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Asterix - These Romans are Crazy (2009)




Review rated
by 83 Ciao

In France, comics are thought of as an art form in their own right (often called 'the ninth art'). They are called Bande Dessinées (which translates as 'drawn strips'), or BD, a name which doesn't prescribe the content as much as the word comics, which could be looked upon as somewhat derogatory. There are BDs on a wide variety of subjects, and they are not just for kids or nerds to collect. In fact, reading BDs is something most French people do or have done at some point, and Asterix is probably to be found on most families' bookshelves. I think I have read most of them in French in the past, and am currently enjoying reading my son's books in English.


~A few facts and figures~
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If you have never heard of Astérix, then you must be the only one! With 33 books translated into more than 100 languages, Astérix has also been the hero of a few animated movies, of a couple of live action movies (the least said about those the better), of video games and even has his own theme park. More than 5 million copies of the latest book were sold within 3 months of its publication, 1.2 million in 6 days in France alone! It is expected than 300 million copies of the next instalment will be printed and distributed worldwide.


~A little 'history'~
*****************

Let me start at the beginning, in 50 BC. "Gaul is entirely occupied by the Romans. Well, not entirely… One small village of indomitable Gauls still holds out against the invaders. And life is not easy for the Roman legionaries who garrison the fortified camps of Totorum, Aquarium, Laudanum and Compendium…" This is the way every single Asterix book starts, complete with the map of 'Gaul' showing the area of Brittany where Asterix lives through a magnifying glass.

Let's fast-forward now to 1959, when René Goscinny and Albert Uderzo created Asterix to be included in the new magazine 'Pilote'. Born in 1926 and 1927 respectively, the two men had already created 2 comic book characters together, one a pirate and the other an American Indian. Little did they know when they created Asterix on the kitchen
table of a council flat, amidst paper, cigarettes, glasses of pastis and much laughter, that this was to be the start of an extraordinary adventure. Goscinny wrote the stories, and Uderzo did the drawings. Asterix was very well received, with 200 000 copies of the first edition of the magazine Pilote sold straight away. In 1961, the first book, 'Astérix le Gaulois' (Asterix the Gaul) was published, with 6 000 copies printed. Each subsequent book was sold in ever bigger numbers.

They two men had produced 23 volumes when tragically, Goscinny died during a routine medical check-up in 1977. Uderzo didn't want to finish the book they were working on, but the publishers took him to court to force him to illustrate Goscinny's last script. This volume, 'Astérix chez les Belges', was to be the last signed by both authors.

Subsequently, Uderzo went on to write and illustrate more adventures for the little Gaul, with varying degrees of success. Apart from one or two, the books he signed on his own are not nearly as good. The few I have read have left me feeling very disappointed.


~What are the books all about?~
************************************

Asterix is a little Gaul warrior, who lives in the last village in Gaul that is still resiting the might of Rome. Along with his best friend Obelix, a fat menhir delivery-man (!), they live through many adventures, which usually involve winding up the Romans. In this they are helped by the magic potion brewed by the druid Getafix, which gives them superhuman strength. The whole village loves fighting the Romans, but they are not adverse to a bit of infighting from time to time, and they all love eating (in particular boar), drinking and having a laugh. Each book has a different theme, which often involves our unlikely heroes visiting a new country.

The books all include running jokes, such as Obelix's touchiness about his weight and the many different ways of denying he is fat: ""There're not two fat guys here, only one...and he's not fat !", or along the lines of "I'm not fat, my chest has slipped a bit!".

Another remarkable feature is the use of Latin phrases put to comical use. Julius Cesar is of course very often quoted as when he says: "Alea jacta est, as I always say…".

Most books include caricatures, and although a lot of these might be alien to non-French readers, there are many that will be familiar, such as Sean Connery, the Beatles, Stan Laurel and Oliver Hardy, Eddy Merckx, Charles Laughton and a young Jacques Chirac. Apart from the latter, these caricatures are more an homage to the person depicted than a way to make fun of them. Indeed, the authors even included caricatures of themselves, and the most caricatured person in their books is one of their best friends, Pierre Tchernia (a French Barry Norman).


