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Tuesday, December 17

Fighting for Everlasting Peace, 26 Years of Mega Man

With the first game released over two decades ago, it's hard to imagine Mega Man turns 26 years old today. The sheer amount of games released to this day is staggering. From the Classic series to the Star Force series, Mega Man has certainly left his mark on the industry. The franchise has been praised for its colorful and creative characters, unique gameplay and unforgettable musical compositions. There's a reason the Blue Bomber put Capcom on the map and has become a force to be reckoned with in the game industry.

Keiji Inafune, not long after he graduated college, was hired by Capcom in 1987. Inafune worked on the very first Street Fighter and eventually found himself on the Rockman project. Already in production, he helped create the enemies and the initial character design for the game Rockman, which was inspired by the popular manga, Astro Boy. Music played an integral role in games development; the designers wanted to go for a rock and roll motif in naming the main character. They came up with names like the "Mighty Kid" and "Rainbow Man" (the name Rainbow Man revolved around the fact that each boss the player defeated dropped a weapon; and when the player switched to to the new power up, Rainbow Man would change his color accordingly).

But ultimately, the developers stuck with Rockman, who was accompanied by his sister, Roll. The game was finally released on December 17, 1987 on Nintendo's Famicom video game console. It was praised for its unique weapon-based gameplay, platforming, music, and graphics. Rockman would eventually find his way over seas, but under the new name of Mega Man. Coming to America, this wasn't the only change made to the game. Mega Man needed marketing. The American box art for the game has been deemed as the worst box art to a game ever. Keiji Inafune stated that the box art was the reason the game did not sell well in the states (Story goes that the box art was made just as the game was ready to release and they quickly came up with this and stuck with it just to release the game in  time).


Mega Man, for those unfamiliar, tells the story of a robot named Rock created by two scientists, Dr. Light and Dr. Wily.  Rock, alongside 6 other robots, were built to help workers with construction and other tasks. Dr Wily, who begins to distrust Dr. Light, steals the other 6 robots and reprograms them to work under his control, soon helping him take over the world. Rock asks Dr. Light to make him combat efficient to stop Dr. Wily's plans and to save the world. After defeating all the robot masters, Rock confronts Dr. Wily and defeats him at his fortress and thus ending the game. It's a very short, but simple story to get into.

The story wasn't anything to write home about. However, Mega Man's game design was at the peak of innovation. The game didn't just force players through a linear set of levels. Mega Man allowed players to choose where and which stages they would like to play first, creating a personal experience for every player. This allowed the game to be fresh and as difficult as a player wanted it to be. As long players used their new-found weapons accordingly, they could progress from one robot master to the next. Along with player choice and freedom, role-playing elements were also thrown into Mega Man's design. This freedom was unheard of at the time and inspired not just platformers, but many other games.

Think of choosing your weapons like playing rock, paper, scissors. No matter which one you pick, each power-up has its strengths and weaknesses. While one weapon may deal  heavy damage to one robot master, it may do nothing to others.

As we know, this wasn't the end for Mega Man's career. Capcom would continue to release sequel after sequel with improved visuals and imaginative characters for years to come. Spin-offs from the classic series were even created, like the darker themed Mega Man X to the open 3D world of the Mega Man Legends series.

Recently, the franchise has slowed down with nearly 4 years of no new Mega Man games having been announced or in development. But, all is not lost as Mega Man is still given plenty of love and support from the community, including musicians who cover the franchise's original scores. Because of Archie Comics, Mega Man stars in his own comic book and graphic novel, crossing over with Sega's Sonic the Hedgehog. And the Blue Bomber is even a guest fighter in the upcoming 3DS and WiiU Super Smash Bros.

Keiji Inafune's newest game Mighty No. 9 draws inspiration from his previous creation and is a reboot to the genre that could possibly catch the attention of Capcom for a new game. Until that day comes, celebrate and be thankful for the creation of Mega Man and his impact on  the video game industry.

Continue to fight for ever lasting peace, Mega Man.
Stay tuned for Subculture! 

