NieR: Automata Is Gaming’s Greatest Work Of Art

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Yoko Taro, the team at Platinum Games and Square-Enix may have created a true work of art in NieR: Automata.

NieR: Automata, published by Square-Enix and developed by Platinum Games, is the second entry in the NieR timeline of the Drakengard (or Drag-on Dragoon) games. In the month of being released, it has sold over 1 million copies and has gained a considerable cult following in the gaming world. But what is quite remarkable about this title isn’t its sale stats, or how good of a game it is, it is that it is truly the greatest argument that video games can be taken as a serious art form.

Much like most people, I went into NieR: Automata not knowing much about the game and its history at all. On the recommendation of a few friends that are fans of the franchise, and Platinum Games’ good name in making memorable action titles, I opted to pick this gem up only if I could find it a significantly reduced price due to some of the heavy criticisms of the previous entries in the franchise. Namely, those in the Drakengard portions of the series. I had previously tried to play the first game but dropped it after an hour due to how amazingly terrible it was.

Fortunately, I was able to find Automata at an amazingly reduced price on Green Man Gaming (with their sign-up promotion, combined with a further 5% off voucher I found on Google), and bought it on the spot. I have to say that I went into this expecting a terrible game with solid action mechanics. Instead, I was– quite simply– drawn into this remarkable world with truly memorable moments, characters, and of course, immense pain and suffering.

How is it that a video game could make a person feel so much emotion? I’ve never played an action game, an RPG, or any kind of game really, that literally made me cry on more than one occasion. I’m not the type to be drawn into a horror game, I don’t usually connect to a protagonist in an RPG, and I can watch guts splatter across a screen and not even bat an eye. Yet here I was, drawn into the incredibly human story, ironically told using robots and androids, that made me genuinely feel for the characters and the scenario.

To really examine this, I want to talk a bit about my experiences playing the game, so this may contain some spoilers for people that haven’t played it. Not that they make a difference, this is a game that somehow works well even if you’re expecting certain things to happen. What you read kinda just sits in the back of your mind while you’re playing and somehow makes the pain worse. It’s kinda interesting.

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The Route A Discussion

The game opens with you taking control of a hardened combat android with the looks and graces of a gothic lolita ballerina. Her name is 2B and is she is a sexy badass. With twin-swords in hand, she mercilessly wrecks enemy machines that, at first glance, just seem like brain-dead mooks… much like in any other video game. However, by the end of the opening level, you’ve met and seen killed her companion android, a shota-styled boy named 9S.

What’s interesting about their relationship in this opening level isn’t that they are partners, it’s the hints that there is more behind them two than the game lets on. While playing this opening level, it is as though both 2B and 9S have met for the first time in their relationship. You can tell that this is so from how 9S introduces himself to 2B, and that while he tries to build a level of camaraderie, 2B rebuffs his advances by being incredibly cold. “Emotions are prohibited,” she tells him.

What’s interesting here is that by the end, she is crying over his broken body and is willing to sacrifice herself alongside him for the sake of the mission, almost as though her actual emotions for the android boy, whom she had just met, had been developed over a much longer period. Somehow, watching their bond grow over the course of the level makes the end moment strong, but when you consider the implications more in-depth and take into account that not many people on their first meeting would feel so strongly, it becomes apparent that there is much more to their relationship which makes it more sad, because it means that at least one of them is hiding something.

While this opening moment wasn’t the strongest in impact, it set the tone for the game in that it may not just be the action game that people were expecting. Of course, we had all seen cheap emotional moments in action films and the like, so it was still possible that this would just be a slightly perverted action game, considering the looks of the seeming main character and her finely shaped booty. So, it wouldn’t have been too bad if the title was just explosions and cheap romance. But no… it definitely isn’t that at all.

One of the things that the game slowly builds you into is that these machines that you took for faceless mooks may not actually be as faceless and mooky as you thought. As you progress through the story, you meet various characters that at first seem a little strange and out of place. Slowly though, characters like the machine, Pascal, become more like caricatures of human emotions that really start to play on your own thoughts. After a while, and after being thrown into intense situations, these machines feel more like people than even 2B or the other androids.

It’s not just side-character variant machines like Pascal and his family in the forest, and their tragedy, that makes you feel. As you progress through the game, you are consistently increasingly barraged with the cries of the enemies you encounter and destroy. At first the machines don’t do much, they just kind of stare blankly at you until you mercilessly slaughter them for experience points and loot, as, after-all, it’s completely justified murder for they are your mortal enemies in an endless war. However, they eventually do start to talk, and it becomes apparent that many of them feel a familial bond with each other that you have have walked into and destroyed.

This theme really becomes apparent once you enter a desert boss fight with two machine-made androids named Adam and Eve. When you first enter the zone that they are found in, you will notice some rather interesting robots. At a glance, they are your usual faceless mook types, but if you pay attention, you can clearly see that they are trying to breed with each other. As in, they are mirroring the way humans breed. What’s interesting here is that they all do manage to combine and give birth to new beings in Adam and Eve. Through these two characters across the story, we can see a human face to put onto the machines and the pain that they feel having been invaded and destroyed for a war they have long forgotten as pointless.

All the while the world is constantly bombarding you with these messages of painful feelings, you have 2B and 9S’ relationship slowly growing along too. At some point, you don’t quite realise when, you’ve become attached to the two of them as a team. Maybe it’s because humans naturally bond over time and this is reflected in games where you are partnered up. After-all, I became solidly attached to Quiet in Metal Gear Solid V as well, simply because I used her as my main companion. Perhaps the team making the game were kind of aware of this phenomenon, and with the hints of a building relationship, were able to create a stronger image in the mind of the player.

It seems like everything in this game is timed to be reached at the perfect moment to create distress in the player themselves. For example, in a battle with the previously mentioned Adam and Eve one is killed by the player. This sets Eve off to become a murderous and homicidal machine hellbent on taking revenge for his deceased brother. Unlike in other games though, you can somehow feel Eve’s immense pain. This is possibly due to how the times you’ve seen them have been quite charming despite them being caricature villains. It seems as though they may be a parody of over-the-top pretty boy bad guys. This is exemplified through Adam’s kidnapping of 9S after an emotive and extreme battle.

