Nyu Media

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TyranoBuilder

Rawr: TyranoBuilder lets you make your own visual novels


Sounds like a roaring good time
Mar 23
// Salvador GRodiles
I may be prehistorically late to the festivities, but there's something intriguing about Nyu Media's collaboration with STRIKEWORKS. Thanks to their cooperation, TyranoBuilder, a user-friendly program that lets you create yo...

Review: ARMED SEVEN

Nov 08 // Elliot Gay
ARMED SEVEN Developer: ASTRO PORTPublisher: Nyu MediaReleased: October 4, 2013MSRP: $4.99 (PC) Surprising absolutely nobody, ARMED SEVEN doesn't have a complex narrative with twists and turns to keep you on the edge of your seat. ASTRO PORT keeps things brief: you're a soldier fighting against an underground militant organization that has stolen the Earth Federation's technology. The fate of the world rests in the hands of your mech, which means it's time to blow things up as effectively as possible. As most shoot-em-up fans are aware of, if you're looking for a complex narrative in this genre, you're doing it wrong. Oddly enough, the moment I booted up ARMED SEVEN, something felt off the mark. The main menu is navigated by using the Z key instead of the standard directional keys. This struck me as a strange design choice, but fortunately it doesn't hurt the experience in any significant fashion. Your mech unit is controlled using either the WASD or directional keys, with Z and X serving as your primary and special attacks respectively. I died many a time in the game's opening moments while trying to get used to the control layout, but it didn't take more than ten minutes to get used to it.  Otherwise, ARMED SEVEN plays like the horizontal shooters that folks have been playing for years. Your mech suit has a shield that permits it to take multiple shots before plummeting to the ground. Before entering the campaign proper, you can choose a main, sub, and charge weapon. There are four possible choices for each one, so a lot of the fun comes from mixing and matching and finding what load-out works best for you. Given the awkward angle that some of the guns fire at, it's important to test stuff out in the first few minutes to get a grasp on what sort of strategy your choice of weapon requires. Despite its low-budget origins ARMED SEVEN has a strong visual aesthetic. While the limited frames of animation left me a bit wanting, the actual sprites are big and clean, making it easy to see what you're supposed to be shooting at. Much to my surprise, I was being pitted against huge enemy mechs and ships within minutes of starting my first run. It felt good to have the first boss be something grand right off the bat. Like any shooter worth its salt, ARMED SEVEN's levels are all differently themed, meaning you won't be seeing the same set of enemies repeated over and over again. Given the brevity of the game (about 30 minutes for skilled players), variety is more than welcome. Unfortunately, I did have some problems with the color of enemy gunfire being a bit too similar to that of the level. I found myself straining my eyes a few times trying to see the bullets against the scrolling background. Musically ARMED SEVEN manages to impress with a series of beats that reminded me of the stuff I used to hear on the SNES' sound chip. I don't know if that's a deliberate play on nostalgia for that era, but it certainly managed to win me over. The game has its own built-in achievement system using emblems. As far as I could tell, there are a total of 16 unlockable emblems ranging from beating the game on easy, to clearing the campaign on insane mode taking less than six hits. Another cool little feature is the ability to save and watch replays of your run. It's useful for going back and trying to figure out what you did wrong against a certain boss or wave of enemies. ARMED SEVEN does a lot of things competently, creating a brief but fun shooter experience that's more than worth the $4.99 asking price. If you're looking for a solid shooter for the PC, don't hesitate to jump on this one. 7 -- Good (7s are solid games that definitely have an audience. Might lack replay value, could be too short or there are some hard-to-ignore faults, but the experience is fun.)
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Pew pew pew
Fans of Japanese indie games are no strangers to shooters. To be honest, the market is probably a bit oversaturated by these kinds of games, but the reality is that they don't require massive budgets to make. That being said,...

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Doujin

Get ready for Nyu Media's third wave of Doujin games


A Doujin Tsunami is heading our way!
Oct 14
// Salvador GRodiles
It's been a good while since Nyu Media unleashed for their second wave of doujin titles, and the company's next cataclysmic attack is even greater than before. Speaking of which, the first game to enter the tsunami is Yataga...

Contest: Win indie games from the Doujin Bundle!