Sunday, December 15

Welcome to Luisculture!

From adventures, editing, writing and discussing new ideas to bring into SCT, the Subculture crew does like to take it easy once in a while and have some fun. Here's a little look into that SCT slice of life. 
Welcome to the Rockband Sessions! 



All hail Pluisculture!
(Stay tuned for Subculture!)

Sunday, December 8

SCT Vlog: Long Beach Comic-Con Volunteer + Michele Boyd Interview

For this special edition, Mak and Raphael hit the Long Beach Comic and Horror Con, not only as guests, but as volunteers. Check out their Sunday vlog for their experience and an exclusive interview with none other than the lovely Michele Boyd. You may have seen her on The Guild as Riley or as a Superhero on Team Unicorn


Thanks for watching. Stay tuned for Subculture!

Tuesday, November 19

Subculture Times vs. Nuke the Fridge Con

For this adventure, the Subculture crew hits Frank and Sons for this years Nuke the Fridge Con! Check out our adventures in all kinds of Nerdom! 


Stay tuned for Subculture! 

Sunday, November 3

The Awesomes Awesome Review


The Awesomes is a superhero-themed cartoon mixed with humor and drama. Though passed by Syfy and MTV back in 2007 and 2009, the official first season premiered in August as a Hulu exclusive with 10 episodes.
The Awesomes are a new group of superheroes created by Jeremy "Prock" Awesome, the son of Mr. Awesome and leader of the original Awesomes (that's a lot of awesome). Prock, though the son of a legend, is a typical skinny kid. He is considered a disappointment and, save for his ability to pause time, which he keeps secret, has no special attributes. The newer members, like Prock, fall short of anything you may expect from a group of superheroes ironically called "Awesome." It's an interesting angle on the prominence of the power held by the underdog. Each member has their strengths, but also their weaknesses. This dynamic of almost "powerless" superheroes keeps the narrative and its characters interesting.


The animation reminds me of Drawn Together, though the comparison in regards to the comedy is far from one another. The humor isn't over-the-top, relying on racist or toilet jokes. Rather, the humor is subtle, somewhat witty and often dropping only small cues of inappropriate comedy. Then again, there were some moments during the season involving interspecies relations.

Half of The Awesome's first season was used to build the characters through the course of its ten episode stretch. In doing so, this first season lacked a certain amount of action that can be associated with superheroes and their adventures.The plot is straight forward and a bit predictable. It isn't too difficult to figure out, however the finale's cliffhanger will make you crave more.



The Awesome's cast boasts many familiar names, including Saturday Night Live veterans Seth Meyers and Kenan Thompson, as Prock and Impresario respectively, Parks and Rec's star, and my favorite, Rashida Jones as Hotwire, and Ike Barinholtz as Muscleman, a lifelong best friend of Prock and also a 2nd generation hero. Not to mention, Bill Hader voices arch-villain Dr. Giuseppe Malocchio, who bears a slight resemblance to Dr. Strange (Marvel and DC references are littered throughout the show).Overall The Awesomes is a simple show, driven with positive attitude. In doing so, it's geared toward younger audiences, but is still relevant for wider audiences and fun for fans of comics and superheroes. The Awesomes have come a long way since it was passed back in 2007 and 2009, but Hulu gave it a chance. I enjoyed it and think it's a good idea the series has been renewed for a second season.


Stay tuned for Subculture and check out the The Awesomes here

Tuesday, October 29

Subculture Times Video Review: Beyond Two Souls

For those whose eyes hurt from reading reviews, prepare as your eyes shall now hurt from watching reviews, too! Subculture Times also makes video reviews. Check out our review for Beyond Two Souls

Thursday, October 17

Beyond Two Souls



What defines a video game? The control? The completion of a story because of a player? The levels of enjoyment a person experiences? The concept of a video game, like art, seems to become more abstract every day. Technology now allows games to parallel movies and incorporate cinematic elements into telling a story. But to compare video games to art, in some, perhaps elitist, perspectives, would mean lowering the standards of one or raising the bar for the other. It's a difficult debate to argue and defend. Thus, for this review and potentially those following it, Subculture Times may cease to give a score (we're still experimenting on style, so feel free to accompany us on this journey) . Rather than turning video games further into a commodity by quantifying their value with an arbitrary score, this review will only examine the game in regards to its mechanics, gameplay, narrative and everything else that makes or breaks the experience. In the end, it's up to you, the individual, to decide the final score.