~Asterix's appeal~
********************

The enormous worldwide success is not easily explained for a comic book that is essentially very French. The cultural references are mostly to French history, the humour is very much pun-based, and as such impossible to translate. Anthea Bell and Derek Hockridge have done a great job of creating the English language version, which often meant having to re-invent a joke to fit with a particular picture. Most characters' names are also made up of a pun, all of the Gauls having names that end in -ix to evoke the famous Gaulish chieftain Vercingetorix, and therefore they have different names in the English version, sometimes retaining the original joke. For instance, the village elder who first appears in the book we are looking at today is called Agecanonix, a pun based on canonical age, and this was translated to Geriatrix which was along the same idea. I have to say that despite the wonderful way in which the translators have tackled what must be a most arduous task, much is 'lost in translation' (even if in some cases, something is actually gained).

To me the interest of Asterix has multiple layers. First, Asterix appeals to all age groups. Children enjoy the medium, with pictures supplementing any difficulty with the text. Much of the humour is visual and children will delight in the fight scenes and many love Obelix and his little dog Dogmatix. When I was a child, there were worries about comic books, as people though they would give rise to a generation of children with poor reading and spelling skills (interestingly, the same is said of texting nowadays). In fact, it has been shown that reading (good) comics had quite
the opposite effect, and my brothers and I, who were brought up on a heavy diet of this type of literature, have all turned into avid readers in later life. As a child, I often 'knew stuff' from picking it up from my reading of the Asterix books.

But these books were written very much with adults in mind. Olivier Todd, an occasional contributor to The Times Literary Supplement, once wrote in an article in L'Exprès, that French parents gave their children the Tintin books and then borrowed them back, while they read Asterix before passing the albums on to their children. The magazine Pilote, in which Asterix was first published was intended very much as an adult publication.

The use of national stereotypes is rife in Asterix, and oddly enough this is one of the books' strength on the international scene, as stereotypes are indeed often shared between nations. It is worth noting that there is a healthy dose of fun poked at the French themselves.

The subject matter is also of wider interest than might first appear: after all, the Romans didn't just occupy Gaul, but a good chunk of Europe, and many people have drawn parallels between the Roman empire's dominance as represented in Asterix (which was never intended as a true historical representation) and today's picture where American culture dominates...
Indeed, José Beauvais, a French anti-globalisation hero, has often been likened to the mustachioed Gaul warrior, and not only because of the physical likeness. This, along with the European flavour of the stories, could explain in part why Asterix was never hugely successful in the USA.

~Asterix at the Olympic Games~
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After this rather long introduction (which I felt was necessary to give a sense of what Asterix is about), let me talk a little about 'Asterix at the Olympic Games'. The French edition came out in 1968 and it was translated into English in 1972. This is the twelfth album in the series, and as such bears both Goscinny and Uderzo's signatures.

The Roman athlete Gluteus Maximus (which is the name of the buttock muscles!), is in training for the Olympic Games. He is full of confidence as is his entourage. While practising his sprinting in the forest, he comes across Asterix and Obelix out for a spot of boar hunting. As Asterix has taken magic potion, and Obelix doesn't need to as he fell into the cauldron as a child, they soon undermine our Roman athlete's confidence with their prowess. The 2 Gauls then decide to enter the competition and all the men in the village head to Athens to support them. But can they really beat the Romans, and indeed the Greeks? One thing is certain, they will have a lot of fun trying.

This album is full of all the stereotypes you would expect, with the Greeks all sporting the famous 'Greek nose' and the Spartans living on a diet of figs and olives, but once again the Gauls do not escape intact. Some of the funniest moments is when they display the typical Frenchman abroad attitude, describing the Parthenon as 'Not bad if you like columns' and clamouring for 'Aquitanian' wine when forced to drink the local brew!

The theme remains very much relevant, particularly the satire of drug usage in sport. Just as the original French version was released in the year of the Tokyo Olympics, and the English version was timed to coincide with the Munich games, a live-action film will come out in 2008, just in time for the Beijing Games!

I think the drawings in this volume are particularly beautiful and researched thoroughly, adding to the overall quality.


