Categories
Japan Reviews Wrestling

Ice Ribbon 12/31/16 (RibbonMania) Live Thoughts

December 31, 2016 in Tokyo, Japan

The buzz for this year’s RibbonMania was firmly centered on the final rounds of the tournament to crown a new Ice Cross Infinity Champion after the title was held up due to a time limit draw during Tsukasa Fujimoto’s defense against Tsukushi in November.

The development was interesting, as Tsukka had successfully defended the championship against a majority of the roster and seemed on pace to be challenging her own previous record for most defenses during a reign right around the time she’d be facing the woman she defeated to win the title. Instead, a few matches short of that the title was held up and a tournament to crown a new champion begun.

 

img_5763

 

There were no surprises in the early rounds, so coming into Ribbonmania the remaining competitors were the vacated champ (Tsukka), the opponent that forced the vacating of the title (Tsukushi), the prior champion Tsukka had won the belt from (Risa Sera), and the wrestler who ended Tsukka’s prior reign (Kurumi).

 

1) Ice Cross Infinity Championship Tournament Semi-Finals: Risa Sera vs Kurumi Hiiragi 

 

The vacating of the title instead of continuing on course for Tsukka attempting to break her own record seemed to open significant potential for some sort of shake up. Kurumi in particular looked like a monster in the last dojo show before this event.

Which made it even more surprising that she never felt like threat to Risa here. This was a good match, but didn’t have the urgent edge it needed. Risa felt in control during throughout, when her surviving a dominant Kurumi would have been a much more suitable, better story.

In a nice touch Risa remained at announce table to watch the match unfold and see who her opponent would be in the main event.

 

2) Ice Cross Infinity Championship Tournament Semi-Finals: Tsukasa Fujimoto vs Tsukushi

Coming into Ribbonmania I found the semi-final matches being determined by random draw to be quite telling. I was certain it meant we’d get this match in the semis, and that it’s winner would fail to win the title in the finals. Otherwise the brackets should have been set up for a possible rematch of the bout that vacated the title to happen in the finals.

 

This was the spirited contest expected from these two, who know each other extremely well and have styles that mesh nicely. Tsukka winning with the Japanese Ocean Cyclone Suplex, a move inherited from the mentor of both competing wrestlers, seemed rather definitive. Unfortunate, as Tsukka solidly winning here begs the questions of why Tsukushi was the one to force the vacating of the belt in the first place.

Also, Tsukka’s victory unfortunately killed any remaining drama in the tournament. Risa vs Tsukka is the match that definitely should have headlined had the title never been held up, but as a payoff for a tournament that seemed to promised at least some unpredictability it was by far the least interesting way for things to turn out. The result of the main event instantly became a forgone conclusion, and I could feel a lot the energy go out of the crowd. The post match staredown between Risa and Tsukka got minimal reaction.

 

3) 7-way: Hiroe Nagahama vs Kyuri vs Maika Ozaki vs Mio Momono vs 235 vs Tequila Saya vs Uno Matsuya  

This was originally scheduled to be a six-woman tag match, but shortly before the event Mio Momono was added to the match and it became a 7-way contest where eliminations could happen by pin, submission, or being thrown over the top rope to the floor. I’d been at Mio’s pro wrestling debut in NYC as well as seeing her in a fantastic opening contest at Marvelous’ Christmas Eve show, so was quite excited for her Ice Ribbon debut.

 

img_5679

 

It was an extremely fortuitous change, as they really made the most of the format and this was much more interesting than IR’s traditional random 6-man would have been. EVERYONE got a chance to shine at various points, including Ozaki showing off her strength with a double torture rack, innovative multi-person moves and pin attempts, and an incredible sequence where Uno was thrown to the apron and went crazy trying to stay in the match running halfway around the ring on the apron while everyone inside tried to knock her off. The effort from all seven wrestlers was phenomenal, and they really got the crowd fired up for several sequences.

 

 

Excellent match overall, and one of my favorites of my trip. In the end Saya got to look strong somewhat surprisingly hanging in until the final two competitors, but the expected (and rightful) wrestler won when Kyuri pinned her with the Fisherman suplex. Great showings for all involved. Really hope to see Mio continue to wrestle in IR.

 

4) Triangle Ribbon Title: Ai Shimizu (c) vs Maruko Nagasaki vs Manami Toyota

This was a straight up slaughter, which made sense but also meant not much interesting was going on, particularly when the champion was one of the people being dominated. Adding to the awkwardness was an uncharacteristically botched move off the ropes from Toyota early on, but she acknowledged it and played it off to keep the match moving as smoothly as she could.

 

img_5711

 

Both defending champion Ai and challenger Maruko were just outmatched by Toyota, who powered through everything either tried on her and simultaneously pinned them both with a moonsault to win the Triangle title. Very short and effective for what it was, but Maruko in particular could have been made a star here by hanging in better against the legend.

