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Thursday, October 27, 2011

Mirai Nikki TV OP & OVA ED Single - Kuusou Merosogii [Yousei Teikoku]



Title: Mirai Nikki TV OP & OVA ED Single - Kuusou Merosogii
Artist: Yousei Teikoku
Release Date: October 24, 2011

Tracklist:
01 - Kuusou Merosogii
02 - The Creator
03 - Kuusou Merosogii (instrumental)
04 - The Creator (instrumental)

Download: [HF / MU]

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Man I never thought the single will be released this quickly, although now it made sense why the OVA ED took so long to come out. And, finally it is the "usual" Yousei Teikoku single that I've always love. Her previous single Mischievous of Alice single was great, but the second song was a bit of a let down for me. Anyway the more I listened to Kuusou Merosogii, the more I'm liking the song, even more than The Creator. It made for an epic OP for Mirai Nikki, although sometimes I feel the lyric didn't make sense.

Monday, October 24, 2011

The Impression Series: Fall 2011 [Part 2]

The second (and final) part of fall impression series.



Mirai Nikki
MAL/Official
Genre: action, drama, romance, thriller
Studio production: asread
Number of episodes: 26
Comments: The story is focused on Yukiteru Amano, an average middle school student who had trouble mixing with other people, and instead prefers to be a bystander and record whatever he see in his diary. One day, his “imaginary” companion, the God of Time and Space Deus Ex Machina granted him the Future Diary, a power that allowed him to see the future. And soon enough he was engulfed in a fierce survival war along with 11 other Future Diary holders (possessing different kind of Future Diary), including his classmate, a crazy yandere stalker Gasai Yuno. If I had to say whether I’m a fan of Mirai Nikki manga, I would say yes, but not the level of a “die-hard-fans”, because I stopped reading the manga midway through the story and so far has no intention of going back to finish my reading. Putting the manga aside, I am still anticipated Mirai Nikki anime, and guess what, I am certainly impressed with how it went so far. Heck, I’d watch it just for more Yuno. The manga has one of the most interesting, unique, psychologically intriguing, well thought-out story in recent years, and the anime didn’t disappoint by faithfully followed most of the contents, added with great animation, sound effects and cast of seiyuus (the current Yuki still pissed me off for being a wimp, while Yuno is awesome as always). There's even a mini side story explaining the little bit of small stuff related to the main story at the end of each episode, giving a more logical flow to the story. The last time I read the manga is when "a certain parent" was killed, and judging from how the anime looks so far, I hope I won’t miss anything by just sticking to the anime.
p/s: Y-Y-Y-YOUSEI TEIKOKU!!!!!!! I thought they’d gonna stick with the OVA ED The Creator, but this new OP song is still great.
verdict:4.5/5 (must watch)




Boku wa Tomodachi ga Sukunai
MAL/Official

Genre: comedy, romance

Studio production: AIC Build
Number of episodes: 12

Comments: After I watched the short OAD some months ago, I knew the TV series is gonna be one of my topmost priority in my fall watchlist. The story focused on people who have little to no friend, try to make friends by creating a club to find more friends, and do things together to try gaining more understanding toward each other. Or at least that’s what Mikazuki Yozora, a girl who’d rather talk to her “imaginary” friends than finding real friends had in her mind when she formed the Neighbours Club, and unceremoniously inducted a transfer student Hasegawa Kodoka who had the same trouble as Yozora, as the 2nd member of the club. This show amazed me in so many ways. The comedy is thoroughly entertaining, from the time Kodoka made the rather unfortunate bad impression on his first day of transferring, to the moment Kashiwazaki Sena (aka Niku) joined the club as the 3rd member, and then the fact that she and Yozora simply can’t get along with each other is always amusing to watch. The animation was impressive, and the expression of the females (especially the erotic lips) extremely resembled those in Denpa Onna, which made me think that it was a SHAFT product. The studio production used just the right cast for the character especially the main two female leads (Marina Inoue is perfect as the bad-tempered Yozora, so does Kanae Ito for the spoiled, perfect ojou-sama Sena). The ending was great; love it (the air guitar). And most importantly, the show actually had a mild message to convey – as a certain someone’s mom would say “Just make real friends that you care about 100 times as much”
p/s: "half-assed boobs like that are pretty much the same as having none" (c) Sena, 2011.
verdict: 5/5 (must watch)




Working!! 2
MAL/Official

Genre: comedy, slice of life
Studio production: A1 Pictures

Number of episodes: 12

Comments:
I had a lot of good laugh when the season 1 was aired a year ago, and this sequel is much welcomed. But just like Ika Musume 2, I really don't have a lot to comment on the sequel because the story remained the same - Takanashi still with his nano fetish, Taneshima with her height concern, Inami with Inami punch, and Satou, Souma and the rest of Wagnaria remained pretty much how they were in season 1. The only thing that changed for me is that somehow I find the entertainment value slightly less than what I had when I watch season 1. Maybe because over time the recycled jokes worn me out.
verdict: 3.5/5 (watching)




Fate/Zero
MAL/Official

Genre: action, fantasy

Studio production: ufotable

Number of episodes: 12

Comments:
Prior to the airing of Fate/Zero, the only background knowledge I had about the series (and that coming from the little past stories told in Fate/Stay Night) is the fact that it’s entirely focused on the 4th Holy Grail War happening 10 years prior to the events in FSN. With no reasonable expectation toward the show, I just proceed on watching the first episode, and my, ufotable delivers greatly with Fate/Zero. The 40+ minutes they spent on episode 1 to build the core of F/Z was very well executed, it gives a fairly good background about the major characters (Kotomine Kirei and Kiritsugu Emiya), the Mage’s blood and Holy Grail War while at the same time providing brief intro about the other Masters involved in the upcoming War. And it didn’t take long for the War to take place, with all seven Servants successfully summoned by episode two and a (not so much) battle took place soon after that (I’m actually shocked that Assassin got crushed pretty easily, but later episodes had the explanation). I’m especially glad to see Gilgamesh and Saber back, definitely missed the awesome Treasure of Babylon and the invisible sword. The production overall was also amazing, with great emphasis was put on the animation (beautiful background and special effects) and BGM (some which fits nicely with the scenes). Overall, Fate/Zero definitely did much better than FSN in many aspects (please blame DEEN for that), and I’d like to see how the event in F/Z eventually leads to the story of FSN.
p/s: did Saber's chest somehow got smaller?
verdict: 4/5




Guilty Crown
MAL/Official

Genre: action, science fiction

Studio production: Production I.G.

