVE, Steam, Xbox Game Pass and other online stores or ecosystems. Paying hundreds of dollars for a legitimate hard copy of the game is simply too much.

There is nothing like building up your stronghold and seeing your recruits become part of its development as well as your campaigns.

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Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com

COVID-19 Crisis: Around 13 million more doses of COVID-19 vaccines to arrive this month

As the old saying goes – the more, the better! I’m referring to the supplies of vaccines of COVID-19 that the Philippines badly needs and here is an update for this new month.

In an article published by the Philippine News Agency (PNA), around thirteen million doses of COVID-19 vaccines will arrive from overseas for the month of July. Vaccine czar Carlito Galvez, Jr. was the source of this information.

To put things in perspective, posted below is an excerpt from the PNA article. Some parts in boldface…

About 13 million doses of coronavirus disease 2019 (Covid-19) vaccines will be delivered to the Philippines in July, Secretary Carlito Galvez Jr. bared during the weekly situation briefing with President Rodrigo Duterte on Monday.

Galvez, the Chief Implementer of the National Task Force (NTF) Against Covid-19, said expected for delivery are 5.5 million doses of Sinovac and 1.17 million doses of AstraZeneca within the first two weeks next month.

On July 12, a total of 250,800 doses of Moderna and 500,000 doses of Pfizer may also arrive.

The country may also receive next month between 2 and 4 million doses from the World Health Organization-led COVAX facility, 800,000 to 1 million doses donated by the United States government, and 1.1 million doses from the Japanese government.

Galvez said the US government’s donation will most likely be the single-dose jabs by Johnson & Johnson.

Take note that 13 million is an estimate and the actual delivery could be affected by such factors out of the Philippines’ control such as flight delays, production problems, etc.

Meanwhile, it has been reported in the news that some vaccination sites around Metro Manila have been closed due to a lack of supply of vaccines. Parañaque City is included. Watch this GMA Network news video.

Let me end this piece by asking you readers: Does the latest news about the incoming COVID-19 vaccines encourage you a lot? Do you know people who deliberately avoid getting vaccinated?

You may answer in the comments below. If you prefer to answer privately, you may do so by sending me a direct message online.

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Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com

For more South Metro Manila community news and developments, come back here soon. Also say NO to fake news, NO to irresponsible journalism, NO to misinformation, NO to plagiarists, NO to reckless publishers and NO to sinister propaganda when it comes to news and developments. For South Metro Manila community developments, member engagements, commerce and other relevant updates, join the growing South Metro Manila Facebook group at https://www.facebook.com/groups/342183059992673

The significance of Eiyuden Chronicle RPGs coming to Xbox!

As I viewed the Xbox-Bethesda games showcase live on my PC, I got delightfully surprised when the two Eiyuden Chronicle Japanese role-playing games (JRPGs) – Eiyuden Chronicle: Hundred Heroes and Eiyuden Chronicle: Rising – were revealed and confirmed to be coming to Xbox Game Pass (XGP) separately in the near future. Really, I never anticipated that the Eiyuden Chronicle games developed by Rabbit & Bear (led by Suikoden creator Yoshitaka Murayama) would appear in the showcase nor did I anticipate they would be added to XGP (on Xbox consoles and PC) which has many millions of active subscribers worldwide.

To put things in perspective, posted below is an excerpt from the official press release (titled: Microsoft partnership announcement at E3, franchise trailer, and website launch) from the Eiyuden Chronicle official website.  Some parts in boldface…

Revealed today during the Xbox E3 showcase, a new trailer for the Eiyuden Chronicle franchise formally announcing that 505 Games, Rabbit & Bear Studios, and Microsoft are bringing legendary game developer Yoshitaka Murayama’s (Suikoden I & II) latest JRPG adventures, Eiyuden Chronicle: Rising and Hundred Heroes, to Xbox Gamepass. Eiyuden Chronicle: Rising is set to release in 2022, and Eiyuden Chronicle: Hundred Heroes is set to release in 2023.

This is the companion game Eiyuden Chronicle: Rising coming to Xbox Game Pass in 2022.

Eiyuden Chronicle: Rising is the first entry in the franchise and a companion game to Eiyuden Chronicle: Hundred Heroes that is set in the same world and tells the pre-war tales of various characters who will appear in the main game. The action-RPG melds key backstory with fast-paced combat, town-building mechanics and 2.5D platforming, and is set to release in 2022.

This is what Eiyuden Chronicle: Hundred Heroes looks like. Coming to Xbox Game Pass in 2023.

“We’ve been working hard on the Eiyuden Chronicle franchise and love to see the amazing reactions from fans following our trailer at the Microsoft E3 event,” said Studio Lead Yoshitaka Murayama. “We’re telling a rich story with the Eiyuden Chronicle franchise, so much so that we couldn’t possibly tell it all within the confines of a single game. We set out to solve that problem with our companion game Eiyuden Chronicle: Rising which features key backstory to the main game and a completely different gameplay style.”