With Heavy Rain and the Telltale's well-received Walking Dead episodic adventure, the surge and popularity of narrative-focused video games are undeniable. From the folks who brought you Heavy Rain, Beyond Two Souls is the latest release from Quantum Dream.

The story surrounds Jodie Holmes, a woman whose entire life is bound to the lingering entity she calls "Aiden." Aiden's presence has not only guaranteed Jodie's constant surveillance, but Jodie's "powers" mark her as a pariah amongst the world. None, least of all Jodie herself, understand Aiden or his origins and it consequently erupts prejudices of danger and caution from all those around Jodie.

Beyond Two Souls is first and foremost a modern bildungsroman about Jodie. The game takes place throughout moments in her life, offering glimpses into her troubled childhood, her military training and even her time spent homeless. Jodie and Aiden's journey spans across America and even overseas. The narrative also unravels in non-sequence. One minute, players will control Jodie, say, at a grand soiree of military officials only to then find her, within the next half hour, as a teenager arriving at a birthday party.

This form is initially convoluted in regards to telling a cohesive tale, but the plot itself  is an enigma meant to be uncovered by the player throughout the course of the game. It helps that the story gracefully transitions from one segment to the next. In creating this non-sequential narrative, Quantum Dream accomplishes several impressive feats: Beyond Two Souls rightfully balances action and suspense versus slower and more thoughtful moments. The flow from suspense to stealth to dialogue or vice versa  are captivating respites puzzle-pieced together within a grand narrative. And Beyond Two Souls incorporates this pace beautifully and artistically into its story.

The broken timeline also perfectly reflects the plot as a coming-of-age story. Beyond Two Souls achieves this by highlighting impactful phases in Jodie's life. The always-looming consequences of the journey offer deep and meaningful reexaminations for her character. What serves as her truth one moment is completely shattered in the next. Quantum Dream breathes life into Jodie, her character and the journey, making Beyond Two Souls' already excellent narrative and characters that much more significant.


Of course, the power of a strong video game narrative depends on the strength of its actors as much as its gameplay. 2013 already boasts several top-quality, triple-A titles, all of them sporting excellent voice work and motion capture. Beyond Two Souls, however, easily sets a new standard. In tandem, the motion capture and voice work fall nothing short of cinematic bliss.                

Ellen Page is the fulcrum to Beyond Two Souls. Now while Quantum Dream director David Cage said he wrote the main protagonist with her in mind, Ellen Page's performance is the essence of Jodie Holmes' character. The moments of happiness, life, death, despair and confusion are portrayed to such a perfect pitch, Ellen Page often over shadows her fellow actors and actresses. This is not a sleight to her fellow cast members however. In fact, Willem Dafoe honors the game with a stellar performance as Nathan Dawkins. And even some of the more minor actors, such as Kadeem Hardison and David Coburn, demonstrate their excellent acting prowess through their characters.

Beyond Two Souls blur the very lines between video games and movies; it's sometimes easy to forget you're playing a game because transitions between cutscenes and gameplay are cohesive and seamless. Adding to the cinematic aesthetic of Beyond Two Souls, the visuals, the environments and the characters all look amazing. Ellen Page and Willem Dafoe, through the extensive motion capture, are technologically  mirrored within the game. The digital avatars bear such a similar resemblance to the real life actors.

Even with motion capture and green screens, Beyond Two Souls meshes a graphically polished world with the grime of a mature narrative. The end consequence is a noir-like painted America. Landscapes are stunning, yet whether the suburbs, Arizona desert or snow-white cities, Quantum Dream manages to craft these locales to reflect Beyond Two Souls darker themes.


