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10:00 AM on 03.26.2014

Japanator's Spring 2014 Anime Preview Guide!

Spring hasn't really sprung for me in my neck of the woods yet, but it's officially the season of flower buds and abundant sunshine, no matter what my thermostat says. Fortunately, even if I have to wait a while for warm, bea...

Karen Mead


Xbox Live Gold 55% Off at Paypal's Spring Gaming Sale

The 5th week of PayPal's Spring Gaming Sale is here! :

Get a 55% discount on a 12-month Xbox Live subscription, 85% discount on Call of Duty: Black Ops 2, and 75% off on Worms Ultimate Mayhem! Cyberpunk lovers can buy Deus Ex: Human Revolution for €1.99, fans of long range combat can try their skill in Sniper: Ghost Warrior for €1.99. Gamers can also kindly support Save the Children charity event and get Rogue Legacy for donations over $3.5.
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Preview: Cloudbuilt photo
Preview: Cloudbuilt
by Brittany Vincent

I don't like hand-holding. Sometimes, I want to jump in and make my own mistakes. I don't want the safety net of a checkpoint or the illusion of control afforded to me by objectives. Perhaps that's why, even in games like Mirror's Edge that so meticulously attempt to recreate the feeling of weightlessness and freedom afforded to those interested in parkour or free-running, I feel tethered to the idea of getting from point A to point B. Cloudbuilt is an intriguing riff on these ideas that doesn't encourage nonviolent combat or "alternate routes" to a target a la Assassin's Creed. It's not operating under some grandiose pretense or attempting to weave an unforgettable narrative, It's just you, the sky, and a delicious dose of speed. 

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Import Preview: Puyo Puyo Tetris photo
Import Preview: Puyo Puyo Tetris
by Elliot Gay

Those of you who follow me on Twitter have probably read my tweets hyping up Sega's new crossover puzzle game, Puyo Puyo Tetris. A few folks have expressed confusion toward my excitement, going so far as to wonder if I'm just being sarcastic.

The reality is much more simple than that.

Puyo Puyo Tetris has kept me glued to my Vita screen for over 20 hours at this point. It's just that damn good.

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Japanator's Winter 2014 Anime Preview Guide! photo
Japanator's Winter 2014 Anime Preview Guide!
by Josh Tolentino

As the year draws to a close, it's time to think about all the Japanese cartoons you'll be watching next year. That's right, folks, it's Japanator's Winter 2014 Anime Preview Guide! We're here to deliver the preliminary word on the latest - and potential greatest - Japanese cartoons of the next quarter and beyond!

The season is packed, so there's a lot to look forward to, so read on to see our big pile of trailers, teasers, and snap judgments, as well as seeing just who on Japanator's staff will be taking on coverage for our regular Annotated Anime recaps! And don't forget to tell us what you're anticipating this winter in the comments!

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An artbook preview just for Luka Megurine's biggest fans photo
An artbook preview just for Luka Megurine's biggest fans
by Kristina Pino

UDON Entertainment have revealed a nifty 12-page preview of an artbook featuring the lovely Luka Megurine all by her glamorous self. This artbook comprises over 150 illustrations on 96 pages created by over 35 artists, and it's available for you to purchase right meow.

The book's cover is metallic and the pages are 8.25" x 11.75". It does indeed look like a fab release for fans and perhaps even an ideal holiday gift. I only took one photo (besides a crop of the cover art) from UDON's site for this post, so be sure you click through to their blog to see the full preview. Just make sure you hide your wallet before clicking.

That being said, this book was released last month and its listing on Amazon is a fair bit below MSRP at the time of writing, so now's a great time to pick it up if you're going to.

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Japanator's Fall 2013 Anime Preview Guide! photo
Japanator's Fall 2013 Anime Preview Guide!
by Josh Tolentino

The fall anime season just kicked off, and you guys need to know who's covering which shows for Annotated Anime. Here at Japanator, we like to imagine that you base your viewing decisions strictly on which of your favorite staffers is taking up coverage duties, so clearly this is mission-critical information. Also, if you still haven't decided what to watch because you're a terrible procrastinator, here's our preview of some of the most notable shows on the slate for this season.

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TGS 2013: Jumping in with J-Stars Victory VS photo
TGS 2013: Jumping in with J-Stars Victory VS
by Elliot Gay

It wouldn't be a stretch to say that nearly three quarters of Namco Bandai's Tokyo Game Show booth is composed of Shonen Jump games. 

Perhaps the biggest of the bunch is J-Stars Victory VS for the PS3 and the Vita. A four player versus game, J-Stars takes a bunch of characters from the past and present of Jump and throws them together in destroyable environments. Sadly, I wasn't able to play with other people, so my 15 minute demo was against three different CPU players. 