 

 

It’ll be interesting to see what’s done with Toyota as champion. The very nature of the title means she’ll likely eventually lose the championship without being pinned for it, so the value to the roster of her reign will be in how her challengers in the meantime look in defeat.

 

5) Miyako & Jun Kasai vs Tank Nagai & Kengo Mashimo (w/ Mio Shirai)

Like last year, Miyako’s Ribbonmania match was a mixed tag affair. The action was quite strong until end, with Miyako being (perhaps unwisely) fearless in the face of her larger, male opponents. They brawled into the crowd early, then returned to the ring to trade some pretty high impact slams and strikes for a bit.

 

 

Unfortunately things veered into uncomfortable territory for the finish, with Miyako taking Mio Shirai hostage with a pair of scissors held to Mio’s throat. Ugh ugh ugh. It of course eventually backfired, Mio got free, and Miyako was chokeslammed to give her opponents the victory.

REALLY not a fan of realistic weapons being used (particularly with blurred levels of humor), even with Miyako’s usual ineffectiveness in using them.  Would much prefer Miyako stick to her comical weapons (beachballs, etc) instead of exaggerated ones (knife-like objects, guns, etc). Match was good until then though.

 

6) Maya Yukihi Trial Series Match 7 of 7: Maya Yukihi vs Nanae Takahashi  

Throughout 2016 Maya underwent a “trial series” of matches against high profile opponents. She’d previously faced Manami Toyota, Mayumi Ozaki, Dynamite Kansai, Kyoko Kimura, Hiroyo Matsumoto, and Risa (her regular tag partner and only victory of the series), leading to this final match against SEAdLINNNG’s Nanae Takahashi.

This was exactly what I expected: an ok match with Nanae dominating. Maya was never portrayed as having any real chance of pulling off the upset.

 

7) International Ribbon Tag Title Match: Avid Rival (Misaki Ohata & Ryo Mizunami) (c) vs The Lovely Butchers (Hamuko Hoshi & Mochi Miyagi)

I was a bit trepidatious headed into this match, as I generally don’t care for the Butchers’ gimmick, and signs seemed to be pointing towards them dethroning my current favorite tag team for IR’s tag team titles. Mizunami won Wave’s (her home promotion) singles title the night before, and Misaki was declared her #1 contender. Between the roll the Butchers had been on and the new status quo in Wave, it would have made sense for AR to begin dropping their tag titles here.

 

 

But I find Hamuko and Mochi vastly more entertaining when they get serious, which they did here to great benefit. They went toe-to-toe with Misaki and Ryo, leading to an excellent match.

A particular highlight was an intense lariat exchange between Hoshi and Mizunami, who both throw them with incredible force.

 

 

In a pleasant surprise for me, Avid Rival persevered and retained their International Ribbon titles when Misaki hit her beautiful Sky Blue Suplex (bridging half wrist clutcth tiger suplex) on Mochi. Kudos to all four here.

 

Main Event) Ice Cross Infinity Title Tournament Finals: Tsukasa Fujimoto vs Risa Sera

So as a result of winning the semi-finals earlier in the evening, Tsukka and Risa faced off here for IR’s top title.

 

 

Technically speaking, I thought this was a great match. The atmosphere and lack of crowd heat really hurt it though, as I thought it was pretty much the epitome of the “wrong match for the wrong crowd.” More specifically, it was the wrong match for the story they chose to tell.

It was instead exactly the match they should have had under the original trajectory of Tsukka’s title reign. This match would have been PERFECT as the end of Tsukka plowing through everyone else on a quest to best her own defense record just to run into a determined Risa dead set on proving she could reclaim her title from the woman who dethroned her.

 

img_5839

 

However without Tsukka’s streak still in tact to add drama and uncertainty not one person in arena bought a Tsukka win here. Now predictability can actually be an advantage when done well, as I praised Ice Ribbon for regarding their New Year’s Eve show.

But here the tournament was sold on the possibility of the unexpected, which made a back and forth contest between determined rivals the wrong framework for the finals. Both competitors should have been conveying desperation here (or better yet someone else should have advanced to face Risa, or the whole tourney been skipped).

 

img_5872

 

Risa’s a great champion for Ice Ribbon, and she and Tsukka worked a strong match here. But the ringwork and stories must work together, and the booking let them down resulting in a lukewarm crowd for what should otherwise have been a huge moment.

 

 

As usual the Ice Ribbon roster spread among the fans after the show to thank everyone for coming. Always a nice touch.

Overall I enjoyed myself quite a bit, but some of the booking decisions worked against the action and as a result live Ribbonmania came across as a good show that should have been a great one. It’s very likely it will play better on DVD though.

