Showing posts with label Agatsuma Entertainment. Show all posts
Showing posts with label Agatsuma Entertainment. Show all posts

Thursday, October 31, 2013

A few quick-and-dirty impressions of Sayonara Umihara Kawase

Those of you who read this post the other day probably noticed the bit at the end about how I've already put some time into both Pokémon X and Sayonara Umihara Kawase since my Pokémon Center 3DS LL arrived on my doorstep.

Would you believe I've played more of Sayonara Umihara Kawase than I have Pokémon X? Well, even if you don't believe it, it's the truth.

Now, I haven't experienced so much of the third entry in the vaunted Umihara Kawase series--which, as you've hopefully heard by now, will hit the North American 3DS eShop in early 2014 as Yumi's Odd Odyssey--that I'm ready to fully review it, but I've experienced enough of it (a couple of hours, I would say) that I'm more than ready to share a few early impressions of it. So, here they are:



* If you're looking for a "looker," you'd better look somewhere else--That's a long (and rather stupid, I have to admit) way of warning folks that this game is pretty darn ugly. And this is coming from a guy who generally doesn't care how attractive or unattractive a game is. I think my negativity in this case stems from the fact that I like the visuals of this game's two predecessors. The good news here is that if you're anything like me, your hatred of Sayonara's graphics will soften fairly quickly (due to your enjoyment of the rest of the game, of course).



* I'm not so keen on being forced to use the 3DS' d-pad to control ol' Yumi--I understand that the d-pad's probably more accurate than the circle pad when it comes to controlling this 3DS title's oddly busty protagonist, but would it have killed the developers to allow us to come to that conclusion on our own? As it stands, I often feel like I'm fighting the controls (those set to the uncomfortably located d-pad, specifically) as well as each level's slippery platforms and enemies--something I never (or rarely) felt while playing the first two Umihara Kawase games on the Super Famicom and PlayStation, respectively. (UPDATE:  I just discovered that you can enable use of the 3DS' circle pad within the game's settings menu. And guess what? I much prefer using it to the system's d-pad--while playing Sayonara, at least.)



* It may look all cute and cuddly (if also kind of ugly), but this game will kick the crap out of you--Granted, that should come as little surprise to anyone who's played, or even heard of, the previous entries in this strangely titled series. If you're an Umihara Kawase virgin, though, you may be shocked to discover just how difficult this version can be. My suggestion: just go with it. Embrace the fact that dying in this game is like gaining "1-ups" in a New Super Mario Bros. title and you'll enjoy it a whole lot more, I say.



* Despite all of the above, I'm still having a blast with Sayonara--While playing this game's fifth stage the other day, I must have died about 15 times (if not 20). Sometimes I died after nearly making it to the stage's exit, sometimes I died just a few steps from its start point. After each and every death, I let out a surprisingly hearty guffaw given the situation at hand.

To me, that last bit is all you really need to know about Sayonara Umihara Kawase. Yes, it makes some of Ubisoft's shovelware look like masterpieces in the graphics department (OK, so that's probably going too far), it can be awkward to control and it's often tougher than a two-dollar steak, but it's also totally unique and an awful lot of fun.

As such, at the moment I'd highly recommend it to 3DS owners who yearn for something new and different and who aren't afraid of a stiff challenge--especially should it arrive on the eShop carrying a $20 price tag, as has been rumored.

See also: 'Guess what the mailman just delivered? (Hint: it's a Japanese 3DS game and its title begins with Sayonara and ends with Kawase)'

Wednesday, July 03, 2013

(Mini) Manual Stimulation: Sayonara Umihara Kawase (3DS)

Late last week I published a "Manual Stimulation" post devoted to this game's predecessor, Umihara Kawase Shun for the original PlayStation.

That game's manual, as you may remember, was just over 30 pages in length. How does that compare to Sayonara Umihara Kawase's? Take a look for yourself:



Yep, the scans above and below are the extent of this import-only (for now, hopefully) 3DS title's instruction "manual."

I know things could be far worse--publisher Agatsuma Entertainment could have simply included a slip of paper directing players to the game's digital manual--but I still wish they'd decided to give us something a little meatier.



That said, I'd be lying if I claimed I was upset about having to scan just two pages rather than 30 or so for this particular "Manual Stimulation" installment.

See also: 'Guess what the mailman just delivered? (Hint: it's a Japanese 3DS game and its title begins with 'Sayonara' and ends with 'Kawase')'

Tuesday, July 02, 2013

Guess what the mailman just delivered? (Hint: it's a Japanese 3DS game and its title begins with 'Sayonara' and ends with 'Kawase')

Oh, and stuck between those words is "Umihara."

Still scratching your head? No worries--the delivery I'm talking about in the header above is the copy of Sayonara Umihara Kawase I ordered (from AmiAmi) a few months ago.

Actually, the delivery included a copy of the game--the long-awaited 3DS-based follow-up to Umihara Kawase (released for the Super Famicom back in 1994) and Umihara Kawase Shun (first released three years later for the PlayStation)--as well as the game's original soundtrack.

Speaking of which, the photo below showcases both the game's and the soundtrack's cover art (although I guess it does a better job of showcasing the latter's).


Thankfully, I snapped a few close-up shots of the game's cover art, too. One example can be seen below.



I took a photo of the back of Sayonara Umihara Kawase's case, too, just in case any of you are curious about it.



Oh, and here's a shot of the back of the soundtrack's case:



Not impressed? How about the following one, which shows off the interior of the soundtrack's case as well as its CD?



Finally, I know the photo below--of Sayonara Umihara Kawase's cartridge--isn't the best, but I decided to use it anyway because it's hardly the most thrilling example of 3DS cart-label art.