I don’t know why, but not having 9S there really affected me. It was as though I had lost half of myself after that fight. I wanted 9S back, not because it is right to rescue a comrade, nor because the game was telling me it was what I was supposed to do, but because I genuinely wanted him back to satisfy my own ego. It was lonely without that shota, and I’m not even into that stuff. Adam was gunna be murdered, because he stole my shota from me. And he was. It was very self-reflecting, particularly how the game talks about this very issue as you are fighting him.

After all of this buildup over time, you aren’t just playing a game anymore. The game is pecking at your subconscious, making you consider the actions that you’re taking. Yet, you don’t want to stop. For some reason, you want to continue fighting these machines, you want to uncover the truth behind the world, you want to save your android friends and protect humanity. Even as the cries of the machines that you slaughter play in your subconscious. This is particularly true when for when you reach the forest zone for the first time.

You learn that these Forest Kingdom machines had separated themselves from the machine network long ago and started their own kingdom. When you first hear about them, they are made out to be bad guys and so you are justified in killing them by your friend, Pascal, the caring and nurturing machine that is a clearly a guy with a womans voice. He states that they have been harassed by them in the past and have built a gate to separate themselves from the kingdom. And so, because of this, you feel justified in your killings. As flimsy as a justification as it is, it is enough to feel okay with going on a killing spree against them.

What’s shocking here is that they see you as the invading force when you enter the forest. They just want to be left alone and are willing to defend their kingdom to protect their family with their lives. The voice acting for these machines, particularly in the Japanese language, can get downright distressing. These machines don’t just give stock lines, the voice actors really go so far as to even want to do look more like they actually have something to fight for. This sound of genuine distress in some of the machines is quite off-putting the first time you hear it. You start to consider if maybe a killing-spree isn’t the wisest choice of action. And then you kill them all anyway for experience points and loot because they’re game monsters and you justify it to yourself that way.

After a bit of a climb, you discover some interesting things about them that make you feel rather bad for the slaughter. But you consider also, they tried to kill you. They had been harassing Pascal. It is okay to murder them. Are humans really such easy monsters to create? We can take a flimsy excuse to kill something and just roll with it.

In this initial run with 2B, you really only see the surface layer of what you’re seeing, doing and hearing. This reflects 2B’s action oriented nature of putting feelings below, or behind, the job at hand. She is a killing machine designed to murder these machine lifeforms and not feel anything about it.

However, much like the opening level of the game, the ending battle sees her once again lose her one and only companion 9S. She can’t withhold the feelings that she has for the android, and as an audience, we identify 9S as a companion of our own and we feel similarly bad for his eventual passing. Then suddenly it’s End of Evangelion tier suffering, but with a bright and bittersweet ending that has so much cheese that you can’t help but feel happy to see 9S’ memory live on.

And then after the credits roll, you do it all over again, but this time from the perspective of 9S. The character you have come to care about the most through a single playthrough of NieR: Automata. This time around though, it’s not just the exact same game but with a different character, it’s a similar game as told through the eyes of a completely different person.

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The Route B Discussion

9S, due to his function as a Scanner and not a Battle type of android, sees the world much differently to the way that 2B does. And we see this as early as the opening level of the second playthrough. 2B’s playthough was designed to be a cursory glance at the world and its themes. These are conveyed to the player in passively through the guise of meaningful interaction in combat. Unlike 2B and her two swords, 9S is much worse at direct combat but has the ability to plug himself into the minds of enemy robots. So, he sees and hears things that 2B cannot, and this second playthrough acts as a reinforcement of the themes felt only on a cursory level within the first playthrough.

You know that this is the case as immediately on the second route of this game, you already see the kinds of deep relationships between the machines within the first few seconds. Instead of the high-octane action sequence found in 2B’s run, you instead start the game at the slow pace of a machine that has lost his brother to scrap. As the player, you control this robot as you try to repair your brother in futility. Once you take control of 9S, he sees this and remarks on how dumb it is. But you, as a player, probably can’t help but feel the opposite of 9S. You feel as though he is a bit of an ass, but yet, you know this can’t be the case as you previously tried so hard to save him.

This kind of sequence plays into another level of themes that are introduced into this playthrough. It’s that not every character is as they seemed the first time around. You get that extra small look into matters and characters that you didn’t as 2B, and it really conveys more appropriately the level of complexities that actual characters have. This isn’t to say that all characters are the opposites of themselves in comparison to the first route, but, there is just that tiny bit of additional info that gives more depth to what you’ve just seen previously.

Gameplay-wise, the story advances the same way as it did in the run of 2B, but what really makes this run exceptional is all of this bonus content as 9S. Throughout 9S’ run, you’ll be treated to additional dialogue from each enemy that further enforces their humanity, but it’s more than this. Each level has a kind of backstory that was unseen the first time around.

These backstories are told in the form of short cartoons that set the background for what you’ve seen before. Even more, while it’s not made apparent if 9S is directly seeing these due to his abilities, or if they’re being forced onto him, he (and by extension, the player) are able to learn some rather chilling details about certain characters that they meet and kill throughout the game.

The most chilling example in NieR: Automata, in my opinion, is the opera singer boss, Simone. Her backstory begins when you enter the abandoned theme park level as 9S, and you get a small tale about how she would go through the motions of beautifying herself to appease an asshole bloke machine. What makes this most chilling though, isn’t the story itself, it’s that after you defeat her, you are given what seems like a snippet of her memories. Looking into the mind of another person is probably a horrifying ordeal in itself, but now, you’re being forced to watch how this warped machine came to be warped in the first place. She became vain in the hopes of wooing a man. She sacrificed and murdered many to attain her goal. And ultimately, it was all for nothing. Her beauty was just a mask. Behind it all was a truly monstrous character, hiding and beautifying herself to seem attainable.

She wanted so badly to create the image that she believed another wanted to see in herself. But truly, living to this ideal is a madness in itself. And through Simone’s actions, we can see the futility in working hard to achieve something, only for it to blow up in our faces at the end. What is left after that besides madness and depression? Her story is truly a reflection in the hearts of some humans, and even if you yourself are not like that, there are still parts of yourself you can ascribe to this story. Perhaps it is not vanity you were seeking, but the completion of a model, or some task at work, just something deep and personal to you that didn’t work out in the end. You could have ended up as Simone, murdering machines and androids as a coping mechanism. This reflection is most chilling indeed.