Categories
Board Games Reviews

Quick Thoughts: Red Riding Hood, The Pied Piper, & Kabuki Board Games

I recently tried more younger player aimed games with my niece. While they didn’t all have quite the hook for older / more experienced gamers like my previously examined Abraca…What? and Sushi Go!, they still presented fun experiences simple enough for younger players yet with a bit of depth to entertain those playing with them.

 

Red Riding Hood, The Pied Piper (Tales & Games)

The first two I’ll talk about are from the Tales & Games series, which are games based on stories and fairy tales that come in wonderfully thematic boxes designed like books.

Immediately striking is the quality of components and visual style of these games. The boxes don’t just look like books, the top flips open like a bookcover. Inside said covers are setup diagrams for the included game, which is a great touch. The cardboard chits and tokens are of decent weight, and each game had at least a couple of wooden character pieces.

In deciding to try these my main concern was that they’d be generic games with the theme haphazardly pasted on. Reviews seemed to indicate that wasn’t the case, so I chose two that seemed most interesting and had the most postive buzz. There are six different games in the series so far.

I’m happy to report my concerns were in fact unrealized. Each game is fairly suitable to it’s inspirational story, with goals and mechanics that make sense.

In Red Riding Hood the goal is to get Red to Grandma’s house before the wolf. There are two game modes, one with everyone alternately controlling Red and one with one player as the wolf against everyone else. We only played the co-op version, so I can’t comment on the differences nor the mechanics of playing the wolf.

Gameplay centers around a press your luck element where each drawn card can increase the number of spaces Red might move, but at any point if you draw a card with lower value than those already on the board everything is cleared, Red doesn’t move, and the wolf gets closer.  There are a couple other aspects, like a shorter but risky secret path to take and bonus movement when a card depicting Red is drawn, that add depth without making things too complicated. My niece loved this and the rest of us found it fun enough.

Pied Piper has a little more to the mechanics, with each player trying to keep their house from becoming infested with rats. The infestation level is marked with a tracker that moves up whenever a rat passes their house and down when the Piper does. Movement is determined by player directional arrows on cards that are color coded to correspond to specific rat tokens in between the various houses. We tried this with just two players, which was fine but it really seems the game would be more interesting with more people.

Like Red Riding Hood I think this is great for the target ages, but here the younger players are at a clear disadvantage against older players who can process and plan what the different arrows will do in sequence. Be careful not to be too ruthless when playing this one with young gamers, as I imagine it could frustrate them quickly.

Overall though these are two distinct, well done games that make good use of the recognizable themes. I’m curious to see what the other games in the series are like.

 

 

Kabuki

kabuki

Kabuki really is a brilliant little gem. It’s a “simple” memory game that has an actual game built around it. There are four performer cards, which are the bases for four piles. On each turn a player draws a mask card and places it on one of the piles. That’s it. The key is you’re trying to play it on a performer that isn’t already “wearing” that particular mask. If another player thinks the mask you played is already in the pile, they say “stop” and call for a check of the pile. If they’re right they take one of your victory points. If not they lose one to the bank. That’s it. Most points at the end of the game wins.

It’s a wonderful elegant variation that puts everything in the players’ hands. The chosen theme lends itself wonderfully to the concept, as the mask cards can be stylistic in a way that makes it hard to remember exactly what’s in each pile. Yet when masks are side by side they’re quite distinct and easy to tell apart (which is equally important). Beautiful, vibrant artwork enhances both aspects. Most colors have 2 different mask versions (blue has 3 and green only 1), and each mask version has 5 copies in the deck. So eventually a copy of every single mask will HAVE to be played in a pile that already has a copy.

The straightforward core mechanics make Kabuki extremely easy to teach, yet remembering the contents of the piles as the 60 mask cards are played will tax anyone’s memory. Perhaps best of all the playing field is pretty even, regardless of age and experience of the players. Overall my niece was just a little faster at calling out misplays and a little less likely to be wrong and won most of the games we played (with a variety of opponents all older than her). While she enjoyed all five games mentioned between this column and the one linked to above, I think this was her favorite (with Sushi Go! and Red Riding Hood close behind).

 

——-

That’s all for now. Hope to be back with more soon. 🙂

Categories
Anime Film Reviews

Ocean Waves Review

On the verge of his high school reunion, Taku recalls how all his problems began with a transfer student’s arrival.

 

oceanwaves

 

The 20+ year old “lost” Studio Ghibli classic featuring high school love and all the awkwardness that goes with it finally sees a US release, and I had the opportunity to catch it during limited screenings in NYC.

For context, I’m a middle of the road Ghibli fan. I appreciate the general quality and have favorites among their films that I consider incredible, but I don’t go crazy for every movie they do and was lukewarm on several I’ve seen (and outright hated one).

So I had no preconceived expectations really, which made it even more interesting when this fell firmly in  the gray area of my personal opinion. Most things have high and low points, but usually there’s a predominant overall impression, be it good, bad, or indifferent.