Studio Lead Yoshitaka Murayama and Director Osamu Komuta are joining forces once again to bring an unforgettable journey into their fully-realized world of Allraan. In Eiyuden Chronicles: Hundred Heroes Rabbit & Bear Studios are taking the turn-based strategy game experience to the next level with a fine crafted six-character battle system. The developers are using meticulously created 2D sprites and 3D backgrounds to deliver a riveting story with over 100 playable characters and engaging gameplay that’s meant to bring players a modern take on classic JRPGs.

And here’s the video…

Since I first heard about its successful Kickstarter campaign, I have been following the news about Eiyuden Chronicle, specifically the Hundred Heroes game which was the precise project of the said campaign. Why? Because that game was clearly designed as an inspired successor (or spiritual successor as others call it) to the early Suikoden RPGs of Konami. When I was still a PlayStation fan, I was fortunate to have played and enjoyed a lot Suikoden and Suikoden II on the original PlayStation. Rabbit & Bear Studios head Yoshitaka Murayama was the producer, writer and game director of Suikoden, Suikoden II and Suikoden III (on PS2) during his time with Konami. 

Other than the Eiyuden Chronicle franchise coming to XGP, the announcement of the companion game Eiyuden Chronicle: Rising coming out first (2022) was also very surprising. It was just unexpected but still it made sense as the developers really have a huge concept and a living universe of the Eiyuden Chronicle franchise that just could not fit in one single game. Clearly Murayama and his creative team are up to something that could shake gamers’ love for Japanese RPGs for the better eventually.

Significance to Xbox

A character in Eiyuden Chronicle: Hundred Heroes about to throw a strong punch at the monster during a battle.

Back on August 2020, I expressed confidence that Xbox as an ecosystem (the consoles, PC, cloud and Xbox Game Pass) will become a haven for gamers who love fantasy role-playing games (fantasy RPGs). That article was published before the megaton announcement about Microsoft acquiring ZeniMax Media (to integrate Bethesda with Xbox) and the addition of the Elder Scrolls fantasy RPG franchise further adds credibility to Xbox for fantasy RPG enjoyment (as well as RPGs as a whole).

So where can the Eiyuden Chronicle RPG franchise fit in? For one thing, Xbox fantasy RPG enthusiasts who love Suikoden or those who enjoy turn-based strategy, or those who are looking for nice alternatives to Square Enix’s Final Fantasy and Dragon Quest games on Xbox can experience something new and fun with the Rabbit & Bear Studios-developed JRPGs. It is also clear that the Eiyuden Chronicle RPGs help fill the perceived lack of JRPGs on this current Xbox console generation.

The combination of highly detailed 2D sprites and 3D polygonal environments makes Eiyuden Chronicle: Hundred Heroes look radically different from most JRPGs on Xbox.

Second, gamers will be able to experience role-playing with the game design and storytelling philosophies of Yoshitaka Murayama. In addition, Murayama’s production team created a very unique visual style that combines highly-detailed, well-animated 2D sprites (pixel artworks) with 3D polygonal environments combined with strategic camera angles and movements. The way I see it, it seems to be an inspired take on modern gaming’s visuals while still retaining that artistic link back to the glory days of the Suikoden game franchise.  

In this age of high-definition, highly detailed polygonal graphics and 120FPS frame rates, it is refreshing to see Murayama and his team use pixel artworks as a key visual element in their presentation with Eiyuden Chronicle JRPGs.

Third, the battles seen in Eiyuden Chronicle: Hundred Heroes strongly resemble the functions and speed of what I enjoyed in Suikoden and Suikoden II on the original PlayStation console. Unlike other turn-based Japanese RPGs of the 1990s, battles in the early Suikoden games were NEVER stressful and grinding was not too present. Even during times in Suikoden or Suikoden II when I needed to have my characters level up to be stronger, doing so with battles was smooth and painless. The trailer of Eiyuden Chronicle: Hundred Heroes even showed the developers pushing the battle design of their game, going beyond the limits of the early Suikoden games. In one sequence, they showed one of the playable characters in the foreground firing a shot at a monster far into the background. This could suggest strategic placings for battles and we will find out soon how this will turn out.

Fourth, having Eiyuden Chronicle JRPGs in the Xbox ecosystem adds more variety into the current lineup of upcoming fantasy RPGs. Even with the likes of Elder Scrolls VI (which Phil Spencer mentioned during the Xbox-Bethesda games showcase), Fable and Avowed, I believe that Eiyuden Chronicle: Rising and Eiyuden Chronicle: Hundred Heroes will fit in very nicely and even attract a lot gamers who want a lot of fun with role-playing on their Xbox consoles. I also believe that the global Xbox fans community can provide Murayama and his team a suitable audience of not only buyers of their games but also help establish a large base of fans for the Eiyuden Chronicle game franchise.

The addition of the Eiyuden Chronicle JRPG franchise makes fantasy role-playing on Xbox even more exciting! It is also another great reason to sign up for Xbox Game Pass subscription!

That being said, I urge you my readers, fellow Xbox fans, fans of Suikoden and others who love playing fantasy RPGs that we all have the time and opportunities to acquire our own copies of the two Eiyuden Chronicle JRPGs upon release on the Xbox ecosystem and help Murayama and the rest of his team fulfill their goals with their fantasy RPG franchise! We can also convince Team Xbox to get more involved with Rabbit & Bear Studios to ensure that future installments of Eiyudin Chronicle will come to Xbox!

