Count_Zero

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About Count_Zero

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  • Birthday 02/03/1985

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    Oregon
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  • Playing Right Now
    Smackdown vs. Raw 2009 and Madden 10.
  • Video Games Favorites
    The Final Fantasy and Phantasy Star series, as well as Shumps in general.
  • Favorite Current Generation Console?
    Playstation 3
  • Favorite Retro Console?
    Nintendo Entertainment System
  1. Shoot-em-ups are one of those genres that I’m okay at. I’m never going to feel confident enough in my skills to play a bullet hell shooter, but I appreciate the design of those games and the skill that goes into them. Thus, a game like Gradius Collection for the PSP is a game that caught my attention. The title collects 5 Gradius arcade titles, generally going with the arcade versions where available (complete with the arcade BIOS check screens). The collection appears to do a pretty good job of emulating the arcade hardware, including having slowdown where it similarly would have appeared – which I’m not sure is a plus or a minus. Each game also includes the ability to save your game, with your current selection of power-ups, at almost any point from the pause menu, allowing you to pick up from the last passed checkpoint if you have to take a break, or to stick with your power-up selection if you get taken out. On the one hand, the latter case makes for a good quality of life improvement, but I can’t help but feel that it would be nice if there was a way to skip the save and load part of the process – and just let you restart from that checkpoint with your last saved power-up loadout, possibly losing a life in the process. In a way, that would be defeating the point of emulating the arcade experience, but if you’re including a Save/Load option, then including that form of checkpointing seems reasonable enough. Each title also includes the option to have an automatic power-up path you can choose from, which will optimize what power-ups you’re using based on what configuration you’ve selected. This lets you focus on evading enemy bullets and taking on targets, and also lets you avoid, for example, the Whammy option included on the power-up path for for Gradius 3. The Gradius games themselves generally play well, and are well designed, though each of the games have their little quality-of-life issues that cause problems when playing on a portable system. The checkpointing in the boss rush for Gradius 2, for example, works perfectly if you’re playing the game arcade style, as it provides a way to get enough power-ups to get back where you need to be for the boss fights. However, if you’re save-scumming, it can get frustrating, as what you want to do is save after beating each boss so if you have to shut the game down you can pick up right where you left off. Instead, it starts you off back at the beginning of the boss rush. Similarly, Gradius 3 starts with a very claustrophobic level – probably the most claustrophobic first level in the series, which requires some very precise maneuvering, which gets aggravated by some of the slowdown that comes up in that level as well. This leads to the fundamental issue that you have to keep in mind in this collection. The Gradius games are not what I’d describe as marathon friendly. Blitzing through Gradius, going on to Gradius 2, and then directly into Gradius 3 is a recipe for burnout. With, for example, the SNK and Namco collections, there’s a considerable variety of game types to be found, and even the Mega Man games have enough variety in the level designs to make them feel more conductive for playing back-to-back. The Gradius games, as side-scrolling shoot-em-ups, are just similar enough, that playing them back to back becomes the video game equivalent of eating pepperoni pizza, from the same pizzeria, for a week straight. Yeah, you like pepperoni pizza, and you like the pizza from this pizzeria, but eventually you want some variety – even if you’re staying with pizza you want some extra toppings on it. The Gradius games included in this collection play similarly enough that you don’t get the equivalent of those extra toppings. Just the inclusion of Lifeforce would go a long way toward improving this collection, due to how that title changes up the gameplay with side-scrolling and top-down stages, and with the change in checkpointing. Having that variety would make moving to Gradius 2 or 3 a little better. Additionally, the collection