Recently I played a video game (Zero Time Dilemma) that bucked that trend for me in that I both liked and disliked in pretty much equal measure. That same conflicting batch of feelings perfectly describes my reaction to Ocean Waves.

Given that most of the film is told as a memory, there’s a fog of “unreliable narrator” feeling that envelopes the story. It’s the epitome of a double edged sword here. It makes sense that certain things would be more vivd in his mind than others and that he wouldn’t always notice or know other’s motivations, which helps establish the drama and his personal point of view as main character, but it also presents characterization issues with regards to the rest of the cast. A big part of the problem is that the film conveys early on that most of what we’re seeing is a memory, but then presents that memory in the style of objective reality, which leads to thematic and empathy issues.

Arguably the third most important character in the film felt like nothing more than a story prop to me after a decent introduction. He acted as the plot demanded instead of naturally, and needed to come across as much more likable than he was for the themes to click properly.

The narrator’s narrow field of view also causes a particular moment that should have been meaningful and dramatic to instead end up uncomfortable and cringeworthy. I know the point is supposed to be that he doesn’t understand where the other person is coming from and acts out because of it, but without due exploration of the other person’s side of things the movie appears to be taking sides, to ill effect.  All in all I spent most of the movie wanting to like everyone more than I actually did.

Yet there’s still something incredibly captivating about Ocean Waves, particularly in the latter half. I really wanted to know what happened to Taku, Rikako, and Yutaka almost despite myself. Their reactions felt authentic even when not built up fully and the oddness of everyday life and everyday worries was captured with a deftness I’ve seldom seen. The movie shines in its small moments, when the story gets out of its own way.

I wouldn’t give Ocean Waves a strong recommendation, but again I did like as much about it as I disliked. I think overall what it does right overcomes its flaws enough to be a worthwhile watch despite my highly mixed feelings (and of course others end up loving it if their tastes and tolerances are different from mine).

 

 

Categories
Reviews Video Games

Professor Layton vs Phoenix Wright Ace Attorney Review

This combination of two distinctly different, beloved franchises takes an archeology professor, a lawyer, witches, and shakes liberally until thoroughly mixed.

 

Wait… witches?! O_o

 

…ok sure why not. It’s not like a fantasy setting can really make Phoenix Wright’s adventures much stranger. 😉

 

laytonwright

 

The prologues set up things well, with related events separately running afoul of Professor Hershel Layton and Phoenix Wright. These segments serve to establish the gist of each character’s gameplay elements as well as the central characters.

In an interesting choice the art style from each separate game is kept for its characters. The mix is a little weird at first, but I got used to it quickly and it was probably a better approach than trying to force one set of iconic characters into the other world’s style. Also, the backgrounds tie it all together pretty well.

Similar to the mixing of art styles is the mix of going back and forth between the disparate gameplay mechanics.  I found it jarring at first and a bit forced as during the first half of the game it was basically switching each chapter. But it ended up melding together much more naturally and seamlessly by the end.

While I’ve played and enjoyed both series, I’m traditionally more of a fan of the Phoenix Wright games. Yet here the Professor Layton elements were perhaps just a touch better, likely due to fitting the story more naturally. The trials were a bit contrived, and some of the constructions and limitations implemented to extend them (and thus the gameplay) were ridiculous.

However they were still enjoyable, and the new mechanics introduced (group testimony and related elements) were fun and well done. Also, the “railroading” feeling and unreasonable burden of proof being foisted on the defense fit the themes and historical events obviously being alluded to.

On the opposite side the puzzle elements were pretty much classic Layton. Sometimes appropriate and interwoven into the narrative well, sometimes shoehorned in, yet nearly all reasonably fun and varied in difficulty.

Once everything starts to come together, Professor Layton vs Phoenix Wright uses a couple of strong, nuanced characters to anchor the plot amidst a silly supporting cast that keeps the tone from getting too dark. Parts were overly melodramatic, but that’s par for the course with both these series and it never derailed the tension.

Things just kept escalating and provided an excellent story with compelling mysteries, strong foreshadowing that simultaneously avoided spoiling things, and some phenomenally clever twists and red herrings. The story’s climax was fantastic, and overall I left Professor Layton vs Phoenix Wright extremely satisfied with the journey I’d been taken on.

Highly recommended to fans of either series, just make sure to stick past the somewhat uneven start.

 

Categories
Board Games Reviews

T.I.M.E Stories: The Marcy Case Board Game Review

I love the general setup of T.I.M.E Stories and really enjoyed the initial adventure (Asylum). I’d heard mixed things about this followup first expansion and was curious to see if the potential of the established mechanics would continue to be capitalized on.

marcycase

 

As with my review of the base game / first mission I’ll try to be as spoiler free as possible.

