I'm a great admirer of the 2013 Tomb Raider reboot. I went in with low expectations after previous mediocre attempts by Lara's handlers, and what I found was an incredibly well presented adventure, that I actually enjoyed equally as much as any entry in the Uncharted series. It was no surprise that Uncharted was topping everyone's lists for 'Best Action | Adventure' title on the PS3, so for the Tomb Raider franchise to take notes from Nathan Drake, was a smart move to make. The 2013 reboot took a new direction narratively, instead of throwing us into the role of tomb raider Lara Croft, we had to play out her growth as a character from her normal beginnings, and how she grew into her famous role through adverse conditions and the challenges that faced her on the island the game took place on.
It's rare when something like Charlotte comes along, and I feel a little lost for words on how I feel about an entire experience. I know I'm not alone here. What started off as a slice of life Angel Beats style, very briefly became School Days, before moving into Clannad, and finally settled into its own style for the ending episodes. I'd even argue there's a little Haruhi Suzumiya in here too at times. Universally, it's agreed that it was around episode 7 that things started to change, with the seeds planted beforehand. It was from here on that the biggest transition occurred, and we were left wondering what genre this actually fit into, and what angle it was aiming for.
I'll try to avoid spoilers as much as I can, but it's difficult to talk about what makes the Anime so great without going into at least a few spoilers. First off, let's talk about what Your Lie In April [YLIA] is broadly about. Arima Kosei used to play the piano as a child, but his Mother [who was unable to live up to her full potential, due to a terminal illness] placed unnaturally high levels of pressure and expectation on him to compete and do well with the instrument. Killing all the joy Kosei had watching his Mother play the piano as a child and enjoying playing it himself, he eventually forgot about the instrument and stopped playing all together. That was until he met Miyazono Kaori, a high-on-life blonde violinist who wishes for Kosei to play as her accompanist on stage.
IGTM is what I consider to be one of the finest examples of Documentary, done right. With the amount of awards and attention it's gotten, you'd be hard pushed to say I was wrong. Not only does it successfully manage to successfully document a series of events [which any decent documentary should be able to do as a minimum requirement] but it also successfully manages to capture the emotions and thoughts of the individuals focused on.
Officially speaking, I'm no Movie Critic. Maybe what I've just said sounds like a no-brainer, you're probably thinking: "Well of course it shows what happened and what the people were thinking, that's what Documentaries are all about, aren't they?" Well you'd be half right, most documentaries seem to only document things on a very superficial level, based on what the camera sees and that which takes place visually. Behind this however, are the emotions and thoughts of the individuals going through the experience; the real experience and substance of these events.
There are two different names for this game, Tomba! was the USA release title, while for some reason it was Tombi! in Europe. The names do have different textures to them, with Tomba feeling more like an action based name like a caveman primitive, and Tombi sounding a more appealing and cute. It's a well known fact that American and European box art for games have differed quite significantly over the years, with American box art having a more masculine edge to them, with action being the focus of the art, whereas European art tends to reflect a more creative aspect, focusing on a more obscure and contemplative angle of the design. Box art and game title names aside though, I'll be referring to the game by its American name Tomba! for the duration of the review.
There aren't many games you can attribute the title of 'best game of all time'. It's just as hard to create a list of the top five games of all time. SOTC however, is one of those games that's consistently at the top of everyone's list, and with good reason. Often referred to as one of the best games of all time, or at the very least the best game on the PS2, SOTC is considered by many not just a great game, but a work of art.
After the advent of true real-time 3D rendering, the market was about to become saturated with Fighting games from all directions for both the arcade and PS1 home console. Tekken débuts in 1995, the same year as the arcade version of Psychic Force. However, the console releases of Psychic force won't arrive for another year, so very few people know of Pyschic Force's existence on the home consoles due to Tekken and Mortal Kombat 3 being the current leading competitors in the genre for the console.