is rather light on extras. We have a sound test and soundtrack mode for each game, along with the opening cutscenes from the Gradius Deluxe Pack for the Saturn and Playstation, and Gradius III and IV for the Playstation. What we don’t get is concept art, pictures of the arcade cabinets, ad brochures, or manuals for each game. There isn’t even an option to replace the overlay around the screen (when you’re not in fullscreen mode) with something replicating the art around the screen on the arcade cabinets. It feels incredibly bare bones. As someone who likes the Gradius series, and who remembers Gradius for the NES as the first shooter he ever bought, I want to like this collection – and to be clear there are things to like here. Die-hard Gradius fans will be disappointed by the lack of the kind of extras you really want in a collection like this. Otherwise, it’s a good collection to take a piece at a time, beating one game, playing something else, and then coming back to it later. Just don’t make the same mistake I made and try to marathon through all 5 titles – that’s just a recipe for burnout. Filed under: Reviews, Video games Tagged: game collections, PSP, shoot-em-ups, Video games
  2. This is a bit of an aside from my read-through of the Expanded Universe. In addition to reading Truce at Bakura, I’ve also been watching Star Wars Rebels. Having just completed season 1, I wanted to give my thoughts. While Season 1 doesn’t grab a ton from the old EU, it’s interesting to see the concepts they do keep. First off, we have the Imperial Inquisitor, who was introduced in the old West End Games RPG (which is actually cited in one of the Rebels Recon episodes – which made me squee), and the ISB, along with the idea that the Empire has stopped using clones for their Stormtroopers in place of recruits or conscripts. Also, one of the comparisons I’d seen made for this show is that it’s “the Star Wars RPG campaign that I wish I’d ran.” I agree with this assessment. Being like a RPG campaign is not a bad thing – when you’re in a good RPG campaign the players, and thus by extension their characters, have tremendous chemistry. Everyone is having fun, and when people or characters disagree, disagreements (ultimately) end amiably. People quip, and when quips misfire, they quips end up becoming amusing through how they misfire. Further, and this is where things become important when it comes to works of fiction, in an RPG campaign, everyone has a real opportunity to be in the limelight. While some characters will come out as party leaders, and will push the action in one direction or another through their behavior or because they have more of a plan than other characters, everyone has a chance in the limelight. For a TV series with an ensemble cast, this is absolutely vital. I’d say this is why Leverage worked so well – many of the writers of the show, John Rogers in particular, played RPGs. As far as the show itself goes – it’s an all CG animated show, much like Clone Wars was. What didn’t work for me in Clone Wars, and doesn’t quite work for me here is that CG as it’s used in this show feels very stilted. By comparison Fate/Zero had much more fluid and dynamic fight scenes. Now, Fate/Zero is clearly not aimed for children, but just because a show is aimed for a younger audience doesn’t mean you have to cut on quality. On the other hand, Ufotable’s Nasu-Verse shows (where their work truly shines) have either been films or OVAs (Garden of Sinners and the upcoming Heaven’s Feel films), or split-cour shows (Fate/Zero and Unlimited Blade Works). That gives them more time to work on the episodes to maintain a constant level of quality. Still, while they make the CG work really well for space battles, and providing continuity of look and feel for ship interiors, along with gunfights, this fall apart whenever hand-to-hand combat, and lightsabers in particular come into play. Maybe watching Fate/Zero and UBW in parallel with season 1 is spoiling me, but I can’t help but feel that 2d animation gives the characters in those shows more substance and weight than the characters in Rebels does. Other than that, I really like Rebels. The writing is sharp and while it works for a young adult audience, it doesn’t feel like it’s dumbing down its material. The cast has tremendous chemistry and they play off each other well. This was definitely a good start to the new Star Wars universe. Star Wars: Rebels Season 1 is available from Amazon.com on Blu-Ray and DVD. Filed under: Reviews, Star Wars, Television Tagged: animation, Star Wars, Star Wars New Universe, Television