~Trivia~
********

The authors themselves make an apparition on page 29 in a Greek engraving. The engraved words they are saying to each other mean 'Despot' and 'Tyrant'!

Albert Uderzo is colour blind!

~General information~
*************************

Hardcover 48 pages, published 22 Jul 2004
Publisher: Orion
Price: £6.59 from Amazon
ISBN: 0752866265

Also exists in Paperback ISBN: 0752866273

Some Asterix books are also available in Scottish Gaelic and Welsh


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Dragon Ball Z - Attack of the Saiyans (2009) [NDS]




Review
by Jack DeVries

Dragon Ball fans have a pretty good Fall season in store for them. Namco Bandai Games is releasing Goku themed games on nearly every system, and most of them are totally different. While the Wii has its sidescrolling beat-em-up based on the original Dragon Ball series, the Nintendo DS gets an old school role playing game that picks up pretty much where the Wii game lets off. We got a chance to try out the DS game and beat the crap out of Master Roshi.

Dragon Ball Z: Attack of the Saiyans picks up after the great dragon revives the characters that Piccolo killed. The game starts off with Krillin, Yamcha, and Tien as they head off to go meet up with Goku (and later Gohan, Piccolo, and other characters). You've probably guessed that Saiyans attack, which you probably already know since that's like the first episode of the series. If you've played any of the Gameboy Advance Dragonball RPGs you'll be familiar with the style: small sprites of the characters on top of painted, isometric backgrounds. Lots of talking heads, too. The game is being developed by Monolith Software, a team that hasn't had many games released in the US.

The battle engine on Attack of the Saiyans is a three-party system. Players control three characters, and can switch them out for other ones. It's standard RPG controls. Pick an attack, item or special move from the menue. Select an enemy. Then watch the fireworks. We've only gotten to play a little of the game so far, but there will be combo attacks and specials that team up the characters. Just like the previous DBZ RPGs, the battles and special moves are the coolest part. Each character has various special attacks, ranging from fierce physical combos to the classic Kamehameha, to other elemental moves. Players can also guard against attacks with some quick timing, and based on the early boss battle we played, this will become crucial to surviving some of the tougher battles.

At this point the game feels very much like a GBA game. The bottom screen is relegated to some menus and a display of your equipped items, but we haven't seen any touch screen gameplay so far. We haven't seen anything particularly new in general, but for fans of the series this looks like a heaping helping of the same stuff you already like. The three character battles are and special moves are pretty sweet though. There's something really satisfying about energy blasting a small dog person in the face.
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Kingdom Hearts 358/2 Days




Review

If you had asked me a few weeks back to tell you which of the portable Kingdom Hearts titles I was more excited for, I probably would have went with Birth By Sleep on the PSP. It looks better, and it seemed more like a traditional KH title (with Sora!), while this game, 358/2 Days, seemed like more of an odd spin-off than anything else. So imagine my surprise when I found out that I actually enjoyed 358/2 Days, hell, I actually ended up really enjoying it.

It does have a slightly different structure to it than the previous main Kingdom Hearts titles (I don't think it compares at all to Chain of Memories, other than running a little concurrent story-wise), but there's enough of that familiar gameplay present here that it won't be off putting to the previous fans. If nothing else, the mission structure introduced here really lends itself well to portable play, and while there are a few missions that tend to be on the long side of things, for the most part this is easily a title that can be picked up and played for 10-15 minute chunks before you can save and put it back down again. That's one of the small things I enjoyed about the game, it actually felt like a portable title, as opposed to a console experience shrunk down to the small screen and forced to fit.

The story of this title, as you probably know by now, revolves around the character of Roxas that was introduced in Kingdom Hearts 2, and his involvement with the mysterious Organization XIII. There's another character introduced here, Xion, that plays a somewhat significant role in the plot, but I won't spoil much of that here. Needless to say, this is pretty much Roxas' game, and you'll get to learn some interesting stuff as it goes along. Those of you that don't care for the overall zaniness or nonsensical stuff in Kingdom Hearts are going to be further put off by most of the revelations here, but if you're somewhat invested in the story up to this point, I think there's suitable payoff. I really enjoy the series, and what I've come across has definitely kept my interest up.