The overarching structure and premise of T.I.M.E Stories remains the same: the players work for a time travel agency and go back in time on missions. Each player is sent back into a receptacle (character), Quantum Leap style, and they must work together to figure out what’s happening and complete the mission. This expansion provides a new story deck representing a completely new mission from the one included in the base game.

Here the brilliance of the design choice to use token and symbols that can be reassigned to different meanings from mission to mission really shows. It allows context appropriate and specific characteristics and items that enhance the story and fit within the particular adventure and time period the players find themselves in.

For example where in Asylum characters might have to talk their way out of certain situations using a “glibness” trait, here the ability to “search” affects how the scenario unfolds for the players. There are other traits, items, etc that are defined within the scenario being played yet use the same components and rules established in the base game.

And highlighting the flexibility those design choices allow might very well have been one of the primary design goals of this expansion. A friend of mine summarized it best with the comment that The Marcy Case “demonstrates the versatility of the system.” It does feel and play quite different from Asylum, and I think that was pretty much the whole point.

I understand why people expecting more of what Asylum was would be somewhat disappointed (and I honestly do think Asylum was just a little better), but this was still an excellent entry in the series that captured that same atmosphere of tension and adventure. Perhaps most importantly like Asylum also had a strong theme and story, including meaningful choices to be made and some of the best and well executed red herrings I’ve ever seen (even if they did sometimes make me want to pull my hair out).

Additionally the conveyed detail and nuance of the environments to be explored and general immersion that is achieved with just cards continues to be amazing. I know I’m harping on it a bit but the framework of T.I.M.E Stories and what can be done with it just incredible.

 

 

That’s not to say that this was perfect. As I mentioned in passing above I did like Asylum a touch more, and there are a couple of minor things here I would have liked to seen done differently (that I can’t get into due to spoilers). But I thought it was great overall and don’t agree with the idea that it suffers for being different.

 

Overall

The more I play T.I.M.E Stories, the more and more I adore it. Bring on the next expansion. 🙂

Categories
Film Reviews

Quick Takes: Magnificent 7, Jason Bourne, Suicide Squad, and X-men: Apocalypse

So if there’s one thing a 14 hour plane ride is good for, it’s catching up on movies I’ve missed. Here are brief thoughts on four films I plowed through on my way to Japan last month.

 

The Magnificent Seven

mag7

Watched this on a whim, mostly due to the impressive cast. Decent Western with good setting, although the story would have been stronger if it was more along the lines of its synopsis. It wasn’t a bunch of guns for hire that grew to care the more they learned about the situation, as their “leader” Washington was never there for the money in the first place. It hampered the themes a bit. Also, some characters (such as Pratt in a remarkable performance) were much more interesting than others and stole the spotlight when the movie focused on them. Still, overall this was pretty compelling.

 

 

Jason Bourne

bourne

Here we have the first of three movies I had waited on because of less than favorable reviews. As will become a theme for all three, it was better than I expected.

Though their trademark “shaky camera” fight scenes always leave me near nausious, I enjoyed the previous three Jason Bourne movies and was happy with Damon’s return to the role. This was definitely a retread in numerous thematic ways, but I thought the story fit with and expanded upon the previous narratives nicely. Not fantastic, but good enough.

 

 

Suicide Squad

ssquad

Well first off this wasn’t nearly as horrible as I’d heard. It was a mixed bag though, with highlights and weakness throughout the film. My biggest worry from what I’d seen in trailers was Smith as Deadshot, and those worries were both justified and unfounded. Smith actually played a fine character and played it well, but it didn’t feel like Deadshot at all. Writing weakness there. Similarly while this was an ok action film with some interesting plot and character touches, it didn’t feel like Suicide Squad. Glad I checked it out, but nothing I ever need to see again.

 

 

X-Men Apocalypse

xmenapoc

From word of mouth I expected a trainwreck from the latest X-Men movie, and in contrast I found a solid story that built off of First Class and Days of Future Past well. It’s admittedly not as good as those two films and so big in scope some characters (looking at you Psylocke) got shorted in the script and were underdeveloped. The overall arc was good though, Apocalypse was a worthy foe, and my biggest worry (Magneto as a Horseman) was done logically.

 

——-

So overall I spent a pretty enjoyable time on my flight with four films that provided both nothing extraordinary and nothing really bad. I don’t regret either skipping them at the theaters nor eventually watching them.

Categories
Japan Reviews Wrestling

Ice Ribbon 1/3/17 Live Thoughts

January 3, 2017 in Tokyo, Japan

Like last year, my last Ice Ribbon event during my trip was their New Year’s show. The show itself though this year was a bit different, as I was lucky enough to see one of IR’s most interesting themed shows.