  3. This time we’re hard on the trail of the Leviathan of Dis. The Moby Dick reference counts – there was a SF version of Moby Dick. Filed under: Let's Play, Video games Tagged: Let's Play, Mass Effect 3, Video games
  4. This time I’m taking a look at the latest installment of the John Wick series. My Review of Chapter 1 – https://www.youtube.com/watch?v=v9wLGUsDLRg Please support my Patreon at http://www.patreon.com/countzeroor Member of The Console Xplosion Network: http://www.theconsolexplosion.com/ Watch my Live-Streams on http://twitch.tv/countzeroor/ Filed under: film, Reviews, videos Tagged: Film Review, Heroic bloodshed, John Wick, vlog
  5. We get a lead on what we need to complete our superweapon. Filed under: Let's Play, Video games Tagged: Let's Play, Mass Effect 3, Video games
  6. Most fantasy novels that I’ve read work, generally, in the context of an existing society of our world. Tolkien took his cues from Nordic mythology and the Eddas. C.S. Lewis took a mixture of elements from various Mediterranean cultures and his own Christian views. Japanese period fantasy (as seen in anime, manga, live-action cinema, and books like the Kouga Ninja Scrolls) take cues from stories about youkai and oni, along with legends about the history of the Japanese Imperial family and the deities from which they draw lineage. So, when reading The Cloud Roads, I was rather surprised to see very few connections to any real existing human cultures. However, the book also managed to execute on this without leaving me completely lost. Well, I should say I was cheating slightly by specifying “human” cultures. The narrative focuses not on any real human society, as near as I can tell, Humans are Sirs-Not-Appearing-In-This-World. There are humanoid-ish races, but the focus is instead on a race called the Raksura. The Raksura are a race of shape-changers, who, depending on whether they’re an “Aeriat” or an “Arbora”, can change from a more conventionally humanoid form into a winged flying form or form more suited for climbing (though both can climb) respectively. The main character of the series is a Raksura named Moon. His Raksura colony was wiped out when he was very young, and he ended up going through life with very little knowledge of what he was and if there was more of himself. Moon begins the book living in a “groundling” village, when his nature is discovered by the village, and he is poisoned, staked out, and left for dead. He is rescued by another Raksura, Stone, who explains what he is, and takes him to another Raksura court, Indigo-Cloud. Because Moon knows fuck and all about Raksura society, he provides our narrative insight. The risk with a character like Moon is that he could become overly passive as he tries to roll with an unfamiliar culture (as in some “travelogue” works of fantasy and science fiction), or become petulant as he doesn’t fit in or clashes with members of the culture they’re entering. The former case thankfully never happens. In the latter case, Moon is hostile and fights back when clashes occur, but in part that is because the Raksura draw their cultural cues significantly from animal behaviors (and predator dominance behavior in particular) – so rather than coming across as being a jackass, it works in context. The power dynamics inside the court of Indigo Cloud are interestingly laid out, and makes for an interesting political story, without getting into the literal backstabbing intrigue of some other works. Not that the book lacks for action, tension, or threats. The world has The Fell, another group of shifters, some of which look similar to Raksura. This caused tension for Moon when he lived amongst groundlings when he was discovered to be a shifter, as they would mistake him for a Fell. The Fell are legitimately terrifying – evoking a horde of monstrosities of various sizes, almost like what Orcs and Goblins are supposed to evoke, but without decades of epic fantasy writers and D&D campaigns (not that there’s anything wrong with those), defanging them by using them as mooks. The Fell are either monstrous, inhuman(oid) and intractable in the case of the Dakti and Kethel (the foot soldiers and heavy hitters of the Fell), or cold, cunning, and sociopathic in the case of Fell Rulers. I really enjoyed this book, I’m definitely going to move on to the rest of the series. The Cloud Roads is currently available from Amazon.com. Filed under: Books, Reviews Tagged: book review, Books of the Raksura, fantasy, Martha Wells