Aug 12 // Josh Tolentino
Contests Official Rules No Purchase Required to Enter or Win. Eligibility: Japanator.com contests are usually provided by sponsors who, due to customs and shipping costs (yay budgets), often limit participation to individuals who are legal residents of the fifty (50) United States (unless otherwise stated) and are at least 12 years of age. We encourage our overseas friends to be super sneaky and make a friend in the United States who can receive your prize, and then you two figure out the customs/logistics. Be cautious about who you trust, obviously. Employees of Japanator.com, their advertising or promotion agencies, those involved in the production, development, implementation or handling of Contests, any agents acting for, or on behalf of the above entities, their respective parent companies, officers, directors, subsidiaries, affiliates, licensees, service providers, prize suppliers any other person or entity associated with the Contests (collectively “Contest Entities”) and/or the immediate family (spouse, parents, siblings and children) and household members (whether related or not) of each such employee, are *not* eligible and will be fired and publicly beaten if are caught participating. All U.S., federal, state and local and regulations apply.  Agreement to Official Rules: Participation in the Contest constitutes entrant’s full and unconditional agreement to and acceptance of these Official Rules and the decisions of the Sponsor, which are final and binding. Winning a prize is contingent upon fulfilling all requirements set forth herein.  Entry Period: The start and end dates/times of each Contest (the “Entry Period”) will be posted on the applicable Contest site. Entry: To enter a Contest, follow the instructions on the Contest site. Submission will result in one (1) entry. The number of times you can enter the Contest will be posted on the applicable Contest site. The use of any agencies or automated software to submit entries will void all entries submitted by that person.  Drawing: Unless otherwise specified in the contest details above, we will select the names of the potential winners in a random drawing of all eligible entries received during each Entry Period. The number of winners to be selected in a specific Contest will be posted on the applicable Contest site. The odds of being selected as a potential winner depend on the number of eligible entries received during the Entry Period. 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Winner requests must be received within thirty (30) days from the end date of the applicable contest (they're always posted on our site though). Winners are usually posted the day following the contest on our contest section. Lastly, Japanator has the right to kick your ass and take away your prize if you are a total chode, so be cool and don't kick any puppies on your way to victory. Have fun with our contests and be a good sport when you win or lose. Remember: First you get the power, then you get the money, then get the baby.
Doujin Games Bundle! photo
Cherry Tree Comedy Club, Yatagarasu, and more!
You like indie games? Of course you do! Japan's got a thriving indie (doujin) scene, and our pals at Groupees gave us a bunch of codes for the first Doujin Bundle to give away! The Doujin Bundle is a Humble Bundle-style...