Nier: Automata’s use of extremes in emotion are often used to amplify the feeling a scenario. But, it never quite feels like the game is forcing you to think or feel a certain way about it. At no point does 9S remark on these images in an emotive way. At no point are you told that you should feel sadness, remorse, pity or any other kind of emotion. What you feel as a player, an observer and a participant in these scenarios is entirely your own personal response.

Each of the main missions that took place in the Route A playthrough with 2B has points like this within them while replaying them as 9S in the Route B run. These extra bits of information reinforcing each scenario that much more and putting so much more pressure on the player to consider things. It’s not just these scenarios on their own though, it’s the build-up of each one before it adding onto the next, as well as the passive information given from side-quests, overreacting enemies, and characters that you meet along the way that really amplify everything in your mind.

What’s most interesting about this mental buildup is that when you– playing as 9S– get kidnapped by Adam, are treated to what was going on to 9S mentally at the time. 9S, and as a result, you the player, are kind of mentally probed by Adam as a kind of torture. You’re not quite sure when it is that 2B will come to your rescue, but you’re also fighting for your own survival through a hacking minigame.

While this is not truly indicative of a struggle, it does massively convey the futility of trying to save yourself from your own mind while in captivity. Afterall, 9S is hacking himself in this scene. Adding onto this though, is Adams dialogue exchange with 9S. As the player now identifies with the android, the probing questions Adam throws his way also kind of plays on your own mind as a player too. To reinforce this in the strongest way, Adam’s final question to you “You wish to **** 2B, don’t you?” really does get into the players own head. A lot of people in forums believe the censored word is ‘fuck’, but the game uncensors that word in other areas. So truly, this final question pierces the players own mentality.

Much like in reality, 9S’ run is filled with finding small bits of information on the world, as well as the scenarios that the game puts you through. Similarly to 9S, we as people will never know the complete and true story of something. We can only judge and react based on the snippets of information made apparent to us. How we react to that is a reflection of ourselves really, and this is something that art does. It allows us to impose our own ideals onto something, and makes us truly reflect on them. 9S’ playthrough of the story achieves this well. And it is apparent right from the start of his run that this isn’t just an action game, it is going to be a work of art.

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The Route C,D and E Discussion

The third (and fourth) run of this game is the most important part of NieR: Automata as a work of art. It combines the feelings conveyed in both Route A and Route B and then makes you lose control of them. Everything that you’ve come to love and enjoy in this game crashes down around you. Everyone and everything that you thought you knew were lies.

The girl you worked so hard to save as 9S? Dead. The children of Pascals village you worked so hard to save? Murdered by machines and driven Pascal insane. The lovable 9S? Twisted by intense hatred for the girl that 2B sacrificed herself to.

It’s actually this character, A2, that serves as a point of stability for the player. It is through her eyes that we come to see how twisted reality has become. As a character that had previously been in control of her own battle against the machines, waging countless excursions to slaughter them, having the player take control of her puts her into situations she would have otherwise never seen another side of. In a way, it is due to the players will that we see character arcs end the way that we do.

The loving character, Pascal, is forced to find a new home for his family of machines after they are attacked in their village by warring berserk machines. As we, the players, have become attached to the loving Pascal and his family, we are saddened to see them attacked and slaughtered, and so we opt to help them find a new home. Unfortunately, they’re tracked down there too and attacked. It is here that we see Pascal and his pacifism finally pushed to its limits and he goes berserk himself. This is too strong a reflection of being pushed to the limits and something that we can all relate to.

But this relation is an opportunity for self reflection. Here we take control of Pascal himself and get to unleash our feelings upon the invading enemies. We feel completely justified in doing so, we’ve lost everything and these are the people responsible for it. Should they be allowed to live while the people we care about have died? No. Of course, different players will have different reactions to this, and it does truly make us question whether a persons ideals can suddenly be pushed to the side as long as it suits whatever justification we make for it in our minds.

After pushing our ideals aside and returning to check on the remaining children, we find that they too have been slaughtered. It is in this moment that we re-assume control of A2 and are given the choice on Pascal’s fate. If someone asks you to end their life for them, do you accept their proposal? What is the morality in erasing another persons memories? Or do you wash your hands of it all, you’ve done all that you can, and leave the person in pain behind to deal with their own problems?

These are the three solutions you are given to assist Pascal in his lament. Is there a right answer here? I don’t think so. I don’t think there is a wrong answer either. It is what it is: a painful choice given to us under completely relatable circumstances. I suppose that many of us would choose the option that we would like done to us in that situation. I personally walked away from Pascal the first time. It’s not my choice to make whether he lives or dies. He has to choose that for himself. Forcing someone else to choose your fate is completely unfair on them and puts them in a position that they never asked for.

This point in the narrative is interesting because it is a splitting point in the story. Players see the results of the world through the eyes of A2, but we can also switch to 9S at various points to get a look into his increasing despair. In my opinion, 9S is truly relatable as a character in this third arc. How would any of us react if the love of our lives was ripped apart in front of us? If given the opportunity to just unleash that sheer hatred upon the world, would we do it?

9S, in this part of the story, is the character that we want to be when we lose everything that we have. Actually, all of the prominent characters in this chapter are. But, as we control 9S, it is almost a catharsis to be able to just unleash upon the world, justified or not. Through 9S, we are given the opportunity to release all of our bent up emotions that are quite possibly just laying dormant in the back of our subconscious somewhere.

Or maybe for some of us, this is a really reflective opportunity to watch the results of what would have happened if we caved to our emotions and just let loose. After-all, every characters that does (including 9S), meets with a tragic fate when they do. Even more interestingly, we see 9S –and by reflection, ourselves– become much more like Eve, who we had only just killed for becoming out of control much earlier. Fittingly, 9S is able to receive the same fate at the end.

I could talk all day about scenarios and how they reflect on ourselves as players, and how deeply they affect us on an emotional level. But honestly, if you’ve played the game, you’ll know exactly what I mean already. So that brings me to the final point that I want to talk about, and that is how futile all of events in the game actually are.

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Revelations, Philosophy and the Meaning of Life

Eventually you will learn the exact reasons for the war of the machines and the androids. Why it has been going on for as long as it has, and even, the truth behind the player characters themselves and their place within the world. It is not a pretty revelation, it is actually quite depressing. And even so, these characters have no idea and simply make the most out of their tortured life and find meaning within themselves and each other.