  7. Gen Urobuchi has gotten a tremendous reputation as a writer of animation, particularly through his deconstruction of the magical girl genre with Puella Magi Madoka Magica. In 2011, he did something slightly different, by doing a novel prequel to the hit visual novel Fate/Stay Night, covering the events of the previous Holy Grail War, which set the events of the original game and anime in motion. The show shifted animation studios from Deen, to Ufotable, who had only a handful of shows under their name at that time – though the animators had years of experience from TMS. While Fate/Stay Night, being an adaptation of a Visual Novel, puts its focus on one or two characters, specifically Shirou Emiya and Rin Tohsaka, Fate/Zero is much more of an ensemble piece. Each of the Masters in the Fourth Holy Grail War are perspective characters, though some have more focus than others. The main five leads are Waver Velvet, a young student at a magic academy in Britain from a bloodline of no account, who has stolen his teacher’s catalyst for Rider (Iskandar/Alexander The Great) in order to get the respect of his masters and peers; Kirei Kotomine, who has summoned Assassin (The Old Man On The Mountain), to assist his master in winning the war; Kirei’s master, Tokiomi Tohsaka, who has summoned Archer (Gilgamesh); and Kiritsugu Emiya and his wife Irisviel von Einzbern, who have summoned Saber (Arturia Pendragon – the same Saber who will team with Shirou in Fate/Stay Night). The other notable characters are Kariya Matou, who had left the family, but returns after his sister Aoi, and her husband Tokiomi, send their second daughter, Sakura, to the Matou family, where the leader of the family – Zouken, is indoctrinating her with his worm magic. Zouken himself is an ancient sorcerer who is basically sustained by worms living in his flesh to such a degree that he’s practically a cultist of Kyuss. Kariya receives a magical boost from Zouken through his worms, causing Kariya to become increasingly deranged over the course of the series. Kariya has summoned Berserker (whose true identity is not revealed until very late in the series, so I’ll leave it unspoiled) While those Masters have their sympathetic elements, here are two Masters who are clearly antagonistic. There is Kayneth El-Melloi Archibald and his wife Sola-Ui, who are from an Old Magic family, but not as old as the Tohsaka, Einzbern, and Matou families, who are all much more deeply involved in the creation of the Grail. We’re introduced to him as Waver’s teacher, mocking him due to his lack of a major bloodline, and he never really does anything more to try and make himself more sympathetic. He’s summoned Lancer (Diarmuid of the Love Spot), who proves himself generally more honorable than his master. Finally, there is Ryuunosuke Uryuu, who is voiced in the English dub by a very much cast against type Johnny Yong Bosch, who is a serial killer of children who summons Caster – Gilles De Rais. While this duo isn’t at the forefront of the overall story, they do take the forefront as antagonists through the midpoint of the series. Now, the issue prequels run into is that the audience knows, ultimately, where a story is going. Thus, you need a journey that is particularly compelling to make that story worth telling, through unanswered questions, compelling characters, or both. Fate/Zero manages the latter. The cast is very well written, with each group having plenty of chemistry, and each character’s motivations (except for Uryuu and De Rais, who are written as stock serial killers) making perfect sense. Additionally, we know from the conclusion of Fate/Stay Night that the information we’ve gotten about the events of the Fourth Grail War are either incomplete (Shirou and Rin’s remembrances), or from questionable sources (Kirei’s explanation). The story told here recontextualizes the information we got from the original game and the Deen anime better. The series ultimately makes me wish that the novel had been written when Deen’s anime was in production, so they could include references to the material in the book, that would make it worth a re-watch after having seen Fate/Zero. Instead, I’m just going to have to look for that material in Ufotable’s own adaptation of the Unlimited Blade Works route. Speaking of the differences between the two studios – Ufotable’s animation blows Deen clean out of the water. Deen’s night scenes felt like day-for-night shooting. Ufotable paints much deeper shadows, creating much more striking night scenes. The fight scenes are also incredibly fluid, with the fight scenes getting across the strength and power of the protagonists much more than the Deen version