The core fighting aspect of the gameplay is pretty much the same as previous Kingdom Hearts titles. Like Sora, Roxas wields a Keyblade weapon, and also has access to magic attacks like Fire, Ice, Cure, and so on. There's a small menu at the bottom left of the screen, which is defaulted on the Attack option, so when you tap the action button you're just swinging your Keyblade around. The game autolocks on to the nearest enemy in combat, but you can switch that around easily enough by just using the D-Pad to change your direction towards whatever enemy you want to fight. Most of the basic battles aren't particularly challenging, but certain boss fights will have multiple points on their body that you can hit, so being able to change which one you're targeting is useful. If you want to cycle through the menu, just tap X, and since there's not a lot of options to sort through, you can easily find a safe spot and move through them fast enough. It's probably a little awkward if you haven't played a KH game before, but fans of the series will feel pretty comfortable with the set-up.

There is a new system introduced here that ties into leveling and skills, called the Panel system. Basically, every item, power-up, and level increase generates a panel of varying sizes. You have a certain number of slots to fill up in your Panel board, so if you want to stock potions or ethers for an upcoming mission, you head into your menu screen and move those panels over to your board, which basically adds them to your inventory. The same works for magic, you'll get panels for spells like Fire, which you'll add to the board. Every panel constitutes a charge, so if you have three panels of Fire, you can cast Fire three times. They don't disappear after use, but you have a limited number of uses within one mission. There's other panels that upgrade your weapon abilities, grant abilities like Block and an Air Dash move, and there's even panels that will allow you to doublecast or triplecast magic. Also, the leveling system is tied into Panels, and when you gain enough experience for the next level you're actually granted a level up panel to install. In theory, you could not install the level up panels at all and keep yourself under-leveled, so you'll want to make sure to check your inventory often. It's not a bad system once you get used to it, but I didn't care for the inability to stack multiple items and how they've tied leveling into it. You do feel like you're short on space at the beginning of the game, but soon it starts to dole out slot enhancers after just about every mission you go on, which will increase your available panels by one each time (and thankfully they don't need to be installed as well). One other inventory issue that I found annoying was that you had a limited number of spaces to fill in your "backpack" during missions, especially since item drops and treasure chests are pretty frequent. You're not generally going to miss out on anything big if your inventory is currently full, but I'm not sure I see the point in limiting it to begin with. You'll gain some enhancements to your backpack eventually, but they're few and far between, so it still remains an issue for the majority of the game.

The other new aspect introduced here comes from the Mission structure of the game. There's a hubworld at the Organization XIII base, where you'll take on missions assigned by XIII members. There are story-based missions that are mandatory, signified by a keyblade symbol, and others that are optional but will yield decent rewards and experience if taken on. There's a small list to choose from most times, usually no more than four or so. If you want to skip the optional missions, you can just hit the advanced button to move the story along. Missions are usually explained well before you take them on, giving you the chance to swap out panels and come into the situation with the best equipment options you can muster. Also, it was nice to see the rewards listed too, giving you an idea of whether or not an optional quest would be worth checking out. You can only save your game within the hubworld, but most missions don't take longer than 5-10 minutes to complete, even with the occasional story moment tossed in, so it's not much of an issue. Also, the game isn't particularly hard, and boss fights all have patterns that are fairly easy to recognize and exploit.

The game tries to maintain the same visual style as the previous entries, and I think they would have been better off by going with a stylized approach for the DS. The 3D is decent, but it's not the best effort by Square on the system so far. The worlds you'll visit are surprisingly open though, and while a lot of the locations seem to be lifted out of KH2's design, there are a few new areas to check out and explore. Still, they're very simple in design, lacking detail, and I'm a little under-whelmed at times. It was cool to see some decent cutscenes inserted at various points, along with voice acting for those scenes, which helps keep the game in line with the previous entries. Also, the music is great once again, using a lot of familiar tracks and some remixes to remind that you are, indeed, playing a Kingdom Hearts title. I really enjoy the Dearly Beloved remix here, and outside of KH2, it's probably my favorite rendition of the tune.