Number of episodes: 11

Comments:
Holy crap, I can't believe I’m revisiting my old biochemistry lesson in an anime. Extracting hidden power from DNA's intron into technology they called Void to convert human's idea/imagination into physical weapon, really? What’s next, reverse transcriptase technology to create a perfect human clone? Ok, serious thought after watching 2 episodes: I was mesmerized by the beautiful art throughout the series (nothing less to expect from Production I.G), including the great special effects used in the fights. But the story kinda put me on the fence – an ordinary student who found himself in the middle of chaos, met a mysterious girl, received a special power to fight off evil doers, joined by some resistance group. When did we last hear this generic flow? Sacred Seven? Code Geass? The slight twist is that we see the main character Ouma Shuu declining the offer to join the resistance group Undertaker and decided to go back to his normal life (and “surprisingly”, the mysterious girl Inari transferred to his school), but you know thing is not going according to his plan simply because of the Void power he held. Nevertheless, I don’t think the generic buildup of the story will hold back my interest toward the series, because there are more things I like about it than things I didn’t like. As mentioned, the animation quality is awesome. The weapons were nicely designed. The mechanical robots were nothing new, but I like the way they were operated remotely, yet the operator’s sense is still directly connected to the mecha. The fighting scene was splendidly done, though I thought the bgms in those battles was a little distracting. All in all, a nice addition to my watchlist.
p/s: this feels like Code Geass, Guyver and Chaos;Head were all mixed into one.
verdict: 3.5/5 (watching)




Un-Go
MAL/Official

Genre: mystery, supernatural

Studio production: BONES

Number of episodes: 11

Comments:
Un-Go is “yet” another detective series, taking place at post-war era where the likes of vocaloid is ancient relic of the past. The story centered on Yuuki Shinjurou, a private detective who along with his assistant Inga, works on various cases (especially murders), interrupting police investigation and uncovers the real truth/culprit that most often not disclosed to the public. Detective genre is always my type of thing, and Un-Go has the added bonus because for once it’s not involving any kind of loli since Shinrei Tantei Yakumo (another one that I like). Having watched 2 episodes, it seems like each episode will introduce a new case, and solved in the very same episode. Which is a shame because each case won't be approached in detail, it limits the emphasis on “who dunnit, how dunnit and why dunnit” aspects that were often thoroughly elaborated in “real” detective series. But the thing is, you can never have a decent detective story with intricate, proper build to the cases in an anime without going to a couple dozens of episodes. Therefore as far as Un-Go goes, I would say it’s still a decent detective series. At least I like the cases better than those in Gosick and Kamisama Memochou, although as I said above, I still wish the cases to be presented with greater details. Inga is probably the only sore spot in the story for me, because it made as if Yuuki cannot find the concrete proof to back his deduction if Inga didn’t transform and force the culprit to spit out the truth. But based on the first scene in episode 1, Inga might have a more important role than a mere assistant for Yuuki.
verdict: 3.5/5


=========================

Not in the list:
Chihayafuru – Like Saki (mahjong)/Nabari no Ou (shogi), I can’t really enjoy a series where I don’t understand/can’t enjoy the game being played (karuta). So no, dropped.

Maji de Watashi ni Koi Shinasai– I’d watch a few more episodes cuz I enjoyed it to a degree, but I don’t think I need to give a long written thought about the show.

Last Exile-Fam the Silver Wing – I really like the original Last Exile, so I'd be watching it for sure, but most likely a marathon after the whole show ends.

Kyoukai Senjou no Horizon – Jun Fukuyama or not, the main character is way too goofy for my taste. Phoney world, ideals, history, boobs; and too many generic fanservices. Dropped.

Saturday, October 22, 2011

SenBasa 3: Final Heroes Evaluation [Part 3]

Part 1 (intro)
Part 2 (Saica, Mitsunari, Date, Tsuruhime, Yoshitsugu




Kotaro Fuma (RANK A)
Weapon: Ninja blades
Skills: Spin Drive, Dash, Disperse, Counter
Specials: Seal, Shuriken, Izuna

Kotaro is another hero that I really enjoy playing, hence the high rank in my list. Early in the game, there’s one word that can be used to describe him – paper. He has the lowest defence and hp stats in the game, and when he jump or do aerial combo, it took him quite awhile to reach the ground, like a leaf /paper slowly falling to the ground. Because of this, I had a hard time when I first started using him, because minor blows hurt him a lot and I nearly got killed against some bosses even on Normal mode. Therefore it is best to find a 2 or 3-slotted weapon as soon as you start playing him, and slap a Turtle accessory or two to give him massive Def boost (Gray Turtle = +150 Def, Gold Turtle = +400 Def). As a ninja, Kotaro is a midair specialist – he can dash in midair after jumping and do endless air combo as long as the attacks hit the enemies. I love his alternate midair S-string attacks (by holding square button to throw targets to midair, followed immediately by mashing square to perform a series of slashes different to his normal air attacks), made it look like he's doing Omnislash. His initial skills were okay for initiating combo (Spin Drive -> Dash followed by air combo), but lack crowd control capability. Having Disperse made it easier to manage the crowd (eg Disperse -> air dash -> Disperse loop for easy air combo), though the damage it deals is rather abysmal on Hard. Then comes Counter, a skill I really like, albeit was a bit inferior to Sasuke’s and Kasuga’s version in previous SenBasa games. As the name suggest, Counter made Kotaro counterattacks enemies in all directions when they try to attack you (pressing the skill button just as the enemies hp bar is glowing). Pretty sweet against those annoying base guardian, and good for pissing some bosses off. Although if you got the timing wrong (like I did many times when I first use the skill), Kotaro will stand still for a few seconds and vulnerable to attacks.

Chain combo with Kotaro is even more fun after he learn Shuriken special – he throws a giant Shuriken forward, dealing huge damage to enemies in wide radius. Like his many other skills, throwing Shuriken put him in midair position so you can continue with midair chain loop as long as you hit the enemies, such as Disperse -> Shuriken -> Disperse/air dash or something. One funny thing happening to me is I managed to beat the stage bonuses on Tsuruhime stage (Noshima sea: have ally ships arrived twice by beating officers in first area in 40 secs, then beat Tsuruhime in final area in 15 secs) on Hard, something I doubt I could do with any other heroes (except Saica) by loop chaining Disperse and Shuriken. His first special Seal is another AoE attack that lunch the enemies to the air, and you can follow it up with his midair S-string combo. While the 3rd special Izuna is a straight superkick and ninjadrop that is hard to aim and better off performed in midair. All his specials were actually fun to use (well, except Izuna), but I prefer Shuriken because of its range.

Kotaro’s joke weapon is some kind of mini windmill toy which as far as I concern didn’t have any special effect, while his personal accessories adds extra 3 hits for each air combo. Useful for farming money I guess. On a whole, for me Kotaro is like the air version of Mitsunari – fast, endless chain combo and more importantly, very fun to use.