Think about the future of fantasy RPGs on Xbox: Eiyuden Chronicle: Hundred Heroes, Eiyuden Chronicle: Rising, Avowed (Xbox-exclusive), Fable (Xbox-exclusive) and Elder Scrolls VI (Xbox-exclusive)…I want them all on Xbox via Xbox Game Pass!

In ending this piece, here are some Eiyuden Chronicle and Xbox-related videos for your enjoyment!

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Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com

Xbox strategies taking shape with Microsoft’s full support and strong dedication!

We are just days away from the highly anticipated Xbox-Bethesda games showcase! Very recently, Team Xbox emphasized further its overall strategy of delivering interactive entertainment that goes way beyond the traditional model of selling consoles and games, and behind it all they have the full support of Microsoft itself!

Let’s start with the special presentation involving both Microsoft CEO Satya Nadella and Xbox chief Phil Spencer. Watch the video and listen very closely.

“Gaming is fundamentally aligned and woven in our mission as a company,” Satya Nadella said. “When you talk about Xbox’s mission to bring the joy and community of gaming to everyone on the planet, which I absolutely love, this is precisely what I think of when we think about Microsoft’s mission, which is to empower every person, every organization on the planet to achieve more. As a company, Microsoft’s all-in on gaming.”

Microsoft’s CEO confirmed that the corporation has indeed gone all in for Team Xbox and this is clearly a radical change compared to what happened in the previous console generation when the team was not a true priority for the corporation.

When it was a non-priority within the corporation’s hierarchy, Team Xbox was severely limited in producing first-party exclusives, severely limited in making big-time partnerships with other game developers/publishers, and designed a very flawed console with Xbox One. The result was a doomed 8th console generation (or the 3rd Xbox console generation) and the Xbox One sold much less than Xbox 360 worldwide and could not match the high number of exclusive games on Sony’s PlayStation 4 (PS4). Phil Spencer did what he could since taking over as Team Xbox chief.

That is all in the past now! With the full support of Microsoft and with Phil Spencer and his team now a clear priority for the corporation, Team Xbox has a lot of momentum moving forward in this 9th console generation. Mega publisher Bethesda has been integrated into Team Xbox and there will be Bethesda-produced exclusive games that gamers with Xbox Series X, Xbox Series S and Windows PC can look forward to. With 23 game developers under the Xbox Game Studios umbrella, several 1st party exclusives are already being produced like Avowed (plus the expected The Outer Worlds franchise) from Obsidian Entertainment, Senua’s Saga: Hellblade II from Ninja Theory, the next-generation Forza Motorsport game from Turn 10 Studios and Perfect Dark from The Initiative to name a few. When it comes to paid subscription services, it was reported that Xbox Game Pass (XGP) subscribers reached 18,000,000+ and right now Sony and Nintendo have no serious services of their own to compete with it. I should also mention Team Xbox is continuing with plans of acquisitions of game developers.

With the forward momentum clear, we can now take a look at the strategies as published in Xbox.com written by Xbox Wire Editor-in-Chief Will Tuttle. Some parts in boldface…

Xbox Game Pass is Changing the Way We Discover, Connect, and Play

  • Xbox Game Pass members play 30% more genres and play 40% more games. And more than 90% of members said they played a game that they would not have tried without Game Pass.
  • On average across the Game Pass library, partners see engagement go up by more than 8x when they enter Game Pass.
  • Whether it’s purchasing games inside or outside of what’s available in the library, or purchasing additional content for the games they like, members spend 50% more than non-members.
  • Xbox Game Pass has become a true discovery engine, a platform for connection and community, and is driving game sales. New insights we’re sharing today include:
    • Since we started our partnership with EA Play in Game Pass Ultimate, our players have been engaging with EA’s subscription service in a significant way. Compared to before the integration, EA Play has seen record usage on Microsoft platforms, driving hours played on these platforms up by more than 200%. As a result, EA’s incredible portfolio of games has reached and gained millions of new fans on the Xbox platform.
    • The new Square Enix game Outriders is in Game Pass and was also the selling digital game on Xbox during its launch week and a top 10 selling digital game on Xbox in the month of April. Game Pass helped introduce millions of players to the game.
    • During launch week, MLB: The Show 21 was the biggest sports game of the past year on Xbox and the second biggest sports game of all time on Xbox. Game Pass added millions of new fans and grew Major League Baseball’s player base significantly. MLB: The Show 21 was also the selling paid game on Xbox for the month of April. 