My only other issue with the game is that it's a slow, slow start before you really feel like it's taken the training wheels off. Even 3 hours into it you'll get some new tutorial pop up about an item or panel you received. The early missions are very focused on getting you acclimated to a control scheme that's already pretty simple, and since I don't think the game is really user friendly for anyone that hasn't played a Kingdom Hearts title before, I'm not sure why the felt the need to explain to me how to jump and do basic attacks in the amount of detail they have here. It's not a big deal for me, but if you complained about the opening of KH2 being slow, it'll probably bug you just as much here.

But yeah, I was a little taken aback by how much I enjoyed the game. I figured it would be all right, sure, but I liked it far more than I thought I would. It's a great entry into the series for long time fans, and while I don't think it would work well for anyone that's unfamiliar with the series by this point, it's obviously not meant to appeal to a newcomer anyways. Definitely worth picking up, and I'm glad I had the chance to check it out. It's nice to get a little more light shined on Roxas and Axel in particular, so fans of those two characters will be pretty pleased I think.
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NDS - Scooby-Doo: First Frights




Review
Scooby-Doo has seen more than his fair share of video games, and let's face it, they haven't been memorable. The canon has had a bit of a revamp with a recent live action direct-to-video film, but the newest video game, Scooby-Doo! First Frights, decided to do a different, separate revamp of the franchise. A revamp that seems to ignore everything about the series and turns Mystery Inc. into a team that solves mysteries with their fists, not their brains.

First Frights is split into four episodes, each one its own mystery. Players control one of two Mystery Inc. members, and can switch between them to make their way through the levels. It all plays very similar to the LEGO family games. Each character has a special ability and players have to switch to them to progress. Some of them make sense: Scooby can crawl through vents. Some of them don't make sense at all: Shaggy has a grappling hook. And some of them are unintentionally hilarious: Daphne can shimmy up and down vertical poles.

Throughout the course of the game, players will encounter so many WTF moments that it seems as if Torus Games has never watched any incarnation of the franchise. Remember that episode where Velma dressed up like a sumo wrestler and belly flopped evil clowns, then beat the living crap out of a giant robot? No, because that makes no freaking sense. The game does have cut scenes featuring the current voice actors for all the characters, though the terrible jokes play out more like the one liners and puns from "Scooby-Doo Movies", except without Mama Cass.

Sure this game is aimed at younger kids, but it's also clearly designed for parents to play too. The drop in drop out co-op (on the consoles) makes the game a team effort, though it's not likely anyone will get stuck at any point. So with this seeming emphasis on cross generational Scooby love, why is this game unrecognizable as a Scooby game?

Throughout each of the four gloomy, boring worlds, players will beat up dozens upon dozens of bad guys. Mutant sea creatures, witches, evil creepy dolls, etc. None of this gets an explanation. The game does throw in the mystery element by having the player find clues, but usually the cutscene makes it extremely obvious who did it. But when it's time to wrap up the mystery they don't explain how the middle school gym coach commanded an army of ghosts and monsters. I'm sorry but after decades of the team being able to easily explain how the bad guy did everything (except for that one time with those zombies), I expect Velma to be able to explain where murderous flying witches came from.

Without a story that makes sense, or is interesting, it's hard to plow through the extremely repetitive gameplay. First Frights is basically the same for all three versions. Sure the DS one has a couple instances of very basic touch screen control, but it's limited to tapping a glowing green box. The entire game is running around, mashing on the attack button until the enemies die. It might be a little more interesting if even half of the enemies made a reaction to getting bicycle kicked in the face by Daphne. Instead they just stand there, or keep attacking you, and eventually flop over and die when they feel they've been hit enough.

Much like the LEGO games there is a free play where players can go through levels with other characters to find secrets. All of the secrets end up being more Scooby Snacks, which are used to buy costumes that you can then use when you replay the level on free play (which you just did already). It's not very useful or exciting, especially since you already earned plenty of Scooby Snacks during the initial run through. The trophies are a nice attempt at offering something extra, but there's no point. Making the trophies unlock secret costumes would have added more.

