Bladestorm Nightmare PS4 [REVIEW] | The Hundred Years Grind

Ah, yes, Bladestorm, the ginger step-child born of enabling Omega Force to once again make something that isn’t a Warriors game (it’s worth remembering they once did also do fighting games and RPGs, among others), yet isn’t one of Koei historical turn based grand strategy titles like Nobunaga’s Ambition or Uncharted Waters, but more like a real-time Kessen.

This time around we’re taking a break from the Three Kingdoms, Sengoku era Japan or Asian history in general, as we’re going back to the middle ages, yes, but Europe this once, in the 14th and 15th centhury, to revisit the events of the Hundred Years War between France and England.

And of course this comes with a big, gynormic “loosely based on” sticker, because it’s a videogame, it’s a videogame based on historic events by the Dynasty Warriors developer, so you already know historical accuracy isn’t gonna be on the table as the main course, or barely at all, because who gotta have historical figures like Gilles Rais and John Talbot interact, and also give them very flamboyant anime style design… why the fuck not?

The plot is told mostly in cutscenes (that develop the various character arcs and of course take a lot of liberties in terms of characterization for the historical figures represented, designs aside), as your player customized character is just another dude in a mercenary band that happens to be involved in the conflict at hand and participate in both “trivial” and important battles of the war, with the option to side with either faction and also save Joanne D’Arc, if you want.

This was true for the original PS3/360/PC release of the game back in 2007, but we’re tackling the expanded port for PS4/X-Box One/Steam, Bladestorm: Nightmare, the PS4 version specifically (as apparently the PC port of this that’s on Steam is shit on a stick, and being an older Koei PC port, yeap, i believe it), which adds some features but mostly a new fantasy campaign that gives this release its new subtitle, Nightmare, which we will tackle later.

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Daimaijin (1966) [REVIEW] | #giantmonstermarch

Told you we were gonna talk about Daimajin sooner or later!

Nevermind it tooks at least 4 years, but we’re at least giving sense to the old announcement wish i did about reviewing Arrow Video releases, because they did release the entire Daimajin trilogy in a cool boxset some years ago, and i highly recommend it, but for time constraints and to make space for other entries this Giant Monster March, today we’re just gonna look at the original 1966 film, simply called Daimajin, which translates to “Great Demon God”.

Back before they went bankrupt and death-farted themselves out of business with the final Gamera film, Daiei Films did compete with Toho in the “big frigging monsters” market and were pretty aggressive/active, as they pretty much commissioned and filmed all three Daimajin films back to back and released them in the span of mere months in 1966, which is impressive.

But also probably why they did eventually go bankrupt, to some extent, since they were pumping out tokusatsu features and Gamera films like there was no tomorrow… which eventually got them there, but hindsight makes everyone sounds wiser, so whatever, but the Daimajin did start out as the first foe to battle Gamera, inspired by 1936 Le Golem, but obviously that idea didn’t pan out.

While the crew was the same for all 3 films, the directors were not, and also due to this insane schedule, it’s not surprising they have similar plots involving the titular kaiju, the Daimajin, this kabuto clad stone golem demon god, to whom people come praying he saves their village by some invading warlords or something along these lines.

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