Yukimura Sanada (RANK B)
Weapon: dual spears
Skills: Ring of Fire, Flint Sprint, Flare Storm, Phoenix Fire
Specials: Blaze Kick, Tiger Cannon, Fired Up


The staple characters in Koei’s Samurai Warrior and Capcom’s Sengoku Basara franchise. And in most cases, he is mostly your generic hero that can combo well, making him easy to use for beginners. If fact in every Samurai Warrior/Sengoku Basara games that I’ve played, I’ve always started with Yukimura because, well, he’s a cookie cutter hack-and-slash type hero. One unique thing about Yukimura in SenBasa3 is his ability to retain his dash run even after using a dash attack, useful when you want to destroy boxes without interrupting his pace of dash run. His S-String attacks can be chained with any of his other skills easily, with a charged Ring of Fire -> Phoenix Fire made a decent ground/air combo. His R1 Flare Storm made him thrust his spears forward a million times, which then can be chained into a more powerful version Burning Flare Storm as you mash the square button. A cool skill, but it didn’t really stagger bosses (unless you have a really high attack stat) so I mostly only use it against normal soldiers.

His special, Tiger Cannon is a better and stronger version of Split Sprint (good high damage against base captain and bosses), and together with a Phoenix Fire or Flare Storm follow-up, these form my bread and butter combo for Yukimura. Blaze Kick is a somewhat the leg version of Flare Storm, except that Yukimura did spinning kick with his spear plunged to the ground, and as you mash the square button, it changed into a stronger, steerable spinning kick version, Burning Blaze Kick. Good against enemies that try to surround you, but since Yukimura generally lack a high damage skill to defeat base captain and bosses, I would usually go for Tiger Cannon. His third special, Fired Up is a buff skill that increases his attack and def, and made him instantly dash when he ran. The bonus damage and def is nice, but sometimes having this skill on can be annoying because the fact that he constantly dash made it hard for me to focus on immobile target (ie base captain). Yukimura’s personal accessories were also centered on this skill – it put Yukimura in Fired Up states permanently, at the cost of gradual health loss…do not want. His joke weapon is a pair of giant matches (lol?) that can be light up (and have 100% chance to deal fire damage) if Yukimura taunt, do high combo hits, Basara attacks or Fired Up.

There’s really not much for me to say about Yukimura because while he didn’t have any specific weakness, he also didn’t have a really spectacular thing that would put him in the same class as Mitsunari, Kotaro and Oichi (in my list). Nevertheless, he is still a relatively safe character to use on Hard mode.




Keiji Maeda (RANK B)
Weapon: Giant Niginata

Skills: Love that Binds, Diplomacy of Love, Conviction, Love at First Sight
Specials: Walking on Air, Love Letter, Love-struck

Uh..what the heck is wrong with the skill names? Anyway, SenBasa 2 player will know Keiji’s specialty as the “ultimate canceller” as his Diplomacy of Love (DoL) skill allowed him to cancel almost anything he did, and in case of his S-string attack and Love that Binds (LtB) skills, it cancels into another variant of attacks/skill depending on the timing of Diplomacy of Love. This means you can do many kind of combo with Keiji as long as you cancel his attacks/skills with Diplomacy of Love (eg slash his weapon a few times, DoL, more attack variants, LtB a few swings, DoL, more LtB variants, DoL, rinse and repeat). Another thing about Diplomacy of Love that made it special (or overpowered in a sense) is that it can even cancel Keiji’s DEATH (by pressing the skill right when Keiji death animation played), once per stage. Keiji’s R1 Conviction skill, a forward charge attack is one of the strongest attack in the game (almost broken I would say), the damage it deals is so huge that even on Hard mode, it took no more than 3 or 4 Convictions (or even less!) to kill a base captain, and if you play on Easy (with strong weapon+damage boost items), a single Conviction is usually enough to kill a boss….

Virtually all of Keiji’s damage output actually comes from his S-string attacks and skills, because none of his specials are meant for all out offense. Walking on Air, probably one of the most useful skill in the game will put Keiji to sleep (!), and slowly recovers his health. The only other hero in the game that can recover health (without using dark elemental weapon) is Oichi, but Walking on Air is a much superior skill. Combined with his death-cancelling ability, and Matsu as an ally (she will keep on throwing rice balls), it is near impossible for Keiji to die even on Hard mode. His other two specials are more of a joke. Love Letter made Keiji call his monkey companion Yumekichi, send him on errant and later the monkey came back with items like rice ball, slow jug or bombs. The last special, Love Struck made Keiji drunk, and counterattack any enemies that try to attack him, making them even more pissed off. On Hard, you’ll die pretty fast if you use this skill and didn’t have Matsu as an ally. Love Letter/Love Struck over Walking on Air? I know what my answer is.

His joke weapons is some kind of big umbrella that didn't have any special effect afaic, while his personal accessory increase more money dropped by enemies hit by his cancelled skills. So in general, I see Keiji as a survivalist (he’s the first hero I attempt Hard mode with at low level) with unique combo potential thanks to skill canceller Diplomacy of Love.




Kanbe Kuroda (RANK C)
Weapon: Chain ball

Skills: Ruffian Kick, Drop Kick, Depression, Aggressive Behaviour

Specials: Criminal Smasher, Rolling Attack, Bad Bomb


Kanbe is the kind of character I absolutely loath when I first unlock him. Why? Because he is stupidly slow when he run/dash, and his s-string attacks/skill are a pain in the ass to combo. I almost put him on my shit list until I learnt about the awesomeness of his first special, Criminal Smasher. I’ll talk about it later because for now, let’s look at his normal skills. His attacks and skills generally has slow startup, which made it a real pain when you face a quick boss like Tsuruhime and Kotaro. But against other bosses and normal enemies in general, Kanbe isn’t really that bad. Albeit slow, his normal S-string attacks and skills (eg Ruffian Kick into Drop Kick or Aggressive Behaviour) can be chained with ease to swipe most enemies clean, while Depression can send enemies in large area around Kanbe flying while dealing minor damage. Thankfully Kanbe’s slow attacks/end-of-combo delay is balanced by his ability to roll cancel (L1 button), which allowed him to immediately start a new attack/skill. Nevertheless I still hate the fact that he runs so damn slow, probably one of the two slowest hero in the game (along with Yoshihiro).

So what changed my mind about him that made him no longer in my shit list? Said it on the above paragraph: CRIMINAL SMASHER. With this special, Kanbe slams his chain ball to the ground, then do a series of German suplexes (hit square button as he’s about to hit the supplex for additional suplex, 10 suplexes maximum), followed by a final flying piledriver that create a tornado that damages nearby enemies. The damage it deals is massive that it took only 2 full Criminal Smashers to defeat a boss on Normal mode (4 to 5 Criminal Smashers on Hard). I just like this skill, it’s a great satisfaction when he catch the likes of Tsuruhime or Kotaro and slams them into the ground with this skill. Too bad it is unusable against the Honda, Yoshitsugu and machines (obviously, how do you grab something like Motochika’s Rising Sun?). Since I love Criminal Smasher so much, there’s no reason for me to swap it with his other specials. Rolling Attack turned him into a rolling bowling ball that rolls pretty fast and deal decent damage, while Bad Bomb made Kanbe looked like a dumbass as a bomb fall on his head, then he went flying as the bomb explodes. Rolling Attack is a good solution to his slow running speed, but having this special equipped means I had to sacrifice Criminal Smasher, which I would rather not.