My immediate impression upon sitting down with the PS3 version of J-Stars is that while it certainly doesn't look bad, it almost feels like it was developed for the Vita first and the PS3 second. On the flip side, energy blasts are colorful, and the fact that environments can take visual damage does a lot to spice things up. I was playing as Goku, so using a kamehameha blast to toss my opponent through a building felt especially satisfying. The controls reminded me a lot of the Gundam VS series, with a dash button and multiple attack buttons that when pressed together produce different kinds of attacks. 

Each player can select a sub-character that supports you in battle when you press L2 (I might be mistaken about the button). In my case, I chose Luffy, who would dash out ahead of me to attack my opponent, leaving him open to further follow-up attacks. It was messy and frantic, but a ton of fun, especially when you have four fighters on the field throwing out support characters every which way.

One concern I do have is the camera and its tendency to get lost when the action goes close quarters. Any time I found myself up against a wall, I had difficulty tracking my character. It only got worse when I was under attack, and the target I was locked onto was moving around further confusing the camera. These are problems I'm familiar with through the Gundam VS series, so I'm not all that hopeful that this'll be fixed before release. 

That being said, I can see J-Stars being a popular game in groups of people. It's fun, the controls are fairly simple, and there's nothing like seeing Goku and Luffy butt heads with Yusuke Urameshi and Kenshin. 

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TGS 2013: A look at Tales of Symphonia Chronicles photo
TGS 2013: A look at Tales of Symphonia Chronicles
by Elliot Gay

I didn't exactly have high expectations for Tales of Symphonia Chronicles, but it still somehow managed to miss them by a long shot.

First, I have a confession to make. I've never actually played past the first two hours of the original Tales of Symphonia. At the time, it just failed to sink its hooks into me, and I found myself gravitating toward other RPG experiences over on the PS2. As somebody who eventually became quite the Tales fan, I've always been meaning to go back to Symphonia and give it a real shot. I figured the Chronicles HD re-release would be the perfect way to do that.

In the past few years, we've had some truly fantastic HD re-releases. The most recent, Kingdom Hearts HD 1.5 Remix, did a great job of updating the visuals and sound without losing what made the original game so great. The fresh coat of paint really did a lot to make the experience feel brand new again. There are very few excuses for lazy HD ports nowadays, which is why Symphonia Chronicles makes me so sad.

I sat down with Tales of Symphonia for about ten minutes, and I couldn't help but constantly find myself shocked by how poor the game looked. I don't mean this on an aesthetic level either. It felt like the game had been poorly up-resed. Textures were blurry, it seemed like there was no anti-aliasing, and I'm fairly sure I've seen Symphonia look fantastic in Dolphin on high spec PCs. As it stands, folks hoping for a new experience with an old favorite might want to temper their expectations. The new PS2 content and a stable framerate certainly make it worth taking the dive, but don't expect a whole lot else.

There's still a bit of time before the game officially launches though, so hopefully they iron out these kinks before then. 

My fingers are crossed.

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TGS 2013: Partying with Sengoku Basara 4 photo
TGS 2013: Partying with Sengoku Basara 4
by Elliot Gay

I've never been much of a fan of Koei's Dynasty Warriors series. That isn't to say the appeal is lost on me; the idea of smashing through hundreds of weak soldiers has always been an exciting one. I suppose in my case, DW just seemed to take itself too seriously.

Enter Capcom's Sengoku Basara franchise. A rewrite of the Sengoku Era of Japan, SB is ridiculously over the top, featuring absurd redesigns of famous Japanese historical figures that may or may not include giant cyborgs. I remain convinced that Sengoku Basara actually takes place thousands of years in the future.

No, I'm not crazy.

In a year without a big Monster Hunter-like title being premiered, it's not an understatement to say that Sengoku Basara 4 has definitely been getting a whole lot of attention. It's Capcom's most lavish booth by a long shot, and it's clear they're putting a lot of marketing power behind it. The lines were never super long, but they were consistent. Sengoku Basara has always appealed to a large range of people, and it looks like the forth game is set to continue that tradition.

How does the game itself play? I had the opportunity to spend 15 minutes with it, and decided to play as newcomer Ii Naotora, voiced by the always incredible Maaya Sakamoto. As expected, her attacks are slow and methodical, as she wields a huge sword that has an incredible long start up time. Using her heavy attack multiple times gets her spinning, which in turn helps her to send opponents spinning into the air like a tiny tornado. Her style of combat is a nice move away from the more agile female characters from previous games; Ii is a tank.

For the most part, the Sengoku Basara formula seems to be unchanged. You make your way to different areas on the map so you can take down generals and reclaim spots. There are plenty of little UI differences that do a lot to make the whole experience feel much more polished, but overall, if you liked Sengoku Basara before, I don't see that changing any time soon.