 

img_6041
Photo op with the roster from this show. 🙂

 

The opening segment set up this show as Survival Ribbon (YAY!), with teams led by Tsukasa Fujimoto and Ice Cross Infinity Champion Risa Sera respectively. It was pointed out to me by a friend that the teams were divided by time in Ice Ribbon, with Tsukka heading up the veterans and Risa leading the less experienced competitors.

So it split up as Tsukasa Fujimoto, Miyako Matsumoto, Hamuko Hoshi, Mochi Miyagi, Tsukushi, & Kurumi on one team and Risa Sera, Uno Matsuya, Tequila Saya, Kyuri, Maruko Nagasaki, & Maya Yukihi.

The rules were as follows:

  1. There would be six matches between randomly paired opposing team members.
  2. All winners would advance to the main event, which would be a tag match between whoever won the preliminary matches to determine the overall winning team.

All the undercard matches had five minute time limits, leading to a quick pace and a sense of urgency.

 

The entirety of each team came out to start things out and remained at ringside to cheer each other on, leading to an incredible atmosphere for all six initial matches. Everyone on the outside was highly invested and constantly provided encouragement to those in the ring. It made such a difference and  showed how important it is the have competitors care about the stakes, even if it’s “only” bragging rights.

 

 

 

1) Uno Matsuya vs Mochi Miyagi

Good choice for an opener, with the least experienced member of the roster against a larger, formidable opponent. This match introduced the previously mentioned frantic pace and electric atmosphere, and both were kept up throughout the show. Uno plays a great underdog and looked good here, taking the fight to Mochi at times and persevering to force a time limit draw. Neither wrestler moves on to the main event.

 

 

2) Tequila Saya vs Kurumi

Saya was announced first, and she entered the ring enthusiastically until her opponent was announced, at which point she collapsed in the corner in realization of the task in front of her. Totally put Kurumi over as a monster in five seconds flat before any contact was even made.

The story was similar to the first match, yet the personalities and styles involved made this something distinctly different. Saya survives the assault long enough for time to run out, forcing another 5 minute draw.

 

 

3) Maya Yukihi vs Hamuko Hoshi

This is the point at which IR gives a master class in the theory that predictable is perfectly compelling when done right (as opposed to my complaints about how they handled Ribbonmania’s main). I had an inkling here, and by the end of this match I was 99% sure I knew where everything was going. But between good matchup choices, great action, and logical progression the ride was just as satisfying as if they’d pulled out surprises.

The story for this match was Maya being the equal to former IR champion Hammy, and while both had close calls neither was able to put the other away and once again time runs out without a winner. So halfway through and so far neither team has any representatives in the main event, with both captains left to compete.

 

 

4) Kyuri vs Tsukasa Fujimoto

So Kyuri is the one who draws the opposing team captain. I never get tired of this matchup, pitting IR’s biggest up and coming star against its ace. They have incredible chemistry, and they made the most of the available time to put on an a phenomenal contest. Kyuri matches Tsukka all the way and we have another time limit draw. The teams outside are getting desperate, again adding to the tension and conveying a real sense that these matches are important.

 

 

5) Risa Sera vs Tsukushi

So Tsukushi’s the one who gets to face the reigning champion, in a matchup of the title tournament winner against the one semi-finalist she didn’t have to go through. These are two of IR’s top stars at the moment and like the previous match they make the absolute most of their allotted time. Tsukushi hangs in with the champ and this ends in yet another 5 minute draw.

These preliminary matches needed to be action packed and show desire on the part of all competitors to push as hard as possible to get a win for all these time limit draws to avoid falling flat, and all of them definitely were.

 

 

6) Maruko Nagasaki vs Miyako Matsumoto

And it all comes down to Maruko and Miyako, with whoever wins this being the only person to advance to the finals and thus winning for her team by default. As such the wrestlers on the outside are going INSANE cheering their representative on. On one side is the perennially overmatched underdog Maruko, and on the other the overconfident and mistake prone Miyako. Wonderfully amusing choice for the all important final preliminary contest.

Playing off the urgency, theres a fun part in the middle that’s classic Miyako as she takes her sweet time firing up the crowd and slowly striking Maruko as her teammates flip out over the clock running down. This was a little off formula from the earlier matches, as Miyako just couldn’t stop being Miyako despite the time pressure. Good story to pull out at the end.

The crowd had been seriously engaged throughout each match and as things wound down here the anticipation was palpable. But this too ended in a time limit draw (to the exasperation of both team on the floor), and the ref announced no one had advanced and thus there would be no main event. Risa quickly decided this wasn’t acceptable, and set up a tag match involving the full teams against each other. Logical and well done.

 

As everyone had been at ringside or wrestling for the entirety of all six preliminary matches, they all needed time to go into the back and prepare for / take a momentary break before the “impromptu” main event. So the injured Akane Fujita came out an talked/stalled for a bit until it was time. The crowd seemed engaged with whatever Akane was saying, and it’s nice to see her involved with IR as much as she can be while she recovers.