His joke weapon is giant kendama toy...really? And his personal accessories made him plant bomb each time he roll cancel, more or less just to add a little bit of offence to his attack. Overall, using Kanbe is all about L1 roll cancel to remove the delay after most of his attacks and skills, and despite being a generally boring character to combo, I had fun using his Criminal Smasher.




Yoshihiro Shimazu (RANK C)
Weapon: Greatsword
Skills: Rolling Thunder, Hammer, Truth, Berserker
Specials: Power Surge, Beast Cut, Lightning Sword


Yoshihiro is your “power” type hero where most of his individual attacks deal huge damage at the cost of attack speed. He also has the most boring and pain-in-the-butt S-string attacks in the entire game. For starter, his S-string attack need to connect to its target before you can continue with the rest of the attack. His actual S-string combo itself is just simple multiple overhead sword swings. In fact, all his skills and specials (except Truth and Power Surge) are just variants of overhead sword attacks. See why I label him “boring”? There really isn’t many flashy chain combo you can do with him, because being a big muscled old man he is, it just didn’t suit him.

But like Kanbe, he has something, the x-factor that was enough to propel him from the mediocrity of no-fun hero to a wild card in my list. So what’s Yoshihiro’s X-Factor? His third special, Lightning Sword. It is an uninterruptible skill that made him drink his sake in the bottle, spew it on his sword, charge and does (yet another) overhead slash. And the best thing about this skill is, it will KILL virtually any enemy it hit without fail, even on Hard mode. Even the tough Honda and Muneshige cannot survive the extreme power of Lightning Sword. I’ve never use the skill on Nobunaga final form, so I don’t know if it will also kill him on Hard. But the fact of the matter is, Lightning Sword is the ultimate 1-Hit KO skill in SenBasa 3, because you can’t be interrupted while charging, and it will kill any target it hits. So the only thing you need to be mindful is to make sure that the skill hit your intended target (again, a pain to try targeting Tsuruhime at her stage unless you’re in Hero Time). If that was not enough, his personal accessory sets will cause him and enemies to die in one hit (!!!). Devil May Cry Heaven or Hell mode anyone?

His other specials aren’t really worth the talk, because in all honesty, Lightning Sword is miles better. Though if you want something cool from him, Beast Cut is a nice change – a skill where he slashes his sword forward, emitting a shockwave that travel a long way and deal great damage. His joke weapon is some kind of skewer with rice, squid and other meat, which seem to me has the effect of Gold Rice Ball – increase effect of heal items. Anyway to sum it up, “The Beast” is definitely the perfect nickname for Yoshihiro, because that’s what he really is – pure, brute strength and power.




Motochika Chosokabe (RANK D)
Weapon: Giant anchor
Skills: Chain Shot, Heave Ho, Gone Fishin, Rigging Swinging
Specials: Nine Tails, Clap of Thunder, Surf Up


Captain Motochika on my shit list, are you serious bro? But seriously, like Yoshitsugu I really don’t have any fun using him on Hard. If my problem with Yoshitsugu is his underwhelming 1v1 capability, for Motochika I think he didn’t have interesting combo that can deal with the crowd and bosses efficiently. Note the keyword “interesting”. Sure he can chain a few good Chain Shot into endless loop of Heave Ho or something, and his Chain Shot -> Clap of Thunder combo is as nasty as it gets, but I personally never see these as fun combo. Ringing Swinging is a bit like Kotaro’s air combo (which you can keep on chaining as long as it hits the enemies), while Gone Fishin is probably the unique thing that separate Motochika than the rest of SenBasa3 hero, where he trapped the enemies with a hanging net for quite some time, allowing you to attack them, or just taunt to fill your basara gauge. If only the enemies/bosses trapped in the net didn’t have the damage received significantly reduced, I would probably had a bit more fun using Motochika.

Among his three specials, Nine-Tails is my pick. With this skill Motochika swings his anchor left and right (like Kanbe’s Aggressive Behaviour), dealing moderate damage, unfortinately it hardly juggle enemies/bosses. His second skill Clap of Thunder has the potential to be his most damaging attack, but you need to time it right for the anchor smash to give the best damage output (when his anchor flash). The last one, Surf Up is probably the coolest skill he has (and I really like the way he surf the field like it’s the ocean, while attacking/sweeping enemies). But. Sekigahara Intrusion, 6 Gold Lions (+200 atk each), weapon with 680 atk, a few fugitive stat bonuses, Hard mode. After a few sweeps with Surf Up, I killed ZERO enemies. Seriously this skill is underwhelmingly weak and impractical to use against small number of enemies. The only good thing about this skill is that it allow you to move faster than his dash, although not as fast as a horse to make you win the Oshuu horse race.

His personal accessory made enemies drop money if attacked by Heave-Ho. His joke weapon is a fishing /catching rod… or so it seems. Well probably the only joke weapon in the game that fit the hero’s personality. So to sum my thought about Motochika: He may be have some neat combo and all, but in the end, he’s just not the type that I had fun playing. Especially on Hard mode.


to be continued, final part: Oichi, Nobunaga Oda, Tokugawa Ieyasu, Tadakatsu Honda and Motonari Mori

Thursday, October 20, 2011

The Impression Series: Fall 2011 [Part 1]

Fall season is finally underway to mark the end of 2011 anime calendar, with typically massive list of anime series being aired. And as the tradition that always continues, it's time for the impression series. Somehow I found myself watching quite a lot of series this season, which I rather want to avoid.



Bakuman 2
MAL/Official
Genre: comedy, drama
Studio production: J.C Staff
Number of episodes: 25
Comments: Lets start with the sequels. Bakuman, one of my favorite manga, one of my favorite show in 2010, and now after one year of absence, here comes the second season. Weekly serialization in Shonen JACK (JUMP) begins for Mashiro and Takagi; with new editor Miura; new assistants Katou, Ogawa and Takahama; (re)new rivals in Niizuma, Fukuda and Hiramaru. There’s really not much for me to say about the series considering the fact that everything but the plot remained the same with its predecessor, so my impression is as high as it’s always been. One thing for sure, Bakuman always kept me on my seat every time I watch an episode. Having Tommy February6 (TF6, TH6, The Brilliant Green, Tomoko Kawase….just how many names did she use?) singing the ED is an added bonus for me : )
verdict: 5/5 (must watch)



Shinryaku Ika Musume 2
MAL/Official
Genre: comedy, slice of life
Studio production: Diomedea
Number of episodes: 12
Comments: Another sequel on the list. Again like Bakuman, I don’t really have anything more to expect from Ika Musume 2 other than constant laughing, seeing how Ika Musume “still trying” to continue her invasion and conquer humanity who cruelly tainted her sea, but always ended up forgetting those very missions due to many reasons. The animation still pretty much the same, and most characters from season 1 returned with Ika Musume being the center of evil, as always. One thing that doesn’t feel right for me is the OP song which I thought feel out of place. I mean, I prefer something catchy like the OP song from season 1.
p/s: Not too fond with the use of squid related thingy on the sub.
verdict:



Persona 4 the Animation
MAL/Official
Genre: comedy, drama, fantasy, horror, mystery
Studio production: AIC ASTA
Number of episodes: 12
Comments: And the BIG one that I (and many others) anticipated the most this season. Seriously a short impression post like this is not enough to describe how EXCITED I was when I watch the first episode. Being a huge fan of the game, I had a rather high expectation toward the anime after watching the trailer some months ago, because it indicates that P4 won’t that crap that is Trinity Soul. And good thing P4 didn’t flop. It really epitomes what I want a video game adaptation to be – 100%, no, 90% identical to what it was adapted from. Simply put, I am thoroughly impressed with Persona 4 the Animation. The BGMs (nearly everything from the game were used), the calendar/weather, player status (probably not that relevant), TV World, funny-looking Shadows... Now what’s missing so far is Social Links. The last time I was so impressed with a video game adaptation was when Valkyria Chronicles went into anime, and it was amazing (despite some plot shift/twist). Back to P4 anime, in all honestly not everything was perfectly done from the fan’s point of view. The characters, their relations and roles weren’t even properly introduced in episode 1, and so far the overall story seems moving at a much faster pace than I would expect (now by episode 3, we’re already moving to “save Yukiko” mission). I guess this happened because they can’t fit everything into 12 episodes (if what I heard is true. But seriously 24 episodes is much better). That being said, Persona 4 the game is actually more loved for its “gameplay” rather than “story”, so yeah, some might not find the anime interesting. Another thing for me to note is that the fight was forgettable. Obviously I don't expect them to show stuff like Maziodyne, Thunder Reign, Hassou Tobi, Megidolaon, Pralaya etc (which in truth didn't really have any special effect or anything), but I would hope the persona to do more than a simple slash in battle. You know, to make the fight looks flashier. Overall, it was a really well adapted anime for me, and what made me really love the show is because the reference from the game were everywhere, and they (especially the BGMs) really brought my memories back to the day I played the game, years ago.
p/s: TRIAL OF THE DRAGONNNN!!! (c) Chie Satonaka, 2011. Blame Hiimdaisy video for this.
verdict: 5/5 (MUST watch)



C3
MAL/Official
Genre: comedy, fantasy, psychological, romance
Studio production: Starchild Records
Number of episodes: 12
Comments: Cube, Curse, Curious. Truth be told, I don’t know what to make of this series. Watching first episode, it reminded me to KoreZombie (I thought it was DEEN product) and Bakatest. Then as I watched 2nd episode, it somehow become a huge clusterfuck that I literally went “what the effin smoke?”, having no idea what to expect from the series anymore. Sometimes it was a comedy with clichéd fanservice, sometimes it was a dark-themed fightfest with dreaded torture tools (uh…BAYONETTA?), and another time it was us audience caught in Fear’s monologue (did someone from SHAFT crew that did Ef a Tale of Melodies invade Starchild Records or something?). Intriguing to say the list, but sometimes I feel that the story was “forced” into us with things happening one after another with little to no explanation. Obviously I don’t expect everything to be handed on a platter since only 3 episodes were aired, but the way all those fights and chaos were shoved down our throat is too much for me to take, the flow is missing for me. One thing I give the anime credit though, is the nice usage of BGM, as well as the neat dance in the OP song. But I’m not sure if I will put this show on my weekly watchlist. Most likely on my On-Hold list…
verdict: 3/5



Ben-to
MAL/Official
Genre: comedy
Studio production: David Production
Number of episodes: 12
Comments: The title tells over half the thing you need to know about the series. So, this anime is about an average high school student, Satou You who was stuck in the middle of war zones (aka grocery stores) due to people fighting fiercely over half-priced bento at various stores in the city, and later found himself joining Half-Priced Food Lovers Club, trying to win the battle and the ultimate prize of…HALF-PRICED BENTO. At the same time, he gets in trouble with all kind of girls and grocery customers such as the “shameless pigs”, “Wizard”, and fellow “wolves”. Okay... Japanese and their ever-present weird ideas and themes... I mean, they are risking their limb and lives for half-prices lunch box. Bento Box!!! Damn it I’d rather have 10 Zimbabwe dollars than the brawl for cheaper Bento!!! Anyway as dumb and ridiculous as it sounds, I had a good laugh watching the show so far, hence not a problem for me to continue watching.
verdict: 3.5/5 (watching)



Shakugan no Shana III (Final)
MAL/Official
Genre: action
Studio production: J.C. Staff
Number of episodes: 12
Comments: How long has it been since Shakugan no Shana S2 ended…? Anyway I honestly couldn’t remember much about season 2 (aside from the fact that it has a lot of unnecessary filler, and I do remember those awesome Sabrac fight and chase part), even less about the ending. The Christmas scene at the beginning of episode 1 thankfully restored some of my memories of season 2 finale. And things has only getting crazy since then. Yuji disappeared (as in the fate of all Torch like him), gone forever, carrying along with him all the memories and proof that he existed in the world. That was until it was revealed that Yuji is not totally gone, as his vessel is used to contain the leader of Bal-Masque. That was a nice twist to mark the beginning of what would be the final installment of Shana anime series, with a confrontation between Shana and a revived Yuji seems inevitable. J.C Staff already did very well in maintaining the high animation standard used since season 1, so I hope they also will not disappoint me in term of story for this final season.
p/s: Damn nice OP and ED song.
verdict: 4.5/5 (must watch)


to be continued.

Saturday, October 15, 2011

SenBasa 3: Final Heroes Evaluation [Part 2]

In the last part I ranked the heroes in Sengoku Basara 3 according to a few things, from Rank S (I like to use the most, or simply just too strong) to Rank D (I least like to use). This time, I'd like to give my reasonings, or at least some comments about those heroes and the way I play them. Note: the skill listed was arranged as it is in the skill menu: Triangle, direction+Triangle, R1 and L1+Triangle




Saica Magoichi (RANK S)
Weapons: firearms
Skills: Shotgun, Pistol, Hand Grenade, Machine Gun.
Specials: Spread Bazooka, Demolition Tools, Covering Fire

The only hero in God Tier rank, because I feel there is no other hero that come close to Saica’s awesomeness when it comes to wiping out enemies swift and fast, be it the mass of soldiers in Sekigahara Intrusion, or the tough-you-need-to-run-away bosses like Muneshige and Tadakatsu. She started with a fairly normal pistol (good for one on one) and shotgun (good for crowd control) modes, and as she levelled up, she learn machine gun mode (PIERCE enemies, racking up combos and basara gauge FAST); hand grenades (useful in tight situation as it stun/push back bosses); homing Bazooka that deal HUGE damage if you can aim all of its rocket on a single target – most likely OHKO a boss in easy/normal if you have high Attack stat; a land mine skill (Demolition Tool); and an air support skill (Covering Fire) that provides continuous air attacks followed by a massive cannon final attack that looked like a meteor fall. For extra kicks, her pistol and shotgun attack can be charged to deal even more damage than they already are. I remember in early level I always had difficulty playing on Kannagawa stage (the Utsunomiya tigers) with many other heroes, but not Saica because for some reason, her pistol can kill the tigers easily in 4 or 5 hits. In term of combo chaining, there’s nothing special about Saica (though she can still rack up tons of hits with her rifle), but her individual weapon shots are powerful enough to deal with all kind of enemies in the game. Her joke weapons was some kind of wooden slingshot that made a funny sound when you shoot, but other than that, it didn’t have any other special effect.