Those unfamiliar with Quantum Dream's track record may be surprised to find Beyond Two Souls a game "lacking gameplay." It's true the majority of gameplay consists of navigating Jodie, quick time events, traversing around a room as Aiden to tip something over, and using the face buttons to decide what kind of response Jodie should  give another character. But Beyond Two Souls is first and foremost driven by its the narrative; the gameplay is secondary, supplementing the experience of Jodie's adventure. Quantum Dream reinforces this concept through two difficulty settings at the main menu, one of those settings being geared to an audience who does not play games often or at all.     

This aside, Beyond Two Souls follows the suit of Quantum Dream's previous title, Heavy Rain. Players, as Jodie, navigate the game space, interacting with people and sometimes items to forward the narrative. At almost any time, players can control Aiden. Aiden can phase shift through walls, manipulate objects, and sometimes possess the weak-minded. Players will control Jodie for the majority of the game, but will often switch between Aiden and her to solve small puzzles. The other mechanics of gameplay revolve around quick time events. Some actions require players to press the right series of buttons to complete a segment, while the right stick, and sometimes the sixaxis,  is used in combat sequences. The combat system may seem simple, but it's handled really well and looks extremely stylish.

Beyond Two Souls does a better job than Heavy Rain in managing frivolous gameplay. While there are a few moments where Jodie is able to roam around, trifling through everyday items, it doesn't become a chore to progress the game. Instead, interacting with the environment often proves to unveil more about the world and characters.

Beyond Two Souls will immerse and envelop players into the experience. Sure, there are those that will say gameplay is limited. However, the mechanics of controlling Aiden and the quick time events are meant to supplement the narrative. Beyond Two Souls is an impactful journey brought on by the crisp, fantastic visuals, the deep, compelling narrative, high-quality voice work and acting, and the balanced pace throughout the game.


Stay tuned for Subculture! 

Friday, October 11

Grand Theft Auto V Review


Welcome back to Los Santos. Home of the rich, the poor, the famous, the wicked and everyone else in-between.

Treading on the busy sands of Vespucci beach, the celebrity-focused lanes of Vinewood, the Sandy Shores desert, and the socially dilapidated neighborhoods of Los Santos, Rockstar is back with its newest installment to the infamous franchise, Grand Theft Auto.

Enter Grand Theft Auto V

This newest GTA drops players into the vast, pseudo-Californian world of San Andreas. Though a digital replica in its landscape, GTAV's satire bleeds the essence of what composes modern American culture. San Andreas is a towering monolith of celebrity obsession, capitalistic narcissism,  internet culture, and government corruption to name just a few of the lingering themes. It borders the pastiche, but as every Grand Theft Auto game before, it is bathed in extreme parody. 

This humor alongside Rockstar's expertise  deliver the entity of San Andreas. Rockstar crafts a living and beautiful world players can easily immerse themselves into. Desert highways are vast, craggy mountain regions are filled with hikers, wildlife and anyone looking to get lost and Los Santos is a breathing reflection of contemporary L.A. Rockstar, after only five years since the last installment, really shows what their efforts are capable of. GTAV looks stunning. The graphics aren't the best around, but Rockstar completely nails the aesthetic of San Andreas. The Los Santos tenements look lived in, the beaches are crisp galleries of sand and ocean, and the underwater flora and fauna are some of the best around. 

However, Even with the mandatory install for console versions, textures and objects sometimes can't keep up with the player. But considering the scope of the game world and the technical limitations of current consoles, it's easily forgivable. Again, San Andreas is massive and it's amazing there are no load screens throughout the adventure.

The soundtrack, like San Andreas itself, is varied and vibrant, catering to over a dozen stations ranging from rap, reggae, pop, alternative, jazz and even punk music. On top that, the denizens of San Andreas believably go about their daily lives. Cruising through the city, you will see npcs practicing yoga, going to local coffee shops, talking on their cell phones and so much more.