did. The facial animations also are much more subtle – Deen tended to go more super-deformed in Fate/Stay Night for any comedic moments. Ufotable stays more realistic, which fits with the more grounded material. Also, the character writing also feels so much better, and the first season of the series has one of my favorite moments of television. The penultimate episode of the first season features a scene that I’d call the Council Of Kings, where Gilgamesh, Alexander the Great, and Arturia Pendragon, sit down over wine and talk about what it means to be a monarch. You see how each character is defined by where they were at their death – Gilgamesh as triumphant king of the known world, but alone after the death of Enkidu; Alexander as triumphant conqueror, leader of a mighty army; and Arturia, in the wake of the Battle of Camlann, broken, beaten, and alone, questioning the path on which her life has taken her. It is a wonderful piece of writing, and if it didn’t end with Alexander showing off his Noble Phantasm, had I known about it in high school drama class, I totally would asked to adapt it into my classes single-scene assignment. That said, all is not roses – mainly due to the form in which this show was released, because it was licensed by Aniplex. If you want to buy the show on Blu-Ray, it will cost you $300 for both seasons. If you buy it on DVD, it will cost around $150, and both releases are very bare bones – not commentaries, no interviews with the creators, nothing. The show is available for streaming, even with the dub, pretty much everywhere, but that only will last as long as Aniplex deigns to keep it available. The show is available on Amazon.com as two seasons (part 1, part 2). There is also a manga adaptation of the novel which is considerably cheaper – part 1 can be found here. Filed under: Anime, Reviews Tagged: Anime, Gen Urobuchi, Type-Moon
  8. This time we make a whole *ton* of deliveries. Filed under: Let's Play, videos Tagged: Let's Play, Mass Effect 3, Video games
  9. This time we cover the last novels published contemporaneous with the original trilogy. Opening Credits: Star Wars Theme from Super Star Wars on the SNES. Closing Credits: Chiptune Cantina Band from Chiptune Inc. – https://www.youtube.com/channel/UCvJtiGFudFlvYMfjiU1NKJg Please support my Patreon at http://www.patreon.com/countzeroor Member of The Console Xplosion Network: http://www.theconsolexplosion.com/ Watch my Live-Streams on http://twitch.tv/countzeroor/ Filed under: Books, Star Wars, videos Tagged: Books, Star Wars, Star Wars Expanded Universe, video, video review
  10. This time we liberate Rannoch from the Reapers. Filed under: Let's Play, videos Tagged: Let's Play, Mass Effect 3, Video games
  11. I’ve previously played two Hatsune Miku rhythm games, one on the PS3, and one on the Nintendo 3DS. I generally enjoyed them, though I found the gameplay controls a little rough. In particular, in the 3DS version, bouncing between the two screens was difficult at higher difficulties, and on the PS3 version, the size of the screen ended up working against the game. For my next outing against a Miku game on a Sony platform, with the latest title – Hatsune Miku Project Diva X – I decided to take on the Vita version of the game. Project Diva X controls and plays almost identically like Project Diva F on on the PS3, with some minor tweaks. Rather than unlocking the songs in order by escalating difficulty, the songs are instead structured by theme – Classic, Cute, Quirky, Cool, and Elegant. Each category has 5 songs, and upon completing the point or “Voltage” goal for each song in a theme, you unlock a Medley of 5 more songs. Completing that beats the “cloud”, allowing the player to move on to the next cloud. After completing the Classic Theme, the other four clouds can be taken on in any order, though once a cloud has been selected, it has to be cleared before you can move on to the next cloud. Right out of the gate, the smaller screen of the Vita is a much better fit with this game. I was able to play much better on the Vita than I was on a television, as I was able to have the entire screen in the entirety of my field of view, letting me track incoming notes better. I found myself able to clear songs on higher difficulties that would have left me struggling on the TV, and able to handle the D-Pad + Button combinations without any problems. The performance sequences for each song have been tweaked somewhat from the earlier games. In the previous games, each song had a Music Video that played underneath the notes moving across the screen. In