Anyway, if you think her arsenal of weapons are already overpowered, wait until you unlocked her sets of personal accessories (equip 4 of them to take effect). With these accessories equipped, it literally turned Saica into a demolition machine, an annihilator because those items changed her pistol bullet into MISSILES that home on their targets, explodes upon contact and deal tremendous damage. Extremely powerful and broken that made Saica truly a God-Tier hero. Now you might ask what’s the point of using her once you unlocked her personal accessories (since we need to finish her story 4 times to unlock them)? Well, for one, you could play your least favourite hero on Hard mode (Kanbe, Tsuruhime or whoever it is) and just co-op with Saica so that she can clean the floor for your least favourite hero. Or, you can just beat the crap out of Hard mode for the lulz, showing who's boss in the game.

My choice for her Special: usually Cover Fire (just for some extra pointless damage, but it's really cool when you can time your attack so that the final Cannon attack from Cover Fire finish off the boss), but sometimes I switch to Rocket Launcher if there’s many 1v1 fight in the stage.




Mitsunari Ishida (RANK A)
Weapons: katana
Skills: Condemnation, Lamentation, Vexation, Depression
Specials: Extermination, Decapitation, Reverence

Isn’t his skill name cool? Mitsunari is one of my favourite senbasa3 heroes. On my previous hero evaluation notes, I wrote that there’s one word to describe Mitsunari – FAST. And he certainly is. But there’s another thing about him that made me really like to use him. Many of his attacks have a rather long initial startup, but these can be cancelled with his Flash (directional+Triangle by default), a skill that allowed him to teleport to nearby single target and chain another skill instantaneously, removing their initial startup delay. The three skills that I often Flash-cancel with are Vexation (bread and butter for high combo chain, at high level it sucks enemies in), Depression (wide area crowd control skill) and special Extermination (really cool skill that can hit machine’s weak spot even from the front). Basically a typical play of Mitsunari on many stages went like this – Flash-S attack move to nearby crowd/base, teleport in with Flash -> Vexation -> Flash -> Depression -> Flash -> Vexation/ Depression/ Extermination -> Flash (to bosses/generals) -> Condemnation/S-string chain combos -> Hero Time -> more Flash cancels -> Ultimate Basara.

It is worth noting that Flash combo chaining also made Mitsunari nearly untouchable because of his constant teleport, therefore he is one of the few heroes (other than Saica of course) that I dare risk equipping High Risk; High Return accessory (1.5x damage dealt, 3x damage received) on Hard mode because once you’re comfortable in using him, you will rarely get touched by most enemies. Just watch this video if you want to see how cool and awesome Mitsunari is when used at his full potential. Obviously my timing isn’t as perfect as the guy in the video (especially when it comes to consistent Flash-S attack chain to move even faster than his dash run), but you got the gist of how his Flash works.



As for his Specials, there’s really no argument for me: I’d almost always pick Extermination any time ahead of the other two Specials. Decapitation is kind of awesome but is useless against certain heroes (Yoshitsugu, Honda). The skill is also bugged in that you can’t properly use it on the Fugitives or against Kanbe in Hetsugigawa Heroes stage. His final Special, Reverence can make him walk much faster, but I’m not in favour of its slow startup and the fact that it can’t be Flash-cancelled. His personal accessory removes the time limit of Reverence (meh, not worth it), while his joke weapons (a magic wand) made him do some kind of magic trick when you taunt…lolwut.




Date Masamune (RANK B)
Weapons: six swords
Skills: Dragon Slash, X-Strike, Revolver Blitz, Azure Storm
Specials: Dragon Eye, Six Claws, Zero Point

Hm…where to start. First, I would say that Date is ranked 5th on my fave 5 Senbasa3 heroes. His S-string attacks and the rest of his skills (X-Strike, Dragon Slash, Revolver Blitz and Azure Storm) can connect easily, so chain combo with him should not be a big problem. On top of that, you can reduce the recovery time of his attacks (like the sword backswing) by dash cancelling (ie, double tap directional button just as you finish your combo), and this allowed you to immediately start a new chain combo. On Hard mode though, at first I find it difficult for him to beat base captain and boss in reasonable time. Until he got to level 30+ and learn Six Claws. For me, using Date is all about utilizing his Six Claws. At early level, he will be in Six Claws mode for a short moment after he finished his basara attack, but the time frame is too short for me to do anything significant. With Six Claws special skill though, Masamune will remain in this mode for a much longer time, and that was the time where most of my Hard mode problem with him was eliminated, and at the same time, making him much more fun to use. As you might know, in Six Claws mode Masamune fight with all his six swords (Ronoroa Zoro was strange enough with 3 swords, now Date with six?), which changes the attributes of his skills, made his attacks noticeably stronger and more importantly, made him harder to knock down. Azure Storm for example was much more effective in killing base captain, and against enemies (and most bosses), this skill allowed Date to juggle them midair as long as you keep mashing the S-string button. On a side note, activating Six Claws on land will make Date emit a shockwave that damage nearby enemies, while activating in midair removes the delay time (ie no shockwave damage).

One interesting thing about Masamune Date is his joke weapon, a set of light saber made him run MUCH faster than even the fastest hero in Senbasa 3 (I assume Kotaro is the fastest), he might be even faster than a horse! And the funny thing is with the joke weapon equipped, his sword scabbard become a set of bike mufflers (remember his bike horse in the anime?) and while he dash run, smoke will appear from his scabbards/mufflers. Anyway, his personal accessory will put him in Six Claws mode permanently. Worth the 4 slots? Probably not, because Six Claws made him unable to block or parry attack, and you don’t want that when suddenly the boss on Hard mode unleash his basara attack and kills you. But if you also equip the Six Claws special while equipping his personal accessories, you can deactivate the Six Claws mode by pressing R2. Still, I don’t think his accessory is worth using because Six Claws from Special skill is already long enough once it reach max level.

All this time I’ve been writing about his Six Claws special, but what about his other 2 Special skills? Previously I was in favour of his first special, the Dragon Eye that made him launch energy beam forward ala kamehameha in dragon ball. It was a strong skill especially when charged, but I favour Six Claws much more than Dragon Eye, for many reasons I elaborated above. His third Special, Zero Point is a very strong single target skill that can kill a boss if you charge it for a whopping SIX seconds. Honestly the only time you can pull it off is when you’re in Hero Time, and unlike Yoshihiro’s Lighning Sword, you can be interrupted while charging the skill, making it a tad bit useless.