Review: Fairy Bloom Freesia

Nov 05 // Chris Walden
Fairy Bloom Freesia (PC)Developer: EdelweissPublisher: Nyu MediaRelease Date: October 17, 2012MSRP: $7.99 via Steam, Desura or DDL Edelweiss certainly don't seem to be a one-trick pony, as you may remember that Elliot has already reviewed Ether Vapor, another game they developed which was eventually localised by Nyu Media. However, they are both very different games (I'm pretty sure this game doesn't have barrages of bullets and crazy-looking ships), so there was no indication of what Fairy Bloom Freesia would be like. I can tell you now that you get to beat the snot out of monsters, so it must be cool.   So why are you assaulting innocent slimes with Freesia the fairy? Well, it's because her life is dedicated to protecting Lita Forest, including the ancient Jomon tree in the centre that holds the precious Amal Stone. However, when there is something so valuable up for grabs, people are going to try their best to get it. She has to contend with the forest dwelling monsters, but also the new threat of the aptly named Dharka Kingdom. Lucky for us, Freesia is pretty good at fairy-fu and kicking butt in general.  Fairy Bloom Freesia is a very springy beat 'em up, which definitely encourages you to build large combos and move quickly around the stage while doing so. Stages are set-up similarly to those in Super Smash Bros., as they are small but feature plenty of platforms to add height. Unlike that game, each enemy has health, and defeating enemies will earn you experience points. You also get to see how much damage you are doing via numbers that pop out of enemies when you hit them, which is pretty handy when you try to work out if you are using a good fighting strategy. Also worth noting is that the game has guard breaks. Blocking is absolutely essential to beat the bosses, so be sure to get using it early. You are also invulnerable when dodging, and you can use this to your advantage. It may seem like you can just keep dodging, but bosses (and many regular enemies) will make sure you can't solely rely on this. Levels come in three different varieties. The most common is a free-for-all, which usually involves hordes of weak monsters and a few tougher creatures trying to stop your fairy guardian efforts. A variant involves 'vortexes', which heal Freesia when she's nearby, but in return need defending from the enemies on screen. They are pretty fragile, so these levels often make for frantic and rewarding excursions from the regular levels. The final level-type features good old boss fights, and they're certainly no push over. The only penalty for dying is that the stage will restart, but you get to keep any experience you may have earned during the fight. Very nice indeed!  While I'm sure most people will go straight into this game with the keyboard, my first thought was to try and use my wired Xbox 360 controller. I was very pleased to see it working without any issues, and what's more, you have full control over key bindings! Very handy, as the first thing I did was rejig which button attacked and which one jumped. The game pad has served me well thus far, but I did try the keyboard controls to see how they fared. By default, movement is assigned to the arrow keys, while the other four buttons are set as Z through V on the keyboard, which works out being jump, special attack, regular attack and block respectively. I managed one of the later levels without much issue, and while I recommend playing with a controller if you have one, it's definitely playable without one. Remember, if you don't like the keyboard layout, feel free to tinker with it! While beating up monsters, you will be earning mana and experience points. Mana is used in-between levels to add new attacks and abilities for Freesia to use in combat. These come in three different varieties, which are 'basic', 'special' and 'optional'. Basic attacks are always usable in a fight, meaning you are adding new attacks for Freesia to use permanently. These are usually attacks that you can use by hitting a particular direction in mid-air, but there are a few other cool things to unlock. Special attacks have to be set, and you can only use up to four at one time. You bind these to the special attack button (for me, this was B on my Xbox controller), and they change based on whether you are holding up, down, left/right or no direction. I find setting mid-air special attacks work better when bound to the up and down slots, but it's all down to preference. The 'optional' menu features buffs rather than attacks, which means you can alter stats like Freesia's attack and HP, as well as give her more attack power while low in health. Plenty of these can be upgraded several times, but you can only equip two at one time.  Basic enemies tend to be weak and easy to deal with, but you'll soon find that they become a serious threat when they bunch up, and they will bunch up. Luckily you can knock them back very easily, causing swarms of enemies to collide into each other for an impressive and satisfying flurry of numbers on-screen. However, one of the biggest gripes I have with this game is the lack of enemy variety. It doesn't matter a great deal, but it would certainly be a lot nicer to run into different monsters with varied patterns. It was likely due to constraints with the developer (it is a doujin release after all), but it's still a shame. The boss fights are easily the highlights of the game as they force you to keep your wits about you. They also have you trying out new attack and buff combinations, as they are serious yet doable fights that you can't just mash your way through.  The music in Fairy Bloom Freesia is very fitting and inoffensive, which really helps set the scene when you are reading dialogue between fights. It's a lot harder to notice the music while you make sure the next slime monster doesn't fire a cluster bomb laser at you, but again, it does add to the overall experience. Even when you are forced to restart a level when you die, you aren't treated to any annoying 'game over' tunes or the music restarting, so it can certainly be commended for that! It's not going to wow you, but it certainly doesn't under-deliver.   The artwork, for the most part, is very good looking. The different locations in the forest look great as you run about it, kicking enemies across the stage and firing your own fireballs at those pesky slimes. It is a bit of a shame that the first few levels are stuck in the same area, though. As for the dialogue, the Jomon tree and Freesia look very well drawn. The other characters don't seem to have had the same amount of time spent on them, and while they certainly aren't Higurashi bad, there's certainly a noticeable difference when they are shown alongside Freesia. The special attacks look especially great, with lots of green and purple flashes and particles coming from the fairy fighter. The other enemies add their own palettes to the fight, so it certainly isn't dull to watch. It's great to see that this game has landed on Steam as of day one, and doing so means you also have access to achievements, if that's something that influences your decision to buy games. There are fifty to collect, although right now it seems that there is a problem with Steam recognising when you unlock them. I have a few unlocked in-game, but Steam reckons I don't have any at all. Weird, but I'm sure this will be fixed in due course. The greatest draw to this game, and I can't stress it enough, is that it is really fun. Sure, if you compare it to some big-name fighters it might not hold up, but don't let the rough edges put you off. It takes guts for a developer to attempt a beat 'em up, even more so for them to stump up their game as a doujin circle, and the fact that it is competent, pretty and fun simply ticks all the right boxes. If you are still unsure, try out the Steam demo, but for $8 this game is an absolute steal! 8.0 - Great: 8s are very impressive efforts in their genre, with just a few noticeable problems holding them back. They won't astound the most discerning players, but they are worth everyone's time and cash.
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Fairy Bloom Frieza doujins incoming.
I'm going to go ahead and admit that when I first heard about Fairy Bloom Freesia, I wasn't all too thrilled. Not because it was about fairies or anything, but because it was a doujin attempt at a beat 'em up. This isn't to s...


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