There is one massive change that I think long time fans will be fond of. The supporting character you bring with you into battle can now be ordered to attack certain areas. With the click of a button, you can send your pal to the enemy in front of you even while you hammer on baddies. I foresee a lot of cool situations in which you sandwich a tough boss between the player and supporting characters. 

Are you ready to party?

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TGS 2013: Hands on with Geist Crusher photo
TGS 2013: Hands on with Geist Crusher
by Elliot Gay

Capcom's latest attempt at capturing the hearts and minds of Japanese children comes in the form of 3DS action game, Geist Crusher.

Developed by Treasure, makers of many a classic video game, Geist Crusher is a 3rd person action brawler that allows players to switch between three different forms throughout battle. Armor mode sees you using your fists to plow into enemies. The second mode changes your armor into a weapon, and the third mode sees the player character turn into a giant monster of sorts. 

My initial take away from the demo at TGS was that the combat feels very much so like the product of Treasure's developers. It's fast and flows well, letting you switch between attack forms quickly, allowing for more interesting combo strings. The problem is that there's little to no exploration. Levels are little more than running to the next battle that's a few feet away. While the combat is fun, I'm concerned that it won't hold up as a long lasting experience.

Capcom is trying to position Geist Crusher as its next big franchise, given the multimedia push they're giving it. The game features over 100 Geist creatures, meaning that there are more than 100 different armor sets you can unlock. Additionally, the game comes with a cover that can be placed over your 3DS. When you purchase actual Geist toys, you can then attach them to the 3DS cover, and it will read the barcode and download a new Geist into your game to extend play. The whole idea reminds me a lot of Skylanders, but the gameplay end worries me. It certainly doesn't help that Geist Crusher isn't a particularly great looking game.

I was personally hoping to come away surprised like I did with E.X. Troopers last year, but sadly that wasn't the case. I'm a huge Treasure fan, so I can only cross my fingers that they figure this game out before it releases. 

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TGS 2013: Hands on with Sen no Kiseki photo
TGS 2013: Hands on with Sen no Kiseki
by Elliot Gay

Despite the fact that Falcom's latest JRPG, Sen no Kiseki, is hitting store shelves next Thursday, I couldn't help but hit the lines to play the demo here at TGS.

For those of you unaware, Sen no Kiseki is the sixth game in the mainline Kiseki series. The first game in the franchise was translated by XSEED Games as Trails in the Sky, and its sequel is set to hit PSP/Vita/PC sometime next year.


The TGS Sen no Kiseki demo starts in the thick of the action, with a playable party of Rean, Laura, Professor Sara, and Gaius. Story-wise, the section seemed to take place during a major event in which the entire cast of main characters had assembled to fight some mechanical beasts that should be familiar to series fans. I was pleasantly surprised to find that these sections were completely voiced, though I was told that only chunks of the game will be that way.

The meat of the demo came in the form of the battle system, which is at once familiar and fresh feeling. The familiarity comes in the form of the basics, such as the use of artes, skills, and free movement around the battlefield. These elements worked well in previous Kiseki games, and Sen is no different in that regard. Follow-up attacks are a new addition to the formula, allowing one of your other characters to attack the enemy after you deal damage. I couldn't get a sense of how this extra move is triggered, but it happened frequently enough in the demo that it's more than likely not random.

Visually speaking, I was actually surprised by how good Sen no Kiseki looks on the Vita. Screenshots and online video haven't really done the game justice. It appears to be running on a modified version of the Ys 7/Celceta engine, which means movement on the field feels smooth, and the framerate held steady. My singular concern here is that load times seemed to run a bit long. One of my favorite things about prior Kiseki titles is how snappy everything ran, and I'm hoping that this is just an issue with the demo units rather than the full game.

I was only able to play for five minutes, but in that brief period of time I heard a myriad of fantastic Falcom music tracks that lead me to believe that Sen no Kiseki will have a spectacular soundtrack. 

I'll be grabbing Sen no Kiseki for the Vita next week, so expect more detailed impressions then.

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Little Busters! returns with a bonus episode photo
Little Busters! returns with a bonus episode
by Chris Walden

It's been quite some time since we last saw the colourful members of the Little Busters, but not to worry, as they'll be returning in a previously unaired bonus episode. There's a catch, however, as you're going to need to buy all nine first edition volumes on either DVD or Blu-ray, then mail off the special vouchers that come with them.


However, there'll be plenty of baseball fans out there that'll be more than happy to oblige, so look out for this episode sometime after August 28th when the ninth volume of the anime finally hits stores. That should tide you over until Little Busters! Refrain begins airing in October, at any rate.

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