Tsuruhime (RANK C)
Weapon: bow Skills: Pinpoint Shot, Rain of Arrow, Mindstream Shot, Nayuta Issen Specials: Infinite Arrow, Pure of Heart, Bubble Maker

I know many people hate Tsuruhime because of many reasons – irritating voice, ignorant miko girl, shitty battle skills, lame boss combo, senbasa3 is for fangirls etc but I personally do not mind Tsuruhime as she is. Okay, maybe her voice needs some changing, but that’s about it. When I first use her, I was impressed with her crowd control ability (with Rain of Arrows) which made her shot arrows upwards, then struck the enemies, binding (stun) them to the ground for several seconds. Comboed with her giant charged arrow shot Nayuta Issen (do the translator purposely not translate this skill?) that push enemies and boss backward a looooooooong distance, she was the first hero I use that was able to beat Muneshige in Hetsugigawa Memories stage. Problem is, this combo is rather boring after awhile (but still very effective against virtually any bosses in the game), and on Hard mode where the enemies are more aggressive and surrounds you quickly, she can’t really rely on this combo all the time. Her other skill, Pinpoint Shot is a regular arrow shot forward, and Mindstorm Shot is a more or less a multiarow Pinpoint Shot, without aim, shorter range and made her jump backward. Basically these skills have limited practicality on Hard mode, where the aim is to clear the enemies without getting hurt too much. I should also say here that you can charge her attacks (except Mindstorm Shot) and release it right when her arrow glows to gain maximum effect. But then, the only skill that I often charge is Nayuta Issen, because charging the other 2 skills (Rain of Arrows and Pinpoint Shots) doesn’t produce significant result than the uncharged shots.

Nevertheless, I think Tsuruhime was more tolerable to use on Hard mode once we got either her Infinite Arrow or Pure of Heart specials, depending on situation. Most of the time I favour Infinite Arrow – a skill that made several arrows surround and protect her from any damage once (immensely useful on Hard mode), and modify her attack skills. Her S-string for example become multitarget attacks (best thing to happen to her S-string), while Nayuta Issen was slightly more powerful. However if I were to play a stage with many enemies in groups (Sekigahara Intrusion, Hasedo castle), I would switch to Pure of Heart – a skill that can charm a large number of enemies when hit, and those charmed soldier will cheer for her (duh) and made her basara gauge fills VERY fast. Since she has a relatively short Basara gauge, you can spam her Basara attack over and over again while your charmed enemies fill the gauge (as long as they didn’t die from the attack). So all in all, not really a bad skill, but situational at best. Her third Special is a fun skill that can caught enemies in bubbles, but it barely has any purpose on Hard mode. Even worse, her personal accessories were centered around this skill…Oh, and her joke weapon: it’s some sort of crane origami made into a shape of bow…what the heck?

p/s I still wonder why Tsuruhime was so strong (annoying?) to fight with so many of her attacks can stagger when we’re the one facing her in Noshima stage.




Yoshitsu Otani (RANK D)
Weapon: flying seat? (though his actual weapon is the floating beads)
Skills: Shani Returns, Navagraha Strikes, Galaxy Fades, Ketu Splits
Specials: Comet Races, Rahu Weakens, Mikaboshi Rises

What a weird skill name. I’ve said it before, and I say this again – I don’t like using Yoshitsugu. Sure, he can stamp people with his beads, he can kill crowds quickly and can suck people in like Oichi with his Mikaboshi Rise. But I don’t like the fact that his movement is so restricted, cannot make a quick turn like a moving boat on water. That, and the fact that he really didn’t have a good, interesting 1v1 combo against bosses. And because he sat on that floating thingy, he can’t ride a horse. So how the hell am I going to beat Date’s horse race stage if I didn’t equip Comet Races special? Anyway, I’ve read tips and stuff from gamefaqs about some combos I can pull with him (auto-fire beads, Shani Returns -> Ketu Spirits -> Galaxy Fades chain loop), but in the end…I just don’t have any fun using him. So in most case, I just play him the lazy way - first casting Mikaboshi Rise (imo was worse than Oichi’s Ocean Wisp because he’s more prone to interruption than Oichi when he cast) everytime, let the pit suck all enemies in and just hit any button that I feel like mashing. And against bosses, I save my Hero Time/Ultimate Basara and finish to finish them asap. Nevertheless when it comes to crowd control and cleaning the floor quickly (hello Sekigahara Intrusion), Yoshitsugu is one of the few hero that can do this job extremely well (other than Oichi).

From the above paragraph, you can see that I favor his Mikaboshi Rise special than anything else. His first special, Comet Rise turned his beads into wheels that allowed him to move much faster. And as I stated above, the only way for him to win Date/Kojuro’s race in Oshuu stage is by equipping this. Big deal huh, winning the race only give a small bonus experience points. His 2nd special, Rahu Weakens strengthen his attacks and marked all visible enemies on the screen. Powerful skill for boss fights I guess, but I haven’t use this skill much to give a more elaborate comment. His joke weapon is a flying kotatsu (!), and his personal accessories made his marked attack do 3 extra hits. Not worth the 4 slots.


that's all for part 2, to be continued.

Thursday, October 13, 2011

SenBasa 3: Final Heroes Evaluation [Part 1]



Previously I’ve posted about my early evaluation on some of the heroes in Sengoku Basara 3, based on what I experienced when I complete their story mode. At that time however I didn’t really experimented much with their skillsets, especially since most of them didn’t reach past level 40+ by the time I finished their story and therefore has yet to unlock their 2nd or 3rd Special skills. Recently I’ve managed to platinum the game, and obviously taking my time with each heroes, trying various combos and skills against the meanest of bosses (hello Honda and Muneshige), and for that reason I decided to revise my previous hero evaluation, as well as placing them on appropriate Tiers based on a few factors:

1) how I enjoy using these heroes. Some heroes have great skillsets that are easy to chain (Yukimura, Mitsunari, Masamune etc), some have skills that synergised well with each others (Motonari), and some have the “it” factor skills (Kuroda, Yoshihiro). I personally like fast heroes with fast combos. Yukimura, Ieyasu and Date are fast chainers, but I definitely enjoyed Mitsunari and Kotaro much more. And Date has the added bonus of SUPER fast when he used his joke weapons.

2) how comfortable I am with these heroes on Hard mode. Any heroes can be used without much problem on Normal, but IMO the real measure of how good you can use a character is how well you can survive Hard mode with these heroes. As you played through the game, you might find some heroes looked seemingly strong or easy to use , but then on Hard, suddenly you find it difficult to clear the mobs or bosses, or just die too easily (eg Honda, Tsuruhime). So, if I had to pick a few heroes to simply breeze through Hard mode without putting much effort, I would pick the likes of Saica and Oichi.