The revelation that spins everything onto its head is that the androids had long since the won war against the machines, but had kept them alive as a method of retaining a purpose within their lives. Without the purpose of protecting the last of the humans, another falsified idea, they found that androids simply stopped functioning. And so, they manufactured a prolonged war in order to keep their own race alive. What’s interesting here is that after events of so long is that the machines eventually evolved more human traits and were able to reclaim ground against the androids. It seems that they were also keeping the androids alive to keep an ongoing enemy to force their own evolution.

This points to many philosophical questions about the meaning of life, the purpose of a collective people, and the purpose of the self. If it is your job to kill all the machines to protect humanity, is it right to continue fighting once it is revealed to all be a sham? If your very existence relies on a perpetual enemy, do you not just simply create more pain for yourself and others? These questions, and more, are things we ask ourselves from these revelations. We see the futility of the war through the characters in the game, which casts everything with yet another light.

Finally, at the end, you are given a choice by the revived Adam and Eve about joining a machine ark on a voyage into the stars. To start again and find a new purpose in life. Is it right to carry this war to another world? Should you stay behind to die and finally end the cycle? Or does your life have meaning as long as you have someone to share it with?

I believe that this is one of the core aspects of NieR: Automata. You need to rely on yourself, but also, you need to rely on meaning and purpose given by others. This meaning is exemplified through the end credits of the game in the final E ending. You are given the task of fighting a bullet-hell style shooter against the end credits, often being curb-stomped by the Marketing and PR department (surprise!) until you are given the option to accept help from another players data. It is okay to try to do things alone, but often, life is easier and more meaningful with another person there.

And, before doing this final battle, you are given the option to make someone elses ending experience that much more meaningful by sacrificing your own save data so that they might succeed. Sometimes, we all need someone to give us that helping hand in life. This ending sequence really does drive this point, and I believe one of the main points of the game, home.

A game as reflective and philosophical as NieR: Automata, in my opinion, couldn’t be any less than a true form of art. The creator gives you this image, or set of images, to derive meaning from. This meaning isn’t forced upon us, but rather, created through our own thoughts and experiences through the reflection of what it is that we’re seeing and doing within the game. Everyone will take away something different from this title, and even if they don’t find it as artistic and emotional as some of us have. At least they will have pretty android booty to ogle the entire way through.

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One more for the booty lovers among us.

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This article has been cross-posted to MCXV.

Dead End Junction Review

Dead End Junction is an interesting take on the Wild West. Developed by sole member of 773, Hizuma (with help from others) and published by Culture Select for the Western market, Dead End Junction turns out to be a good visual novel. It centres around Josette, a free spirit looking for adventure. She finds it after discovering her father’s past. There is a good story, great characters, a decent soundtrack and an unique art style, but there are some flaws which are hard to ignore.

The visual novel centres around Josette, an orphan living with her uncle in the town of Cow Stone Bell. As with most young protagonists, she is tired with her lifestyle in the small town. Instead, she has a desire for adventure and wants out of the town. That opportunity comes one day during a freak storm. A man in a hooded cloak appears in front a Josette. After telling her uncle, it’s revealed Josette’s father and uncle had From there on, it becomes a story of self discovery, the meaning of friendships and tackling social issues that were prevalent during the Wild West period.

The story is quite slow to start. There was too much exposition delivered in one hit, but the world is thought out quite well. The pacing felt off as well, as it took its time to get to the meat of the story. However, as the story progressed, it did become quite interesting. As Josette discovers the world outside of Cow Stone Bell, the visual novel explores several social issues that were present during the Wild West period, such as relations between settlers and Native Americans. They were presented in a mature and objective light and can easily apply to modern society, allowing the reader/player make up their own mind. With that said, the ending didn’t provide any closure at all and the story got quite repetitive.

As for the characters, they are all well developed and interesting. The reader/player will enjoy Josette. She is the typical free spirit that wants to to go on adventures rather than staying in a small town herding cows. She is also quite brave, but also reckless as she rarely thinks about the situation. She’s quite headstrong as well. Her polar opposite is Flanel Hopefield, daughter of the owner of the biggest ranch in Cow Stone Bell. She is usually shy and reserved, but also more lady like due to her upbringing. The friendship between Josette and Flanel is actually quite special. They are very close to each other, to the point where Flanel doesn’t want Josette to leave. These two characters are the standout in Dead End Junction, but the overall cast is quite good.

The art style is unique but not magnificent. However, it does the job. The characters rarely have exaggerated traits, but that makes it more interesting. The art style lends itself to look like a comic book, right down to the panel look and different dialogue boxes. Ther backgrounds look decent enough. The soundtrack fits with the overall theme of the visual novel and that’s all it needs to do. It’s a decent soundtrack. There are also homages to famous country western songs like “Home On The Range,” which was a nice touch. However, there is no voice acting, which makes it stand out from other visual novels on the market.

Dead End Junction seems like a hit and miss visual novel. Overall, it’s a good visual novel, but it’s plagued with several narrative issues that could’ve taken the novel to further heights. The story is good overall, but it starts off too slow with too much exposition to cover the world. The ending needed closure rather than what was offered. Josette and Flanel are standouts in a cast of good characters, while the art style and soundtrack fits the theme of the novel. Considering the price of the visual novel, it’s worth picking it up for the good story.

Rating: 6/10

Dead End Junction was provided by publisher Culture Select for the purpose of this review. It is available on Steam for US$8.99.

Final Fantasy XIV Patch 3.4 Soul Surrender Dungeons Impressions

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Coming off the back of the last patch, this latest Final Fantasy XIV: Heavensward content patch has added a lot of new content for players to burn through. With numerous additions to items, and obtaining them, as well as numerous additions to crafting and PVP, there is also a fair bit of new dungeon content to power through. And while I could focus on all of that new content, I lead a busy life, and so the main point of interest for me is in the dungeons of Soul Surrender.

Much like in the previous major content patches, there have been two additions made to the Expert Roulette of dungeons. The first of these is the Great Gubal Library (Hard) which sees players returning to the library once more to defeat some new enemies. The second is obtained through the Main Story Quest and is the dungeon Xelphatol, which is a dungeon that has the players running through some boardwalks and floating rocks in order to defeat some monsters trying to summon Garuda.