Project Diva X, these are instead staged performances, and you can customize the performer’s outfits and accessories. Selecting accessories that fit with the theme of the song, and in the right combinations will give you a boost to your point multiplier. Costumes also provide special abilities, ranging from increasing the chance of unlocking new outfits and accessories, to giving score and multiplier boosts. The dating sim portion of the game has also been adjusted to feedback into the musical performances. By building up your friendship meter with each of the 6 vocaloids in the game (Hatsune Miku, Len & Rin Kagamine, Megurine Luka, and KAITO & MEIKO), you also get a boost to your score modifier with those songs that are performed with that character. As part of this, you can play any song with any character. However, the vocal tracks for those songs don’t vary, and there aren’t any tips on who the actual lead vocalists on those songs are, meaning that you can have, unintentionally, KAITO’s vocal track coming out of Hatsune Miku’s mouth. Unfortunately, the song selection is much smaller than the earlier games, with the track list making up a total of 6 tracks per cloud plus a final medley. That final medley has to be unlocked by basically beating the game twice. The first time through the game’s clouds, you are only able to play on Easy and Normal difficulty. After your initial clear, the “voltage” (points) from each cloud crystallizes, and you are informed that there is an ultimate medley that you can unlock after getting an additional crystal from each cloud. That crystal can be obtained by hitting a point threshold for each cloud, and at this point two harder difficulty levels are unlocked for all the existing songs. In order to meet those thresholds without grinding, you’re going to have to beat the songs at these harder difficulties. While I enjoyed the songs in the game, I didn’t find myself enjoying the game quite enough that I wanted to play through the game twice in a row to get one more song. By comparison, the Project Diva F games each added an encore set. This set would have more difficult tracks and some Greatest Hits tracks as a reward for beating the main sequence of the game. Instead, the “greatest hits” tracks from earlier games, like “Senbonzakura” and “Piano x Forte x Scandal”, are absent here, at least as complete tracks. A few classics like “The Disappearance of Hatsune Miku” appear in some of the medley tracks, but not in their entirety in their own right. According to Wikipedia, there are some DLC tracks, but they appear to be exclusive to the home console versions of the game. Additionally, while the game has english subtitles for the lyrics of all of the songs, the “Concert Mode” that would let you just sit back and watch the songs be performed is only available through DLC on the Vita. Presumably the concert mode is on-disk on the PS4 version. On the one hand, the reduced song selection, lack of DLC tracks, and the fact that the Concert Mode is not present on the cart makes the game harder to recommend. On the other hand, it is fun, and several of the tracks on here (particularly “Raspberry*Monster” and “Even a Kunoichi Needs Love”) are pretty catchy. I’d say that the Vita version makes for a better gameplay experience, while the PS4 version will probably make for a better way to experience the songs, once you’ve unlocked them. Hatsune Miku Project Diva X is available from Amazon.com. Filed under: Reviews, Video games Tagged: Anime, Hatsune Miku, music, Video games
  12. 2015’s revival of Ushio and Tora by Studio MAPPA is not the first revival of an older anime and manga series in the 21st century. In 2008, JC Staff revived the classic fantasy anime series Slayers, with a fourth season after an almost decade gap. The series was was released as a split-cour show, with the first 12-episode cour being subtitled “Revolution”, and the second “Evolution-R”. When the show originally was announced, the big question that fans had was would this show come back with a Dragon Slave sized blast, or would it fizzle like a wet firework? The show starts off fairly well – Lina and Gourry are still traveling together, and much as with Slayers Try, they have moved on to hunting pirates after having wiped out much of the world’s population of bandits. However, after Lina and Gourry are framed for the destruction of a nation’s Magic Tanks (on the grounds that the damage was done with a Dragon Slave, and that a Sword of Light was also involved). Lina and Gourry know this wasn’t them – they were out at sea, and also Gourry hasn’t