Xbox and Xbox Game Pass are Coming to More Screens

  • Xbox is working with global TV manufacturers to embed the Xbox experience directly into internet-connected televisions with no extra hardware required except a controller.
  • Xbox is exploring new subscription offerings for Xbox Game Pass so more players around the world can experience the most immersive and fun games across devices, geographies, and financial realities.
  • Xbox is working with telecommunications providers on new purchasing models like Xbox All Access, which allows consumers to buy both a console and Game Pass for a low monthly price, rather than spending money up front.
  • Xbox is building its own streaming devices for cloud gaming to reach gamers on any TV or monitor without the need for a console at all.
  • Cloud gaming through Xbox Game Pass Ultimate will launch in Australia, Brazil, Mexico, and Japan later this year.
  • In the next few weeks, cloud gaming on the browser will open to all Xbox Game Pass Ultimate members. With Edge, Chrome, and Safari support, players will be a click away from gaming on almost any device. 
  • We’re in the final stages of updating our Microsoft datacenters around the world with our latest generation of hardware, the Xbox Series X. This means gamers will see faster load times, improved frame rates, and experience Xbox Series X|S optimized games.
  • Later this year, we’ll add cloud gaming directly into the Xbox app on PC and integrate it into our console experience to light up scenarios like try before you download

An Incredible Pipeline of Games

  • With more than 23 studios worldwide creating games for Xbox, our goal is to release at least one new, first party game into Game Pass every quarter. Role playing games, shooters, strategy titles, adventure games, and more are all being built by our first party teams to ensure that there is a steady stream of compelling exclusive content to explore.
  • Our independent developer program ID@Xbox has earned developers over $2B dollars since the program’s inception, with over 2000 titles launched and many more on the way. This model is now being used for ID@Azure, allowing independent devs to build cloud-based experiences. These programs bring new voices from diverse backgrounds into the world of game development.
Xbox Game Pass is leading the way when it comes to paid subscription services on video games and it will be made more available to gamers around the world, including those who cannot afford an Xbox console.

Whew! That was an overload of details above! As the Xbox-Bethesda event on June 13 is focused on games (and possible studio acquisition announcements), it makes sense for Team Xbox to make clear what their strategies are and what developments are happening.

To examine the above information, Microsoft is taking Xbox and Xbox Game Pass to newer heights that the traditional model of selling consoles (hardware) and games cannot reach. The Xbox-Windows connectivity has been re-emphasized and it has indeed been working for XGP users who are paying $15 a month. Moving forward, Xbox will be integrated into smart TVs/HDTVs (connected to the Internet) and the only hardware needed is the Xbox controller. Once Microsoft’s deals with telecommunication firms have been finalized, consumers can buy a console (most likely Xbox Series S and Xbox Series X for gamers who want high-end experiences) and XGP through Xbox All Access and pay it all on a monthly basis (this will spare consumers from the trouble of paying so much for a new Xbox console at retail). This also shows the benefits of subscribing over doing over-the-counter retail transactions. Furthermore, the Xbox ecosystem will eventually become more accessible to many millions more gamers (who cannot afford consoles) through their Internet-connected HDTVs/smart TVs using streaming devices with cloud functionality.

Think about all those highly ambitious strategies and how they can eventually positive impact interactive entertainment and even expand video gaming as we know it. Nintendo and the PlayStation team at Sony (hey Jim Ryan, are you still learning yet?) did not anticipate this latest barrage by Team Xbox, nor have they formulated new ways to enhance the gaming experience and attracting many more consumers who cannot afford game consoles.

Whether you like it or not, Team Xbox is clearly pushing hard with its plan to reach many millions more consumers around the world without being limited by the traditional console business model. Consumers will be offered a lot of choices as to how they want to play games via Xbox and how they want to enter the Xbox ecosystem based on their respective financial standings and purchasing power. Consumers also love being offered multiple options which Nintendo and Sony seem to ignore. It seems the Japanese traditions of doing video game business set Nintendo and Sony back.

The consumer can become the center of gaming with Xbox Game Pass Ultimate!

Let me ask you readers: Are the new strategies by Team Xbox look exciting or complicated to you? Are you a gamer who wants to enjoy high-definition gaming at home without the hassle of buying a new console? Do you prefer to acquire an Xbox Series X through a subscription with your telecommunication provider? If you are running a retailing joint selling video game hardware and software, what do you think about the newest Xbox strategies announced?

You may answer in the comments below. If you prefer to answer privately, you may do so by sending me a direct message online.

To watch the Xbox & Bethesda Games Showcase on June 13, posted below are the links for your reference.

In closing this article, posted below are Xbox-related videos for your viewing pleasure. Enjoy!

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Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com

Japanese fugitive arrested in Parañaque City

As far as this month is concerned, Parañaque City sure has been hit hard by news reports related to crime such as the cold-blooded shooting that happened along Airport Road, the raid of a cybersex den in one of the villages of the city, the illegal sale of test kits for COVID-19, and the smuggled face shields and another shooting incident that happened last week. The only good crime-related news about the city was the successful rescue of a kidnapped foreigner

Speaking of unfortunate events, I want to thank the many people who read my article about the May 17 launch of the Pfizer in Parañaque and I also want to thank those who took time out to write to me about what they witnessed or experienced during the said launch.

Going back to Parañaque crime news, the Manila Bulletin reported yesterday that a wanted man from Japan was arrested by law enforcers at a certain hotel in Parañaque. To put things in perspective, posted below is an excerpt from the said report. Some parts in boldface…

A Japanese fugitive, who is allegedly wanted in several countries for various crimes such as online fraud and extortion, has been arrested at a hotel in Paranaque City by agents of the National Bureau of Investigation (NBI) and the Bureau of Immigration (BI).

In an announcement on Wednesday, May 26, the NBI identified the arrested Japanese as Watanabe Yuki, who is also known as Kenji Shimada and Shi Shimada.