The first dungeon mentioned, The Great Gubal Library (Hard), is found by doing a sidequest that begins in Idyllshire. This dungeon is the second coming of the Great Gubbal Library and has the layout of the dungeon changed slightly. There are also some interesting books laying around, which some players might recognise as ones mentioned throughout the story and some of the class questlines, like “The Boy and the Dragon Gay” which was referenced in the Dark Knight storyline. Interestingly, I liked the boss fights in this dungeon as they felt like extensions or retakes on the fights from the first time through. The most fun fight would have to be the one with the magnetism gimmick though. The final battle is pretty cool, and is probably one of the most complicated fights I’ve seen in a dungeon boss in FFXIV, so it’s a lot of fun!

Xelphatol is the second new Expert dungeon added into FFXIV this patch. In this dungeon, accessed through the Main Story, players run through the mountains of Xelphatol to battle a contingency of Ixal looking to summon Garuda. This dungeon also has some interesting boss fights, as well as a pretty decent looking area to run through. One of the highlight bosses is the boss where you need to defeat a cannon in order to cause an updraft to pop a balloon with the boss on it. This will force it to the ground where it can be attacked again. There is also the final boss which stood out, with a bit of coordination being needed to place aoe markers and avoid a boss attack.

Out of the two, I like Gubal the most. It has a really fun atmosphere and really gives you a sense of returning to a place that has since become even more dangerous. The whole run is familiar, yet also different at the same time. I liked that aspect of this run the most.

Outside of these two dungeons is entire new wing of Alexander, and with it, a new series of Savage fights as well. This new Alexander wing, dubbed, ‘The X of the Creator’ (where X is the name of that section), has an interesting fight in each level. My favourite fights in this Alexander are the Gundam fight and the final battle which involves a bunch of time-travel mechanics. It’s actually a genuinely difficult wing to clear this time around, unlike the last wing where the only difficult fight was the final one. There is also a really fun fight involving a giant goblin and a bunch of trap buttons. I don’t really have anything negative to say about this wing of Alexander. It’s challenging, but it’s also a lot of fun.

Lastly, there is one new primal fight added for players to challenge. This battle is Sophia found in Containment Bay P1T6. It’s not a particularly difficult fight, but, it is pretty enjoyable. Probably the hardest part of the fight is working out which way to run when the level starts to rock from side to side so you don’t fall off the ledge. But, unlike other fights like Leviathan, instead of being killed and being un-ressurectable, you are placed back into the arena where you can be rezzed. So it is a little bit easy.

Overall, the dungeons in this patch are pretty fun to run through. It was enjoyable returning to Gubal Library in a fun way, and the new wings of Alexander provide a decent challenge. I definitely recommend coming back to this if you’re into running content.

Dead Rising 4 Impressions – EB Expo 2016

I never played the Dead Rising games, at all. I have heard of them, of course, and know they are post-apocalyptic with hordes of zombies. With that in mind, previewing Dead Rising 4 at the Xbox booth at the 2016 EB Games Expo with only basic knowledge, but no experience playing the game would be a positive and possibly turn someone into a fan. The demo presented was a blast to play with, even if it is a pretty basic zombie hack and slash.

The demos starts off with Frank West staring down a horde of zombies and it’s the best way to describe the demo. In this open world environment, Frank an wield various weapons, be it melee for those close quarter encounters or ranged weapons for mowing down zombies from a distance. As I made my way through the zombie horde, unleashing powerful, area of effect melee attacks once a meter filled kill after kill, I ran towards a firehouse, which is where the story objective is.

The demo itself had a time limit of ten to twelve minutes and we were allowed to either do one of two things. First, players were able to do the story segment and play around with the mission involving a deserted firehouse and trying to find out what happened to them. The other option was to create as much carnage as possible. In fact, the demo tracked the amount of zombies killed during the ten minutes available.

Inside the firehouse, Frank (and the player) discover there are no firemen to be rescued. However, there were a few zombies to kill and they were disposed of efficiently. Sliding down the pole into the garage where teh fire engine would be kept, there were some more zobies to kill. On the wall, however, were the fire fighters, charred and pretty much dead. This brought out the camera mechanic. Throughout the game, Frank will take photos of interesting finds to help him in the story. You can also take selfies if you so incline.

After that, there was a white case near the exit. Opening up gave me access to one of the most ridiculous elements of Dead Rising 4: an exo suit. This futuristic armour allowed Frank to wield heavy melee weapons with ease and cause a whole lot of zombie carnage. Of course, Frank wasn’t invincible and it does have a timer on it, meaning you can’t simple run around in it forever. However, when the suit is on and the heavy weapon comes out, it was satisfying and fun to play the game.

The next point of the story saw Frank travel to a point on the map to fight a bigger lieutenant zombie. While traversing, I did manage to find another exo suit and went into full carnage mode. There were also little points were events will occur, such as saving someone from a horde of zombies. Once there, the lieutenant went down when it was no match for the heavy electric hammer. Afterwards, I was free to bring down more zombies with weapons you will expect and some downright ridiculous, like a crossbow that shoots firecrackers. All in all it was a fun demo. It will definitely be a stress killer once it releases later this year.

The Legend of Zelda: Breath of the Wild Impressions – EB Games Expo 2016

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The Legend of Zelda is one of Nintendo’s longest running franchises of all time, and the latest of this franchise the upcoming The Legend of Zelda: Breath of the Wild. At this years EB Games Expo held in Sydney, we managed to get some hands-on time with the game thanks to Nintendo. If you haven’t heard much about Breath of the Wild, it’s essentially the Zelda game that is going back to the roots of the franchise, which is exploration and building that sense of wonder in a new world. But does it successfully do that? Our gameplay demo, where we actually got to play the game, really helped us understand how it is that Nintendo will successfully build a game of adventure and wonder.

In The Legend of Zelda: Breath of the Wild, the player controls the hero of the adventure, Link, as he quests through a now massively huge version of Hyrule in order to defeat a new (or old) kind of evil. Unfortunately, our playthrough wasn’t long enough to actually progress significantly through the game, but we were able to catch some glimpses of the story as a part of the second half of the demo. The first part of our demo though, was an exploration section, focusing on an area in Hyrule that looks like it was connected to the Temple of Time or something. If you watched the E3 playthrough, it was that same area.