had his Sword of Light since the events of Try. After fairly quickly getting the Band back together, Lina, Gourry, Amelia, and Zelgadis discover that the person responsible is a person named Pokota, an animated plush stuffed animal with tremendous magical power. Our heroes must hunt down Pokota and find out his game – a plan that will ultimately lead them back to the antagonist of the first half of season 1 – Rezo, the Red Priest. Probably the biggest point of note when watching this series is that this is the first Slayers anime to be animated on the computer. The animation has the same sort of bright, flat color shading that I’ve noticed among a lot of J.C. Staff’s digicel work. Not all of their shows have this problem, as I don’t remember this being an issue on A Certain Magical Index, for example. However, here it feels jarring. The show, narratively, is structured similarly to the first two seasons of The Slayers. The first half of the series focuses on our protagonists facing a particular evil plot (Rezo in season 1, the assassination attempts against Phil in season 2). Then, the second half of the season the heroes discover a secondary, or in some cases larger plot that builds off of the earlier threat (Copy Rezo in Season 1, Gavv & Hellmaster Phibrizzo in season 2). In this case it’s the Magic Tanks in Revolution, and Evolution-R builds off of that with Pokota’s backstory and how it connects to Rezo. That said, the second half of the season (and the tail hand of the first half) feels a little heavy on the fanservice – not in terms of risque material, but in terms of calling back to earlier material. Revolution wraps up with another fight against “a” Zanifar (as opposed to the tail end of Season 1 where there was only one Demon Beast Zanifar – and it couldn’t be destroyed, only imprisoned), with the antagonists having a way to make multiple Zanifars. Evolution-R has the return of Rezo, through his soul being trapped in a jar, and with it another fight against a fragment of Shabranigdo. The one bit of fanservice that feels like it works is with a semi-appearance of Naga the Serpent – in the form of a suit of armor that has had Naga’s soul implanted in it. Naga ends up amnesiac, but rather than being an obnoxious use of this particular trope, it ends up working. Naga’s amnesia ends up opening up some interesting jokes and character beats, from Lina’s history with the character in the OVAs, to the occasionally mentioned fact that Naga and Amelia are sisters, in spite of the two never meeting face to face prior to this series. I ended up listening to the dub for this series as well, and Funimation managed to get most of the main cast together, with Crispin Freeman still doing an excellent job as Zelgadis, with his dark, threatening growl counterbalanced by some of the utterly absurd moments that Zel ends up running into. The supporting recurring characters, such as Naga, Sylphiel, and Rezo are re-cast. Well, that’s not entirely accurate – Rezo is semi-recast, as Liam O’Brian, who plays Rezo here, played Rezo in one episode of the dub of Season 1. All in all, the dub is very listenable. The Japanese voice acting track is also great, with all of the cast being back there, including Megumi Hayashibara returning as Lina in one of her first roles in her return, and she steps into the role as if there hadn’t been 10 years between Try and Revolution. The show does make for a satisfying conclusion to Slayers as an anime series, since I doubt we’ll get a 5th season, and it definitely is worth watching if you watched the first 3 seasons, but the level of call-backs makes it a little less worth picking up if you’re new to the franchise. Slayers Revolution and Evolution-R are available from Amazon.com in a single boxed set. Filed under: Anime, Reviews Tagged: Anime, comedy, fantasy, Reviews
  13. This episode gets a little maudlin as some party members pay their respects to fallen family. Filed under: Let's Play, videos Tagged: Let's Play, Mass Effect 3, Video games
  14. I’m continuing my reviews of the books in the Legend of the Galactic Heroes series with the second title, Ambition. Please support my Patreon at http://www.patreon.com/countzeroor Member of The Console Xplosion Network: http://www.theconsolexplosion.com/ Watch my Live-Streams on http://twitch.tv/countzeroor/ Filed under: Books, videos Tagged: book review, Books, Legend of the Galactic Heroes, science fiction
  15. We deal with a little bit of business before we return to the main story missions. Filed under: Let's Play, videos Tagged: Let's Play, Mass Effect 3, Video games