 

Main Event) 12-Women Tag: Risa, Maya, Kyuri, Maruko, Uno, & Saya vs Tsukka, Hammy, Mochi, Miyako, Kurumi, & Tsukushi

To everyone’s credit, they managed to match the level of engagement and excitement of the earlier matches and provide a fun, fast paced main event. My memory wouldn’t do justice to the details of twelve wrestlers flying around. Was great though, and the champ’s team was victorious when Kyuri rolled up Miyako for the pin. Between wrestling Tsukka to a draw and getting the win for her team here Kyuri came out of this show looking like a million bucks, which makes me very happy.

 

 

img_6044

 

Just a fantastic show overall from IR. Loved the concept, execution, and energy they kept up from start to finish.

Categories
Reviews Video Games

Zero Escape: Zero Time Dilemma Review

The Zero Escape trilogy comes to a close with a departure from the Nonary Game. Life and death are on the line again, but this time in a deadly Decision Game…

Zero Time Escape is a direct continuation of VLR, features numerous characters from first two games, and ties up plot threads running through all three games. While ZTE does a good job of summarizing important points from previous games I feel a ridiculous amount of important context would be lost without having played the others first, so I highly recommend not starting with this one.

In an effort to remain as spoiler free as I can while still getting into detail about what I liked and didn’t about the game, I will avoid using character names as I discuss things to prevent spoiling elements of 999 and VLR.

 

 

ztd

 

9 Hours, 9 Persons, 9 Doors remains one of my favorite games of all time, and I was pleasantly surprised that while not quite up to 999 its sequel Virtue’s Last Reward was still an excellent game that continued in the vein of the first in fine fashion.

 

I mentioned in my review of VLR that I wasn’t sure I liked where everything was going storywise, and while I couldn’t possibly predict what I was in store for here I was in some respects both right and wrong to be trepidatious. In classic form ZTE’s greatest strength is also its biggest weakness: its ambition. In attempting to be more mysterious and mind bending than 999 and VLR, tie up three games worth of reality twisting plot,  AND introduce no less than FOUR major shake ups to the gameplay formula it was bound to collapse under its own weight at points.

Let’s start with the changes to gameplay. Changing the nature of the game our protagonists play is expected and needed, and the specifics of the Decision Game are reasonable enough (if contrived at times).

Two of the other big changes go hand in hand. The group of nine this time is divided into subgroups of three people. These divisions are preset, so the player has no control over who gets paired with whom. The player will jump from one group leader to another throughout the game, temporarily controlling that character for the duration of the chosen “segment.”

The concept of segments is the other big change that ties into this structure. The Zero in control of this game gasses the characters after each game and erases their memories. So things do not unfold chronologically. The player chooses one of the segments available for the team they feel like playing and get a chunk of the story (with appropriate decisions and puzzles) which could be anywhere in the timeline flowchart. The flowchart is filled in as these are completed so long term you can see how things are coming together, but between playing things out of order and jumping between different point of view characters constantly the flow and immersion of the game is severely hampered.

Another drawback of having three isolated teams is the timelines being traversed are no longer a full exploration of the various combinations of choices made. The first two games used choices made by a single character as branching points, and as such were able to fully consider the consequences of those choices. Here it simply can’t be done due to the unwieldy number of combinations. So as the chart gets filled in there are particular combinations that are simply not represented. Now the story is certainly big and complicated enough as it is, but having “gaps” surprisingly makes the game feel more “linear” and out of the player’s control in a way despite the looser structure of choosing fragments.

With all that said, everything from the amnesia approach to the point of view jumping has an in-game, story based explanation and reason. That makes it all more understandable looking back once finished with the game, but it doesn’t necessarily make these aspects more enjoyable while playing.

 

Which brings us to the last major shakeup in gameplay. Progression from certain branch points are determined by chance. That’s right, there are points in the game that have to be played over and over until the game chooses to give you the result you need to get on the other branch and proceed. This is beyond ridiculous and annoying. Again, there is a important story related reason they needed to be there, but there had to be a better way to address and implement them.

Having to explain these complicated points in such detail to properly convey my issues with them likely gives the impression that I didn’t like the game (and that impression will no doubt grow when I start dissecting the story). But that’s not the case. The mysteries are compelling, the atmosphere appropriately tense and harrowing, and the puzzles and gameplay decisions interesting.

As for the story, it’s insane in scope and yet still manages to come together nicely and ties up the trilogy rather neatly in the end. The philosophical aspects get more and more captivating as things go along, and the numerous different threads intersect in jaw dropping ways.

The biggest problem with the scope is some important things invariably end up being underexplained. I have particular problems with the characterization of one person from the previous games whose actions and reasoning are inconsistent and inadequately justified. Things with this character happen for the sake of the plot of VLR, and result in erratic, unlikeable behavior. The writers also try way too hard to be clever, and at least one of the many shocking reveals is more groan inducing than interesting.