What immediately stood out about Breath of the Wild was just how vast the world seemed, even though it was also littered with things to do, see and explore. In this demo, we were placed in a small section of Hyrule that was still incredibly large. Before us in our small starting area was a bunch of weapons, like a sword, a bow, and a few other goodies. Other than that, we were told that we could ask our nearby Nintendo representative for advice, but this section of the game wasn’t really on rails. It was a taste of the general exploration and depth of the game.

We did a bit of exploring and tested just how far the games systems go. What I really liked was that if you could envision doing it, you could probably work out a way of getting something done. For example, early on, I figured that maybe you could cut a tree down with a sword. And hey, I could! There was also another puzzle later involving some kind of mud and magnets, which I ended up grabbing a long metal bit out of some water in order to get across to some treasure chests.

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I really liked that Breath of the Wild is so open, but it still has a lot to do within its open world. I don’t really like comparing games to other games, but if you played The Witcher 3 and are familiar with how much there is scattered around to do in that game, you’ll have a slight understanding of what it is like in Breath of the Wild. Of course, this isn’t to say that it feels exactly like The Witcher 3, but for comparison of what to kind of maybe expect from the game, a similarity can be made there.

One of the things that threw me off for the entire play session was that the control scheme in Breath of the Wild is so remarkably different to any other Zelda game that has come before it that things that you’d reflexively as a Zelda player would suddenly cause you grief in this one. The exploration in Breath of the Wild begins with the controls, but I’m not sure if that is a smart move on Nintendo’s part at all. For example, imagine you are holding a bomb in Zelda. You want to throw it. You just press A and it throws, right? Well now, if you press A, it drops at your feet and it blows up and you die. Now you throw with L. I also heard that you liked rolling. That’s gone too. No more 1.5x movement for you. You jump now.

What’s even more different about this is the entire inventory system. Unlike past Zelda games where Link had maybe one or two different outfits for use in different occasions, in this, it appears that there will be a fair few different outfits for sure. In our short video presentation, I could have sworn I saw Link’s most well known Green Tunic, but I might be mistaken on that. Even more, there is a wide variety of weapons that can be used, taken from enemy corpses and more. Missing though, are hearts and rupees pulled out of grass. Now you need to turn in ores for rupees and eat food to recover hearts. It’s a bit strange, but it works for this kind of game.

There were two parts to this demo, the first being the exploration half of the demo, where you could explore one part of the game where I later heard was only 1% of the entire map (not sure how true that is, but it was a Nintendo rep that told us that), and the second being the storyline segments of the demo, where you would play through a small amount of the story. I have to say that the story has me intrigued, and also has me considering my Zelda lore.

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Without going into specifics, I will be honest and say that the story, as it is told in The Legend of Zelda: Breath of the Wild, is very reminiscent of the first two Zelda games, and maybe even with a very small amount of the third. Unlike from, say, Ocarina of Time onwards, you’re not really given much to go on in finding your way. You wake up in a mysterious Hyrule, an Old Man (legit, Old Man returns!) gives you a weapon and you peddle off along your way. I fully expect that this game will have gamers taking down plot points with a pen, as I could find no indication of a journal anywhere (but I could be mistaken on this too).

The storyline demo began with us in ancient, but somehow sci-fi, looking tomb where out hero awakens from a long sleep. Much like in A Link to the Past, a womans voice reaches the ears of Link and draws him out of his abode and into the surrounding world of Hyrule. However, from here, it’s like it switches Zelda moments and you’re suddenly in the first Zelda game, walking along to a cave with an Old Man. From there, you eventually find yourself climbing an ancient tower and mapping out a section of Hyrule. There was also a sequence showcasing what looked like a familiar foe, so there’s definitely a link to the established lore there.

Overall, I would say that I am incredibly pleased with the overall direction of The Legend of Zelda: Breath of the Wild. While the controls are really incredibly iffy to learn, the game finally returns to the franchises roots of exploration and problem solving, and it does it in a way that fits with both the classic conventions of the franchise, as well as a modern outlook on where the adventure RPG genre is headed. Breath of the Wild might not be a genre defining game, but it’s definitely a game that feels as though it will go above and beyond that definition. Even if this wasn’t a Zelda game, I would be excited to play this one.

EB Expo 2016 – Horizon Zero Dawn Impressions

I have been following Horizon Zero Dawn for quite some time. I mean, it is going to be Guerrilla Games first IP since Killzone and it is going to be an action RPG set on Earth after an apocalyptic event. The game stars Aloy, a hunter who hunts machines, which are the prominent species on Earth. At this year’s EB Games Expo, Horizon Zero Dawn was the one of the centrepieces of the PlayStation Booth. After trying out the game, I’m becoming more and more hopeful this game is going to be excellent.

The experience started with a demonstration of various gameplay mechanics available in the demo. The demo itself was a rehash of the E3 demo shown earlier in June. In this demo, Aloy, the protagonist of Horizon Zero Dawn, starts exploring and encounters heavy machinery hoisting resources. As she collects the resources, a man from a nearby village warns Aloy of a “demon”. Needing a way to get there, she spots a herd of mechanical bulls (the name escapes me) just minding their own business. This is where the audience saw Aloy hack the machine to turn it into her mount. She rides to the village to see a corrupted machine. Using different arrows and explosive traps, she defeats the corrupted machine.

As I watch the demo, the graphics were exceptional. Earth, which is in a post apocalyptic state, looked far from it. The environment was bright, vibrant and beautiful. Nature is the most prominent, including lush plains and beautiful trees. Throughout the demo, we saw different environments, including a small village where the machine was based in. Even the character models look absolutely stunning. Whether the game was still in some form of beta or it was the master version, it was a beautiful game to see. At the front of the PlayStation booth, Horizon was demonstrated on the PlayStation 4 Pro and a 4K TV, so the world looked even more stunning.

Once the demonstration was over, it was our turn to finally get our hands on the game. The demo we saw, however, was completely different from what we saw. The demo we saw was story focused, but also showed off gameplay elements we were going to use. The demo we played certainly showed off the different gameplay elements of the game in an objective based environment. During our demo, we were able to sneak up to small machine creatures known as Watchers and stealth kill them. We were also able to hack into a mechanical butt to ride it as a mount. There was also a few other elements we were able to try out, including looting and crafting traps.