Something I didn't capture with my trusty digital camera: this game's instruction manual--or, rather, its "instruction pamphlet" (if it can even be called that).

Don't fret if  you were hoping to get a glimpse of that here, though, as I'm planning to highlight it in a post that'll be published tomorrow morning.

See also: 'Manual Stimulation: Umihara Kawase Shun (PlayStation)'

Friday, April 12, 2013

Let's Play: 'Which Box Art is Better?' (Umihara Kawase edition)

Now that Sayonara Umihara Kawase's box art has been unveiled (I came across it yesterday on NeoGAF), I thought it would be a good idea to dedicate a "Which Box Art is Better?" post to this vaunted series of platformers.

Before we get to the cover art that's been created for the newest Umihara Kawase title, which will be released this summer for the 3DS, let's check out the covers that came before it.

For starters, here's the illustration that was used on the original Super Famicom release (which hit the streets in Japan all the way back in 1994):



Three years later, Umihara Kawase Shun was released for the PlayStation, with the following piece of art gracing that version's packaging:


Strangely, Umihara Kawase Shun features between-stage commercials for a company called Mitchell. They were replaced (with pieces of illustrator Toshinobu Kondo's artwork) in a "Second Edition" of the game that saw the light of day in 2000. Here is that iteration's box art:


Fast forward eight years and you encounter Umihara Kawase Portable, a supposedly bug-riddled port of Umihara Kawase Shun:


That was followed a year later by Umihara Kawase Shun Kanzenban, a DS cart that contained both the Super Famicom and PlayStation titles as well as a handful of additional stages. Thankfully, it's reported to be bug-free.


Finally, we come to the recently announced Sayonara Umihara Kawase, a full-on sequel that's being developed by the same folks who made the series' initial offerings. Its cover art can be seen below.


Which piece of Umihara Kawase box art is my favorite? The one produced for the original pressing of Umihara Kawase Shun, no question. That said, I'm also pretty fond of the covers made for the Super Famicom and PSP releases.

I'm not much of a fan of Sayonara Umihara Kawase's cover art, sadly. It's by no means terrible, mind you, but it's also kind of boring--in my opinion, at least. Of course, all of the creations seen above are variations on a rather ho-hum theme, aren't they?

Now that I've had my say, what do all of you think? Do you prefer one example of Umihara Kawase box art over another?

See also: previous 'Which Box Art is Better?' posts

Monday, April 08, 2013

Not-so-new Bravely Default, Fantasy Life and Sayonara Umihara Kawase news

I say not-so-new in the header above because all of the information included in this post was revealed a few days (or more) ago. Although I wasn't able to mention it here when it was fresh for a variety of reasons, I thought I'd do so now.

For starters, it seems more likely than ever that Square Enix's Bravely Default: Flying Fairy and Level-5's Fantasy Life finally will see release outside of Japan.



In regard to Bravely Defaultsiliconera.com revealed last Wednesday that during the recent Game Developers Conference in San Francisco, "multiple trusted sources" confirmed that the thus-far-Japan-only 3DS RPG will be localized for English-speaking audiences. As for Fantasy Lifethe same site reported on Tuesday that Level-5 has filed a U.S. trademark for the Animal Crossing-esque title (also for Nintendo's latest dual-screened handheld system).

Sadly, neither game has officially been announced for European or North American release, although it now seems likely that news will be shared sooner rather than later.

In other not-so-new 3DS news: the folks prepping Sayonara Umihara Kawase (it'll hit Japanese store shelves sometime this summer) unveiled the following trailer for this eagerly anticipated platformer on Friday.



Not to be a Debbie Downer, but I find it kind of disappointing. I know the Umihara Kawase games that were released for the Super Famicom and PlayStation (and later ported to the PSP and DS) could hardly be considered "lookers," but I think they were far more attractive than what's on display in the video above.

That said, I'm planning to follow through with my pre-order of this 3DS title and I'm also feeling hopeful that the team behind the game will make sure it plays better than it looks.

Are any of you excited about any or all of the above-mentioned news nuggets? If so, which ones--and why?

(Video via tinycartridge.com)

Wednesday, June 13, 2012

Let's Play: 'Which Box Art is Better?' (Code of Princess edition)

I have extremely fond memories of playing through--or at least trying to play through--Treasure's Guardian Heroes back in the day. As such, I sat up and took notice of Agatsuma Entertainment's eerily similar 3DS-based brawler, Code of Princess, after reading that it was developed by some of the same folks who made the aforementioned Sega Saturn classic.

Another piece of news that prompted me to sit up and take notice of this, er, "bosomy" beat 'em up: Atlus has decided to localize and release it in North America sometime this autumn.

Will the art below actually grace the covers of North American copies of Code of Princess when they hit store shelves later this year? I kind of doubt it, but I'm going to suspend my feelings of disbelief for the time being so all of us can enjoy another round of "Which Box Art is Better?"

For those of you who are game (pun intended), here's the cover art that's been released--but not confirmed to be final, as far as I'm aware--for the North American version of Code of Princess:


And here's the box art that was created for the game's Japanese release:


As for which one I prefer: Well, I'm sure some of you (perhaps many of you) are going to disagree with me, but I like the Japanese cover more than its North American counterpart.

Sure, the former is a bit crowded and cacophonous, but I like that it features a number of characters and quite a bit of color. I find the latter, on the other hand, to be just a bit too straightforward--especially for such a crazy title.

How about you guys and gals? Does the more balanced North American art give you goosebumps, or does the jumbled, messy Japanese art make you jump for joy?

See also: Previous 'Which Box Art is Better?' posts