Closing Comments
So maybe adventure games are old news these days, but doesn’t Scooby Doo demand that? First Frights is not a Scooby game. It’s a boring, repetitive action game for kids that skimps on the story. Each level feels basically the same, just with a different group of bad guys, and I really doubt that was an homage to how formulaic the show is. The epic scale of the battles is lost when it’s Velma throwing books. I don’t see any reason this game would make any young child a fan of Scooby, and it will do far less for anyone that already is.


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NDS - DJ Star




Review

In keeping with the current trend of DJ themed rhythm action music games, DJ Star shows us the Nintendo DS is keen to jump aboard this particular bandwagon. While DJ Star may not have the plush turntable peripheral of Activision's incoming behemoth, Deep Silver is nonetheless an established publisher of casual simulations and mini-game compilations, and their experience is apparent in this title.

The presentation of this particular DJ game on Nintendo's dual-screen handheld is rather predictable: the bottom touch screen controls are used to mix songs and fulfill other audio prompts in time to the music, and the top screen displays people dancing and other assorted visual effects. In this respect, DJ Star is very similar to other rhythm action games on the DS like Guitar Hero: On Tour.

However, fortunately the gameplay does digress significantly enough to escape further comparisons with other rhythm action games. The main interface is actually a very sophisticated and involved process, requiring a little more dexterity than merely being able to tap the screen in time to a piece of music.

Using a satisfying mixture of virtual sliders, dials and sub menus on your turntable, you must cue up songs, match the beat together and successfully mix between them. This pleases the crowd, getting them up off their feet and dancing around your DJ booth. For such an involved process, it's explained very clearly and there is even an auto-mix button to demonstrate how to mix between songs (however, you lose points with your crowd when this feature is used).

In the main career mode, the goal is to become the world's greatest DJ. You begin playing sets of songs at small house parties and gradually progress to playing in huge clubs for an audience of thousands. Career progression is rewarded by having more songs to select in your next mix, new clothes for your avatar, mini-games, and more sound effects to work with on your turntables.

After the first few levels of this career mode, DJ Star asks you to do a little more than just mix songs together to keep the crowd happy. There are mini-games that you can play while you're performing a set, which help build up "atmosphere" and "fun" meters but, If the turntable mixing attempts to recreate a genuine DJ experience, then the mini-games definitely veer into surreal territory. Ranging from an abstract experience of tapping multi-coloured dots that traverse the touch screen to evading tomatoes thrown at you by your suddenly feral audience, these compulsory mini-games lack depth and satisfaction. As a result, they quickly become chores that detract from the principal task of mixing music together.

Regardless of how subjective music taste can be, a music game will ultimately live and die on the strength of its soundtrack. Fortunately, DJ Star boasts a strong selection of club tracks as well as some R&B and classic disco songs. The tracks themselves are from assorted artists such as Calvin Harris, Pharrell Williams and Jay Z, Chris Brown, Eric Prydz, and there's even classic disco songs such as "Lady Marmalade" and "Last Night a DJ saved my life".

It's also worth noting that all of the tracks are cover versions mostly played by the "John Stage Band". There's a questionable likeness with some covers and their real counterparts, which may irritate some fans of the original songs, but this is something you quickly gloss over when you're trying to mix the next song and play mini-games to keep the crowd happy.

For the more creative players out there, DJ Star offers the chance to cobble together your own songs from a reasonable variety of samples across hip hop, funk, techno and house music genres. It's by no means an exhaustive music maker: it can only handle up to 5 different samples at any one time and every song is limited to 3 minutes long. There's no feature to record your own samples using the DS microphone, which would have certainly boosted the longevity and creative potential of this mode. However, the whole purpose of it is to have some custom made tracks that you can throw into your mix, so in that sense it does deliver.

With only 14 levels, DJ Star is a game that can be completed very easily. There's no variation in objectives for each stage (simply attracting a specified number of people onto the dancefloor is as far as it goes), so once you are comfortable with the turntable setup it's just a matter of time before you've spun enough records and drawn enough people into the mix, so to speak.

Those who are happy mixing cover versions of well known dance and hip hop tracks using the neat touch screen interface will definitely enjoy this little title. The mini-games aren't enough of a satisfying distraction from the main turntable mixing, and apart from the basic song editor there really isn't anything else offered by DJ Star.
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