The NBI said Yuki was arrested last March 17 together with two other Japanese nationals identified as Tomonobu Saito and Kousuke II.

It said that Saito and Kousuke II failed to present their passports and Alien Certificate of Registration (ACR). Saito, on the other hand, has a summary deportation order. Both were turned over to the BI.

The NBI said Yuki is “an international wanted fugitive with Blue Notice in Interpol (International Criminal Police Organization).”

Google says “a Blue Notice is issued when Interpol grants a member country’s request for assistance with the following: seeking the location of someone connected with a criminal investigation, identifying someone connected with a criminal investigation, finding witnesses to a criminal act, and locating friends, relatives, or associates of offenders or suspected offenders.”

NBI Officer-in-Charge Director Eric B. Distor said that “subject Yuki was hiding in the country due to his involvement in various crimes in Japan and other countries, and he is also allegedly operating syndicate activities in the Philippines, such as but not limited to, online fraud and extortions.”

“Verification conducted by the NBI-STF (Special Task Force) to ascertain the veracity of the information revealed that subject Yuki is said to be the ‘Big Boss’ of the largest telecommunication fraud syndicate, whose international operations cover several countries including Japan and Philippines,” the NBI said.

It said that Yuki will be turned over to the BI which issued a commitment order against the Japanese “for undesirability (fugitive) and Illegal Entrant.”

The above reported ended by stating that Yuki has since been placed under the custody of the Security Management Section of the NBI (NBI-SMS) after being found positive for COVID-19.

Let me end this piece by asking you readers: What do you think about the Manila Bulletin’s crime news report? Did you notice something strange going on in your local community there in Parañaque City? Are the local police, barangay tanods, NBI operatives and BI operatives doing enough to secure your local community from criminals?

Do you believe that Parañaque City has something that attracts crooks and fugitives from overseas? Do you believe that Parañaque continue to be a safe haven for criminals, smugglers and murderers?

Have you ever heard about the Parañaque Renaissance?

You may answer in the comments below. If you prefer to answer privately, you may do so by sending me a direct message online.

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Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com

For more South Metro Manila community news and developments, come back here soon. Also say NO to fake news, NO to irresponsible journalism, NO to misinformation, NO to plagiarists, NO to reckless publishers and NO to sinister propaganda when it comes to news and developments. For South Metro Manila community developments, member engagements, commerce and other relevant updates, join the growing South Metro Manila Facebook group at https://www.facebook.com/groups/342183059992673

A Look Back at Shogun Warriors #3 (1979)

Disclaimer: This is my original work with details sourced from reading the comic book and doing personal research. Anyone who wants to use this article, in part or in whole, needs to secure first my permission and agree to cite me as the source and author. Let it be known that any unauthorized use of this article will constrain the author to pursue the remedies under R.A. No. 8293, the Revised Penal Code, and/or all applicable legal actions under the laws of the Philippines.

When it comes to showcasing giant robots fighting other robots or monsters, there is no denying that Japan is the leader. In my lifetime, I have seen lots of episodes of varied anime TV series, some anime feature films as well as OVAs (original video animation) of such a genre of entertainment made by lots of Japanese creators. While I never saw any episodes of Brave Raideen nor any episodes of Chōdenji Robo Combattler V, I saw episodes of Dangard Ace on home video.

As seen already in issues #1 and #2 of the Shogun Warriors comic book series, the giant robots were adapted but not their respective original concepts and characters the Japanese established. As such, an all-new concept with Westerners in mind was implemented for the said series.

With those details laid down, here is a look back at Shogun Warriors , published by Marvel Comics in 1979 with a story written by Doug Moench and drawn by Herb Trimpe.

The cover.

Early story

The story begins with Raydeen, Combatra and Dangard Ace on the field facing three giant enemies (each one representing a different element – fire, earth and water). Right near them is the train (on an elevated track) that they just saved which Combatra (piloted by Genji Odashu) notices.

The battle begins with Dangard Ace taking on the water monster while Raydeen and Combatra take on the fire monster and earth monster respectively. During the heat of battle, the stalled train begins to fall as the elevated track gets damaged…

Quality

The bad guys watch behind the scenes during the battle.

To be clear and specific, this comic book creatively rebounded when it comes to spectacle. Compared to issue , this one has a lot of action scenes mixed with suspense and some talk scenes that were supposed to be intriguing. When it comes to exposition, this one is a refreshing change from what happened in issue . The exposition was clearly lessened but the creators still managed to insert some scenes to dramatize and explain to readers what the villains are up to and why sorcery is a core element of their power (which kinda explains how they were able to make giant monsters that are capable of talking). Interestingly, this comic book shows that there is division between members of the forces of evil.

Fans who love the three giant robots will have something fun to read. Take note, however, that the action scenes per robot are short and even predictable with the way the spectacle turned out. If you are looking for character development on their respective pilots, you won’t see any here.

Conclusion

Dangard Ace, Raydeen and Combatra fighting their respective counterparts.

Shogun Warriors (1979) does not have much depth but still managed to deliver the goods when it comes to showcasing giant robot spectacle. On the aspect of fun, this one is an improvement over the exposition-heavy issue but that is not saying much. It should be noted that, like the first two issues, this comic book has less than twenty pages of art and story. More notably, there is not much new here other than the very lame and corny attempt by the creators for the big reveal they came up with at the end.