The voice work of these npcs, and from everyone else for that matter, will further draw players into the world. It is synonymous with the excellent writing Rockstar is known for. If San Andreas initially drew people to the world, the atmosphere will tether those players to this game for a very long time. From Los Santos to  Blaine County, San Andreas is as a well developed a character as the main protagonists.  


For the first time in the series, the narrative spans across three central characters: Franklin, an ambitious ne'er-do-well vying to leave the pyramid scheme of the gangster life, Michael, a rich retiree already bored of retirement and the incessant nagging of his family, and Trevor...


Well Trevor is a grenade in a hand basket ready to explode in all directions at any moment. Similar to Grand Theft Auto San Andreas, each character has personal stats that upgrade over the course of the game. For example, running, swimming or biking can increase stamina, while fighting or playing tennis will increase strength. Ultimately, the difference between Mike, Trevor and Frank revolve around their base skills: Michael is better at handling firearms, Franklin is a pro when it revolves around cars, and Trevor has a strong affinity for helicopters and planes.

Their uniqueness does not end there as all three characters have a special ability. Another new addition to hte franchise. As gunfights or car chases grow in chaos, both Michael and Franklin can slow things down to give players the edge. Mike, much like Max Payne, can use bullet-time to paint and mow-down all the enemies in front of him. And when inside of a car, franklin can weave through streets and traffic with the utmost ease. Last but not least, there is Trevor's  rage ability. 

If Trevor seems to be a special case of manic and sociopathic tendencies, it's simply because he embodies those ideals. And, ya know what? So does his special ability. Trevor's rage makes the unpredictable psychopath almost invulnerable. Bullets, rockets, grenades, and car crashes are nothing but flesh wounds for the raging Trevor. 

Having three central characters with different stats and different abilities changes Grand Theft Auto  into something more than its predecessors. The copy and paste formula of open world mayhem is reassessed through Franklin, Trevor and Michael's diversity. Their abilities are a welcome change that spell fun for an already excellent franchise. Not to mention, having three central protagonists, playable at almost any time, allows a deep and constantly changing narrative. Sharing an affinity for danger and profit, the trio of malcontent's criminal proclivities eventually draw them to one another. 

In Rockstar fashion, Grand Theft Auto V tells a lengthy story. Spanning over 50 hours, GTAV is an action-packed, yet well-paced narrative surrounding ambition, greed, loyalty and violence set loose upon San Andreas. Each mission is not only fun and varied, but essential as they expand and develop the personalities of the troublesome trio. We find what drives and motivates these characters as well as what pisses them off. And boy, no one should ever piss off Trevor. 



Thankfully when things go awry and the shit hits the fan, Grand Theft Auto V's controls are tight and responsive in all aspects. The driving is the smoothest it's ever been within a GTA game. Helicopters and planes remain a fun and often destructive mode of transportation. and water- vehicles ably glide through the turbulence of the rivers and oceans. The twitch-flick auto-aim of GTAIV returns but is better polished and tweaked, adding real weight to the guns and to combat. It's easy to see Grand Theft Auto V as a very ambitious game. Luckily for GTA fans and players looking to jump into the series, this game delivers above and beyond. 

The graphics are fantastic working in perfect cohesion along side an amazing atmosphere, voice work and soundtrack.The open-world truly feels open to exploration and adventure. The combat, driving, and flying mechanics are precisely tuned. The narrative is well-paced, yet intense and gripping throughout the campaign. And the choice to disseminate San Andreas among three central characters with different abilities and stats was a brilliant addition as it allows for a shifting, dynamic narrative and different play-styles.  

GTAV's layers of depth create such a rich ambiance. San Andreas is easily one of the most realized worlds of this year, sharing the limelight with Bioshock Infinite's Columbia and the American wasteland in The Last of Us. Grand Theft Auto V is bound to keep you playing for hours upon hours as this latest game is the best in the franchise and a strong contender for game of the year.

Grand Theft Auto V gets 5 outta 5.