While playing Aloy, I was able to see the hunter/archer hybrid Guerrilla Games were trying to achieve. The right elements were there and they were all solid. I throoughly enjoy the cycle of looting and crafting as well as using the Ropecaster, which pins machines to the ground, making them vulnerable to attacks. Also a nice little gameplay element was the special vision Aloy has, which tracks movements of the machines and their week points. What we weren’t able to do was explore the world around Aloy, which was a disappointment seeing how beautiful it was. But the gameplay was the main event and it was a fun demo to play. I can’t wait for its release in 2017.

Final Fantasy XV Impressions – EBGames Expo 2016

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This year at the EBGames Expo held in Sydney there was a playable build of the upcoming Final Fantasy XV video game from Square Enix held at the Namco Bandai booth. Final Fantasy XV follows the adventure of Noctis and his crew of guys as they road-trip it across the countryside for bromance reasons. Our demo took place in a desert area, where they are tasked by Cidney to kill some mobs just outside of the garage.

Exploration in Final Fantasy XV is a bit strange. Much like in classic Final Fantasy games, monsters are invisible in an explorable area, but what makes this strange is that the game feels like a third-person action game. The combat controls are locked down until you are actually in combat, which I find strange considering all of the weapons that you can use can be used for teleportation, but I can see why they designed it this way. It’s as though they wanted to retain a sense of the classic formula while merging into a newer formula.

It’s a little strange having invisible mobs when in Final Fantasy XIII, the previous main-line Final Fantasy game, you could see mobs on the linear corridor that was the game. However, in XV, where it is much more open and seeing enemies would be more beneficial, they are rendered invisible. It’s an odd choice.

The combat in FFXV, I felt, was a little clunky to use. Noctis himself can’t really do much without keeling over and panting for breath and some weapons felt a lot more effective than others. One of the hallmarks of the combat was this multiple weapon feature, but I felt that the really big sword, which I dubbed the Dark Knight class (no idea what it is actually called, I play DRK in FFXIV which uses similar swords), to be the most versatile of the lot. Lance felt useless unless you were in the air, which Noctis really isn’t built to be in, and the regular Short Sword felt too weak to be of any use. Of course, I imagine that over the course of the game, you’d have access to different weapons, but for this demo, it really didn’t do a good job of showcasing weapon versatility.

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Combat’s best part was probably the teleportation gimmick, but it was hard to utilise in a fun way. I envisioned a method of being able to chain teleport across multiple enemies, accruing damage on each before ending up at the furthest one and being able to kill it. Unfortunately, after a small number of teleports, Noctis keels over like a child and becomes vulnerable to being killed. This is actually a lot of my experience of playing as Noctis, he is just too unable to do anything to live up to his cool looks. Which sucks, because Noctis is a sexy beast.

It was a bit strange that such a fantastically visual designed Final Fantasy game had its demo set in such a bland desert level with no access to magic spells outside of the teleportation. One of Final Fantasy’s biggest draws since its switch to 3D has been its focus on being a spectacular visual feast. Unfortunately, sand and a lack of abilities makes this point a hard-sale. I know that there is potential for more beautiful scenery from this game, as both the movie and some of the marketing material tells us as much.

My gameplay demo ended slightly after following the kill monsters quest chain lead me to an abandoned shack where I killed more things. After playing Final Fantasy XIV, having the only quests available in a single player game in Final Fantasy XV seems a bit strange. However, this was only a demo build of the game, so there may be more variety in the full release.

For me, this demo was kind of a let-down when it came to showcasing just how good Final Fantasy XV could be. I feel like a lot of poor decisions were made by having the demo take place in an uninteresting environment without any kind of real tools to make this more enjoyable. I’d have picked a location later in the game, just to build that excitement a little bit. Not having much to do in a desert just isn’t all that interesting.

Kingdom Hearts HD II.8 Final Chapter Prologue Impressions – EBGames Expo 2016

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Over the weekend at this years EBGames Expo gaming convention, Square Enix and Bandai Namco had a playable build of the latest Kingdom Hearts remake, Kingdom Hearts II.8. This remake, as far as I know, is based on the second Kingdom Hearts game, but presents players with a new control scheme that makes things a bit more fluid and enjoyable. Of course, the core essence of Kingdom Hearts is still there, and you can feel it with every moment that you play.

Our gameplay demo began with the main blue-haired girl, whose name I forget, standing before a castle across a broken bridge. It seems that in order to get across, the player would have to take her hunting for these mechanical gears. These gears, when destroyed, would turn back a nearby clock, reversing time and recreating the bridge moments before it was destroyed.

What was really engaging about this iteration of Kingdom Hearts was how fluid the combat and exploration gameplay felt while playing. Of course, I did play this coming off the back of the clunky gameplay found in Final Fantasy XV, so it could be a bit of a bias because of that. In our gameplay section, we got to run around a small, but interestingly designed, town. In this town were various monsters to battle along the way to finding each of the hidden gears. It was a pretty good area to give the new mechanics a bit of a playthrough.

I really loved running around in KHII.8. It was incredibly great being able to jump up the sides of buildings with a double jump, and having platforming puzzles that took advantage of this. Even more, the environment itself was pretty artistically designed, so it looked as fun as it played.

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The combat though, that’s what you’d spend most of your time doing. If you’ve played a hack-and-slash style adventure before, you’ll know what to really expect from this one. Except, in this, you have a bunch of magic spells based on the Final Fantasy universe to add to your arsenal. These spells often make a lot of difference, for example, Blizzaga will freeze enemies, or Firaga will cause massive fire damage.

I initially found the setup for the magic to be a little clunky, but after using it once or twice, it actually felt a little intuitive. I often found myself preferring to use magic while it was available during fights, rather than relying on the keyblade for attacking. Of course, there are downsides to this, as it does deplete your mana quickly, but enemy mobs do drop pickups to help alleviate this a little.

After a short while of adventuring and destroying gears, we eventually unlocked the way into the castle. But just as we were about to cross the bridge, we were jumped by a boss monster comprised of the little black monsters what I can’t remember the names of. The secret to winning this battle was to use this homing magic attack that becomes more and more effective the more filled its gauge on the bottom right becomes.

Unfortunately, I had spent too long messing around trying different things while playing to get a feel of the game to have completed the boss fight. I got it down to 1/3rd of its HP before being kicked off the console. But, from my playthrough of the game, I would have to say that Kingdom Hearts II.8 is probably going to an under-appreciated hit for Square. If I had to choose between this and FFXV, I would choose this anytime.