If you are seriously planning to buy an existing hard copy of Shogun Warriors (1979), be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the comic book costs $35.

Overall, Shogun Warriors (1979) is satisfactory.

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Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com

A Look Back at Shogun Warriors #1 (1979)

Disclaimer: This is my original work with details sourced from reading the comic book and doing personal research. Anyone who wants to use this article, in part or in whole, needs to secure first my permission and agree to cite me as the source and author. Let it be known that any unauthorized use of this article will constrain the author to pursue the remedies under R.A. No. 8293, the Revised Penal Code, and/or all applicable legal actions under the laws of the Philippines.

If you are fond of giant robots from Japanese pop culture as well as giant monsters and scenes of city structures getting destroyed, then you might want to take a look at the Shogun Warriors comic book series that was published by Marvel Comics from 1979 to 1980. To put things in perspective, Shogun Warriors was made possible through licensing deals and back in the 1970s, Marvel Comics had the rights to publish comic book about Japan’s famous icon Godzilla.

Specifically, Shogun Warriors involved Marvel Comics and Mattel which in turn organized a line of imported toys from Japan based on varied Japanese shows about giant robots. Among the many giant robots of the toy line, the robots Raideen, Combattler V and Dangard Ace became the featured fighting-for-good robots of the Shogun Warriors comic book series. For the literary works, Raideen was renamed as Raydeen while Combattler V was renamed as Combatra. Dangard Ace’s name was left unchanged.

With those details laid down, here is a look back at Shogun Warriors , published in 1979 by Marvel Comics with a story written by Doug Moench and drawn by Herb Trimpe.

The cover.

Early story

The story begins in the outskirts of Tokyo in Japan where giant robot Raydeen fights a large, tentacled creature enhanced with cybernetics. As the people on the street below them run away from the ongoing destruction, the monster fires a shot at Raydeen who blocks it but subsequently gets tied with one of the tentacles. The giant robot, which is operated by three pilots inside, breaks free and continues to fight the monster.

As the battle rages on, the city continues to get damaged heavily affecting the people…

Quality

Technically the organization kidnapped three people to be the pilots of their robots for Earth’s defense.

Having seen a lot of anime TV series episodes about giant robots, I’m familiar already with the storytelling formula that often focuses first on the human characters and their struggles before shifting the narrative on the giant robots that often fight large monsters or opposition robots. This particular comic book has some of that but the way the story is structured, it is different and can be a bit jarring.

Doug Moench structured the story to have Raydeen and the monster fighting in the present time followed shortly by a flashback that took place just hours prior. The flashback, which occupies 9 of the comic book’s 18 pages, is heavily filled with exposition meant to introduce readers to the three pilots Genji Odashu/Ilongo Savage/Richard Carson, what Earth defense force The Followers of the Light is, and why there are giant monsters ravaging the world. The exposition’s writing felt crammed and rushed for reading although it still succeeds in establishing the comic book’s grand concept.

When it comes to spectacle, this comic book is loaded with giant robot action and it is quite varied in style and execution. The funny thing is that you will only get to see Raydeen in action as this is an introductory story with only 18 pages of story.

The dialogue is a bit of a mess here, particularly with the early Raydeen scenes. As the battle with the monster goes on, there are these lines of dialogue reflecting the conversations between the pilots inside Raydeen who are not shown talking until late in the comic book.

Conclusion

Raydeen and the giant monster in battle.

Shogun Warriors (1979) has a nice concept and its Westernized take on portraying giant robots and human characters is clearly different from the way things were done in the varied giant robot anime TV series of Japan. There is clearly no Japanese style melodrama as this one has its characters portrayed straight with a touch of American science fiction. That being said, do not expect to see the Japan-made characters of Raideen, Combattler V and Dangard Ace appear here as new characters were made in their place. The comic book’s story structure is a bit jarring to follow and the heavy exposition dump makes reading a bit of a chore. It is fun to read but not great. Those of who are fans of Combatra and Dangard Ace will be disappointed about the near-total absence of those robots.

If you are seriously planning to buy an existing hard copy of Shogun Warriors (1979), be aware that as of this writing, MileHighComics.com shows that the near-mint copy of the regular edition costs $63 while the near-mint copy of the Whitman edition costs $35.

Overall, Shogun Warriors (1979) is satisfactory.

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Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com

My Observations: Sigekiya’s Haruichiban Ramen

It has been quite some time since I last visited my favorite place for noodles here in Alabang. This is because mainly of the pandemic that started in March 2020 followed by a series of lockdown periods and varied forms of community quarantine. Along the way, I kept focusing on my corporate work and as a result of the social effects the pandemic had on local society, eating outside or having drinks at a coffee shop became much less frequent for me.

Very recently, I revisited Commercenter and, finally, I returned at last to Sigekiya Ramen which is a great place for Japanese meals, especially noodles (note: Sigekiya makes their own fresh noodles which always have nice texture and are always filling). For the newcomers reading this, I previously wrote my opinions about Sigekiya’s other meals like the Gojira Ramen, the Chicken Teriyakidon, the Yokohama Tantanmen, and my personal favorite the Tsukemen.  