God Tier (Rank S)
- Saica Magoichi

Awesome Tier (Rank A)
- Mitsunari Ishida
- Kotaro Fuma
- Oichi

Good Tier (Rank B)
- Masamune Date
- Tokugawa Ieyasu
- Yukimura Sanada
- Nobunaga Oda
- Keiji Maeda

Situational Tier (Rank C)
- Tsuruhime
- Kanbe Kuroda
- Yoshihiro Shimazu
- Tadakatsu Honda
- Motonari Mori

Boring Tier (Rank D)
- Motochika Chosokabe
- Yoshitsugu Otani

Extra: Invincible Tier
- Kanetsugu Naoe

Do note that these ranks are merely based on my own personal experience of using these characters, especially while playing on Hard to get their respective 5th Tier joke weapons. Hence some people might put Kanbe or Nobunaga on higher Tier, or Tsuruhime on their shit tier, depending on their preference.


to be continued.


Saturday, October 08, 2011

The Platinum Series: [9] Sengoku Basara 3

Following Final Fantasy FFXIII platinum last month, I was left with not so much ps3 games to play – Vanquish, which I doubt I ever platinum (though I recently got back to it), Star Ocean 4 (same case with Vanquish), the unplayable Tales of Vesperia (Jpn), Front Mission Evolve (bored me to death, not going to bother playing), and FIFA11 which I've always played (aside from dota) whenever I was bored. Other games, I’ve already platinumed or lent to friends. So the only game that I could play to spend my every other night time is, Sengoku Basara 3: Samurai Heroes.

When I first bought the game, just like FFXIII, the thought of platinuming the game never really crossed my mind, because the seemingly large amount of work and hours needed. But I still resumed my play anyway because the gameplay was fun. And fast forward after nearly ~180 hours of playing, I finally achieved the long awaited platinum for Sengoku Basara 3. And honestly, I feel Sengoku Basara 3 is worth the odd 200 hours spent, at least if you're fan of Dynasty Warrior/Sengoku Basara-like action game.




Title: Sengoku Basara: Samurai Heroes (Sengoku Basara 3)

Developers: Capcom
Platform: PlayStation 3 (PS3), Wii

Genre: action-adventure hack-and-slash

Release date: July 2010 (JP); October 2010 (ENG)



Platinum Difficulty: 5 – 8 (varied)

For the first time, I couldn't really give a specific rating platinum difficulty rating for this game. On one hand, the game didn’t really require you to be a skilled combo/timing freak (cough*vanquish*cough) to survive even the hardest mode, therefore skill-wise, I’d put it on about 4 or 5. On the other hand, the some of the collection/grinding trophies can be quite time consuming, ie the bulk of the 200 hours of your play will come from trying to get these trophies, so in a sense, it’s a 7 or 8, farming-wise. But if I had to stamp a single rating (to platinum) for this game, I would give it a 6.5. Not really hard, and even the long hours needed to platinum the game doesn’t really feel THAT long. And I’ll explain that later.

Some of the easier trophies require you to simply complete each heroes (16 total) story once. Then, a trophy will also be granted for completing the game on Easy, Normal and Hard mode. Then there’s miscellaneous battle-related trophy which are easy enough to obtain, like finishing the battle on horseback, finishing the battle with a basara attack, performing 500, 2000 and 10,000 combo hits.


guess what theme did I use for my dashboard ;p

Then comes the “harder” trophy in the game (collect all ally; collect all weapons; collect all accessories; all heroes level 100; get 1,000,000 zennys etc) that require you to spend 100+ hours of playing. And it doesn’t really feel that long because of a few things. First, these trophies can be achieved altogether as you played through the game, without the need to focus of aiming for a single trophy. For example, we need to play each hero story at least 4 times to get their personal accessories, and there’s also guides that allowed us to get all allies on a maximum 4 playthrough for each heroes (except Ieyasu), so these two trophies tied neatly altogether. And since we need to play the story mode at least 4 times, we can take one playthrough on hard mode to farm their required 5th tier joke weapon (which is only available on Hard), and along with some fugitive huntings (which grant huge amount of experience), you’re pretty much guaranteed reaching level 100 even before you finished your 4th playthrough (my Mitsunari reach level 100 in 2 playthroughs, though I did play Sekigahara Intrusion on Hard with him twice, going from level 60 to 100).

Second reason that these “collection” trophies didn’t feel that long is because throughout these, you are playing 16 different heroes with unique skillset, across over possibly 30 different stages. None of the 16 heroes in SB3 are identical to each other when it comes to combat ability, and once you played a new hero, you have the chance to experiment and use a totally different skillset and combo than the hero you previously used. Granted, there are some heroes that you might not like for one reason or another (I know many people who hate Tsuruhime and Kanbe Kuroda), but hey, suck it up. I personally do not like using Yoshitsugu and Motochika, but I still managed to finish their story mode at least once on Hard.

The thing I like about the heroes in Sengoku Basara 3 is that almost every single one of them has a shining point that made them “special” or interesting to use. For Tokugawa Ieyasu, it’s his charging fist and super strong Headbutt. For Mitsunari Ishida (one of my favourite), it’s his Flash/teleport skill that made him so fun to use. For Yukimura Sanada, it’s…well, endless, easy chaining combos. For Masamune Date, it’s the Six Claws and dash cancels. For Tsuruhime, it’s the untouchable Rain of Arrow+Nayuta Issen (even Honda and Muneshige can’t come close to you). For Kotaro Fuma (also one of my favourite), it’s disperse, shuriken, counter, counter and counter. For Kanbe Kuroda (at fist I totally hate him, but then I like him), it’s the boss annihilator Criminal Smasher with my favorite 10 German Suplexes. For Motonari Mori it’s the manipulation of Decoy+Archer+Trap that made every boss looked like a fool. For Yoshihiro Shimazu, it’s OHKO Lightning Sword. For Saika Magoichi (my choice if I want to go through hard mode unscathed), hell, everything about her screams broken, imbalanced and overpowered, especially her personal accessories that made her pistol bullet changed into homing missiles (!). For Keiji Maeda, it’s his broken R1 dash attack, cancellable skill and super art that allowed him to recover health easily. For Oichi, it’s her crazy crowd control with Ocean Wisp+Demon Hands-free. For Nobunaga Oda, it’s his shotgun+demon dual mode and the unkillable Scorched Earth. Unfortunately I’m not so much of a fan of Motochika Aniki (his net fishing is only useful for taunting at most), as well as Yoshitsugu Otani (great crowd control but lack 1v1 boss battle capability). As for Tadakatsu Gundam, he absolutely wreak havoc in normal (especially with his L1+Triangle, the first hero I got 99,999 combo hits with), but I find him boring to use on Hard.




And the third reason, which probably isn’t really as important as the first two, is that each heroes has multiple story route, and within the same route, there are multiple branches of stages that you can choose to advance the story. Overall, it’s hard to get bored with the game as you try to platinum it, and even better if you had fun with the gameplay. Unlike, the overused example – Star Ocean 4 where you spend 80-100 odd hours just killing enemies over and over again to get that ridiculous 30,000 kill BT for Edge and Arumat. Now THAT is a boring trophy, despite how enjoyable the gameplay is.

*image source: gamespots