Seraph Of The End Part 1 Review

Seraph of the End is an anime which plays it safe. In a post apocalyptic world, an orphan by the name of Yu has a desire for revenge against vampires for killing the other orphans in his orphanage. He escapes the underground city of the vampires and is found by members of the Moon Demon Company, which is a division of the Japanese Imperial Demon Army. While it is told well, the story and characters are all run of the mill, generic tropes and cliches rehashed in a different way.

The first half of the story is all about setting up the world, the characters and the overarching plot. The protagonist is Yuichiro Hyakuya, a sixteen year old orphan hell bent on slaying vampires for what one did to his “family”, a group of orphans he grew up with. Four years earlier, he and his friend Mikaela hatched a plot to escape the vampires, who had risen on the back of a deadly virus wiping out most of humanity, yet leaving children under the age of thirteen untouched. During their escape, Mikaela and the other orphans who also lived with Yu were massacred by a vampire. Mikaela sacrificed himself so that Yu could run away. After escaping, he is found by Lt. Col. Gruen of the Moon Demon Company. From that day, Yu vows to become part of the Moon Demon Company and wipe out every vampire he sees.

The story is nothing new. In fact, it is very generic. With that said, it’s a generic story that is told quite well. It does pace itself well, despite the four year jump between episode one and episode two and it unfolds in a natural, coherent way. However, the whole generic feel of the story is hard to shrug off. In fact, if you have watched Attack on Titan, replace titans with vampires and you have Seraph of the End. It’s the classic boy seeks revenge on a form of evil for causing him emotional pain. It leaves a disappointing taste as the first part draws to a close.

The cast of characters all have distinct goals and personalities and create a colourful group, but at the same time, they are quite safe and cliche. With Yu, as he is focused on slaying every vampire he finds, he is very impatient, as seen in the early episodes when he questions why he isn’t in the Moon Demon Company. When he does join, he doesn’t lose that desire, but he also isolates himself from every one. He also displays arrogance and over confidence. Of course, he learns teamwork, compassion and he loses that vengeful spirit to a degree, but his character development felt so cliche.

As for the other characters, they also fall into the generic category. Yu encounters several classmates, namely Shinoa, Yoichi and Shiho, who are all different but fill in generic roles. Yoichi, for example, is the cowardly friend who turns brave when he faces trouble. He also has a great relationship with Yu and it further develops throughout the series. Shiho is a bland as it gets. He is the rival that warms to Yu, he’s a troublemaker with a soft spot and has a sad back story. It was hard caring about Shiho due to the blandness. Shinoa, however, was a interesting character. Sure, one would be able to point towards the obvious relationship route that will be taken between her and Yu, but she was smart, quirky and a bit sadistic, not usually a trait reserved for the main female character. Everyone else is some stereotype, especially the vampires.

The animation was top notch, but that’s to be expected from WIT Studio, who was behind Attack on Titan. The contrasting nature of both the human and vampire worlds were as clear as day. The underground cities of the vampires were dreary and lifeless, like the vampires themselves. In contrast, above ground was shown to be both in despair and in harmony, especially in the scenes at school, which were bright and colourful. However, the animation for Seraph of the End were truly highlighted by the action sequences. There are a lot of elements that string together to make the action sequences stand out. It was fast paced and exciting to watch. As for the music, there was nothing special about it. The music fit the scenes when they did play, but there’s nothing memorable. The voice acting was great and the opening theme was enjoyable to listen to. The ending theme, not so much.

Seraph of the End was a great anime to watch, but it’s hard to see past the generic story and the characters that play their part in it. Yu could have been more interesting if he wasn’t developed from brooding isolationist to a team player. The same can be said of his classmates and other characters. However, the action sequences were a highlight and the animation was top notch. If you’re into anime such as Attack on Titan, then Seraph of the End is right up your alley. If you’re looking for something deeper, then I can’t recommend Seraph of the End.

Rating: 6/10

 

Seraph of the End Part 1 was provided by Universal Sony Pictures Home Entertainment for the purpose of this review. The Bluray/DVD combo pack is now available in retail stores across Australia and New Zealand.

SMASH! 2016 – A Weekend in Photo’s

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This years Sydney Manga and Anime Show!, or SMASH!, convention has come and gone. Once again, this year, SMASH! has proven itself to be the best convention out of all the ones that I have been to at the very least. What was there to do? What wasn’t there to do? Read on for my adventure.

The day began with my the entrance to the convention, a convention held at the remarkable Rosehill Racecourse and its multiple buildings. These buildings make things so much easier on a navigation scale, because you know that each building has a particular purpose. However, the first building that I, and a friend, checked out was the Vendor Hall. Conveniently located at the first building.

Inside the Vendor Hall was a fair few stalls looking to peddle their wares to unsuspecting buyers, unsuspecting buyers with lots of cash. Probably the best store at the convention was Anime at Abbotsford, which doubled as a stall for Good Smile Company. Good Smile Company was selling a few limited edition Nendoroids, all of which sold out rather quickly. I hope we continue to see their presence in the future.

After that, it was panels all day erryday. I joke, I watched both of Hideo Ishikawa and Ai-pon’s panels on the main stage. On the mini stage I managed to catch Hachioji-P’s panel, and a video game development panel, as well as a few other smaller panels too. I even managed to catch the Yuri panel in the upstairs panel rooms, as well as the Cosplay Skits panel hosted by Blatant Labs. There was also a panel on starting a pop-culture blog by our rivals over at SnapThirty, but I’m not going to link to them because rivalry. Also, because I didn’t watch it, so, I can’t honestly recommend it either.

What else did I do? I bought some art from the artists room. That’s right! It wasn’t an alley. It was an entire room (or two)!

Those are the things that immediately came to mind of my journey over the weekend. Of course, this year also happened to mark the 10th Anniversary of SMASH! being a convention, and as such, they hosted a massive after-party. This anniversary after-party was so amazing! There was booze, and art, and anime screenings, and even live music! Hachioji-P DJ’D LIVE! AND WE GOT TO WATCH IA PERFORM THROUGH A PROJECTOR SCREEN. It was fun!

Overall, this years SMASH! convention was amazing! I definitely recommend checking it out again in future years!

See my gallery below!

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