Other than missing their great tasting food, I returned to the restaurant mainly to try out their latest offering – the Haruichiban Ramen.

The Haruichiban Ramen with a nice presentation!

Shortly after taking my seat inside, I ordered one Haruichiban Ramen which was priced at P300 (introductory price) and it was served to me in less than ten minutes time. It came in a regular-sized bowl which was still large in terms of containing all the content. Right from the start, the Haruichiban Ramen was hot and it had a very nice smell.

As this was my first time to have Haruichiban Ramen, I slowly examined it and noticed it had a brown looking soup with Sigekiya-made noodles under it, an entire boiled egg slashed into two, vegetables and a nice serving of pork. Everything was well prepared!

A closer look…

Then I started consuming the soup. It was delicious! To be specific, it had a strong flavor and I felt the taste of garlic. This is no ordinary soup. It’s really something made with careful mixing of ingredients with the goal of giving customers a delicious and unique experience. According to the Sigekiya waitress I talked with, the soup for Haruichiban Ramen has the taste on tonkotsu combined with miso and shoyu. Minced garlic was a key ingredient.

From that point on, I went on to consume the rest.

The noodles made by Sigekiya are always nice and filling to eat with the rest of the meal!

Ultimately, I really enjoyed Haruichiban Ramen. In fact, I love it and I would not hesitate to come back for it again in one of my future visits at Sigekiya. Haruichiban Ramen is very delicious and since it has Sigekiya’s own ramen combined with a nice serving of vegetables and the pork serving, it was easily filling. For the P300 I paid, I got great taste and satisfaction in return.

That being said, Sigekiya’s Haruichiban Ramen is highly recommended!

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Thank you for reading. If you find this article engaging, please click the like button below and also please consider sharing this article to others. If you are looking for a copywriter to create content for your special project or business, check out my services and my portfolio. Feel free to contact me as well. Also please feel free to visit my Facebook page Author Carlo Carrasco and follow me at HavenorFantasy@twitter.com

For more South Metro Manila community news and developments, come back here soon. Also say NO to fake news, NO to irresponsible journalism, NO to misinformation, NO to plagiarists, NO to reckless publishers and NO to sinister propaganda when it comes to news and developments. For South Metro Manila community developments, member engagements, commerce and other relevant updates, join the growing South Metro Manila Facebook group at https://www.facebook.com/groups/342183059992673

A Look Back at Shin Godzilla (2016)

Disclaimer: This is my original work with details sourced from watching the movie and doing personal research. Anyone who wants to use this article, in part or in whole, needs to secure first my permission and agree to cite me as the source and author. Let it be known that any unauthorized use of this article will constrain the author to pursue the remedies under R.A. No. 8293, the Revised Penal Code, and/or all applicable legal actions under the laws of the Philippines.

There is no doubt that Japan’s fictional monster Godzilla (originally called as Gojira) made tremendous impact not only with the Japanese but also with other entertainment lovers around the world. Way back in 1954, the monster was portrayed as a destructive, walking symbol of nuclear weapons in the movie Gojira directed by the late Ishirô Honda.

As the years passed by, several more Godzilla movies were released by Toho Pictures. In 1998, an American-made movie about Godzilla was finally made in a disappointing form directed by Roland Emmerich. In 2014, Warner Bros. and Legendary Pictures made a more respectful film of the monster under the direction of Gareth Edwards. In 2019, the follow-up Godzilla: King of the Monsters was released and I enjoyed it a lot more than its 2014 predecessor.

Before the 2019 movie was released, Toho in Japan released Shin Godzilla (alternate titles: Shin Gojora and Godzilla: Resurgence) which was the result of the 2014 movie’s success as well as the fact that there were no restrictions in the contract with Legendary Pictures for the Japanese studio to make their own domestic versions.

Due to its lack very limited presence in cinemas here in the Philippines in 2016, I was unable to watch it on the big screen. Fortunately, it was released locally on original DVD some time after and I got to watch it in the comfort of home.

With those details laid down, here is a look back at Shin Godzilla co-directed by Hideaki Anno and Shinji Higuchi (both best known for Neon Genesis Evangelion).

This is classic Godzilla.

Early story

The story begins at Tokyo Bay where the coast guard personnel found an abandoned yacht and searched inside. Suddenly a huge cloud of steam erupted from the ocean followed by blood-like water flooding the Tokyo Bay Aqua-Line. The tragedies compelled local authorities to take action starting with a committee meeting.

As emergency personnel save the victims in the damaged Tokyo Bay Aqua-Line, the tragedies reach the office of the Prime Minister who engages with many other government officials in an official meeting. They try to figure out what caused the incidents and, as such, theories and efforts to explain what happened were spoken until Deputy Chief Cabinet Secretary Rando Yaguchi (Hiroki Hasegawa) theorized that a living creature caused it (because he saw a viral video) which only resulted disbelief and dismissal.

Suddenly a massive tail rises from the ocean which got captured in video and photographs by the news media which confirms Yaguchi’s hunch. As the Prime Minister and the team of officials spend more time discussing and searching for real experts (because the three scientists they just met did not produce any breakthroughs), a huge creature makes its way into one of Tokyo’s districts through a waterway causing massive damage and displacing many people as well as all boats that got in its way.  

In a press conference, the Prime Minister gave his assurance to the public that they need not worry about the creature coming to shore. Just after giving his assurance speech, an assistant approaches the Prime Minister with really bad news that the creature has been crawling inland and causing even more damage…

Quality

Japan’s iconic monster is not only terrifying here but also very deadly.

When it comes to presentation in comparison to all other Godzilla movies released, Shin Godzilla is very unique as it strongly brings to the viewers a very in-depth examination of the bureaucracy of the Japanese government complete with the many laws, requirements, rules and other elements of governance that made it so hard for the local authorities to respond to Godzilla’s invasion of the metropolis. There are key details that were raised such as the constitutionality of using local military force against the monster (which is not a foreign invader), which department should be in-charge of research about the same monster, etc.

Along the way, there is an overload of information – in terms of text, images and dialogue – that makes viewing quite a challenge. This makes watching Shin Godzilla a learning experience that viewers who are interested in governance and science will likely enjoy although it will alienate other moviegoers, especially those who only want to watch the spectacle of massive on-screen destruction that giant monster movies are known for. Going through all the exposition and explanations, and understanding most of it, however, will make the viewing experience worth it as these countless details do make sense in relation to Godzilla’s destructive impact on the people.

And then there is the huge cast of characters that needs to be followed. This is another big challenge for viewers because if one misses out on the key purpose a character has, then following the government’s efforts on dealing with Godzilla will make less sense. Not only will you have to follow the characters’ names, you will also have to remember their respective work titles. Apart from the government officials, there is also the huge batch of nerds and varied experts gathered by the government to do intense research. Again, those people need to be followed and remembered so you can understand what they do and how they contribute to their government’s efforts. When it comes to performances, they are collectively dramatic and you will be convinced of the pressure, the danger and uncertainty they face with Godzilla threatening Tokyo.

Better get used to seeing so many characters throughout the movie.
Hiroki Hasegawa as Rando Yaguchi.

As for the main spectacle of the movie, Godzilla, I can say that the monster here is very terrifying to watch. This is not your typical Godzilla as the Anno-Higuchi directorial duo really went all out with their creativity to remake Japan’s iconic monster into something new and deadly while still linking him creatively to the legacy of the classic Godzilla. There is even an element of evolution in this version of Godzilla and to see the Japanese military fire their expensive weapons at him really made a lot of spectacle to enjoy. I should also state that several scenes of disaster caused by the monster in this film were inspired by the tragedies of the Tōhoku earthquake and tsunami, and the Fukushima Daiichi nuclear disaster of 2011. Lastly, Godzilla here is really a super villain that is not only gigantic but also is made to be highly believable that it can destroy the nation, kill innocent civilians, demoralize the authorities and even bring Japan’s entire economy way down (note: one of the government officials explained the economic consequence of failing to defeat the monster).

When it comes to visual effects, this one is the best-looking Godzilla made by the Japanese yet! While the traditional approach of having an actor wear a rubber suit has been disregarded in favor of using modern, digital means (with motion capture), what the production team did here is very impressive as they focused strongly on having computer-generated graphics that are photo-realistic. While it is true that there were some moments of fake-looking CGI, the heavy photo-realism on the graphics of Godzilla (combined with strategic camera angles that really captured the scope and size of the monster) easily outweighed the weak spots. The lighting effects used for the laser blasts were very impressive, even competitive with what Hollywood has been doing. As for the scenes of destruction, a mix of CGI and practical effects (specifically miniatures) was used. In fact, certain scenes showing Godzilla interacting with the environment was done with pushing a prop through miniatures which resulted a high level of detail with organic and solid stuff.

The spectacle would not have been that effective, however, without the solid musical work done by Shiro Sagisu. Not only did the music add a lot to the intense sequences of Godzilla, it also brought out the sense of dread and horror out of the monster especially in the night-time scene when he was towering over a large section of Tokyo that lost power. Sagisu was also involved in Neon Genesis Evangelion.

Conclusion

The emphasis on photo-realism on the computer-generated effects is something special.

I can say it out loud that Shin Godzilla (2016) is truly a spectacle to watch complete with tons of heavy drama, tons of information and the widest cast of characters to date. It is a new version of the Japanese icon that really impresses and when it comes to movie intelligence, it easily outshines many other Godzilla flicks. While it has a lot of spectacle to keep moviegoers entertained, its heaviness with the information and large cast of characters could turn off viewers who are not used to thinking and paying attention to lots of details while watching a giant monster movie. Personally, I welcomed the information overload and made efforts on paying close attention to the details and the characters. It really takes patience and focus to truly make the most out of the story and the overall presentation.

Ultimately, I enjoyed this movie for what it is and what its message was about with regards as to how governments should respond to immense disasters, what is Japan’s place in the world of the 21st century and, most notably, what Godzilla means to Japan and the international community. This is a very solid modernization of Godzilla and the Anno-Higuchi deserve admiration.

If you are seriously planning to buy an existing hard copy of Shin Godzilla (2016), visit Amazon for the Blu-ray disc release and see if it has the right price and special features to satisfy you.  

Overall, Shin Godzilla (2016) is recommended!

+++++

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