Yet everything is internally consistent (both within ZTE and with what has come before), most of the characters have good depth and are suitably intriguing, and some of the reveals are legitimately brilliant and engrossing. It’s harder to talk about what I liked in the story without spoilers, but there was more than enough here to keep me engaged until the end.

 

So I have major mixed feelings about Zero Time Escape. It’s easily the weakest in the series, most of the changes attempted fell flat for me, and I wasn’t happy with some of the story choices. On the other hand it juggled an insanely complicated plot reasonably well, felt like a Zero Escape game with all the puzzles and mind bending mysteries that go along with it, and had some legitimately compelling characters and twists.

Definitely worth playing to close out the series, but it wears its flaws on its sleeve much more apparently than 999 and VLR.

Categories
Reviews Wrestling

NXT Takeover San Antonio IPPV Review (Live Thoughts)

January 28, 2016 in San Antonio, TX

 

nxtsanantonio

1) Tye Dillinger vs Eric Young (w/ Alexander Wolfe & Killian Dain) **

Always a solid choice to open with the crowd pleasing Dillinger. Sanity has an odd dynamic, as they seem to be protecting (or limiting the ring action of) the big men, so it’s their leader who gets into the singles matches. It would have made more sense for Dillinger to have to work his way through the minions to get his hands on Eric.

Eric tosses a jacket at Tye and gives him one last chance to join. Dillinger picks up the jacket, but then nails Young instead of putting it on. The dynamic is Dillinger doing his best to outclass Young and stay one step ahead of the monsters on the outside, but occasionally succumbing which is when Young takes over. It was well done for the most part, but went too long with too many instances of interference. In particular, I hate when people come into ring but don’t get DQ’d. Even given Tye hit them instead of getting hit, Dain came into the ring on his own in full view of ref.

Sanity’s numbers would figure into the finish as well, as the Tye-breaker was foiled by Wolfe putting Young’s foot on rope. Tye then performed a tope to Wolfe & Dain to finally take them out, but got caught with Young’s wheelbarrow into a neckbreaker when he goes back in to give Young the win.

 

2) Roderick Strong vs Andrade Cien Almas ***

The heel turn has done Cien a lot of  good. He seems more comfortable and confident, and the aggressive edge to his character gives him the hook he was previously lacking. It’s odd to see Strong as a face, as before Aries’ injury he was set up as his partner, but he’s making it work. Solid story conveyed by the announcers of two guys with chips on their shoulders.

This was the best I’ve seen from Almas so far, and Roddy’s looking motivated and sharp. Was surprised by Strong’s win, as I expected Cien to go over to justify the new attitude. Both needed it though, and Strong being built up makes more sense given what was to come.

 

diyaop

 

3) NXT Tag Team Championship: DIY (Johnny Gargano & Tommaso Ciampa) (c) vs The Authors of Pain (Akam & Rezar w/ Paul Ellering) ***1/2

The challengers were dominant early, but DIY fought back and lit things up to the crowd’s delight. This was all about AoP’s power against DIY’s perseverance and experience. The match was better than I expected. AoP showed just a little vulnerability, which made all the difference and helped DIY make it believable that they could beat their larger challengers.

Gargano and Ciampa were clearly bouncing all over and working their asses off to make their opponents look devastating so it’ll be interesting to see what AoP can do against other teams, but the big men held up their end of things and this was by far their best outing to date. There were several nice end teases, including a variation on how DIY won the titles with AoP powering out of what the Revival couldn’t escape.

In the end AoP were too much and the Supercollider set up the Last Chapter for the titles. Exactly as I as expected (and feared) here, but it makes sense. Defeating the monster heels for the first time will mean more with them being beaten for the titles.

 

As the announcers discuss what just happened behind them in the ring Rollins invades Takeover to call out HHH!!! Nice surprise to add unpredictability and finally address HHH “hiding” in NXT. HHH comes out of the back, but sends security after Rollins instead of facing him. Rollins dispatches them and tries to storm the back, but another group swarm him and force him out (to a big “bullshit” chant from crowd).

I liked this a lot and it adds much needed heat to the Rollins/HHH program, but I hope it doesn’t kill the crowd for the Women’s match.

 

fatal4way

 

4) NXT Women’s Title: Asuka (c) vs Peyton Royce vs Billie Kay vs Nikki Cross **3/4

The video package explaining the match unusually misses important context in not really conveying that it looked like Cross was going to save Asuka from the Aussies when she attacked the champ instead. Makes Cross’ presence in the match less logical.

This was a real mixed bag. All four athletes were showing tremendous effort and there were some great highlights like Asuka’s double German on the Aussies, a straightjacket neckbreaker from Cross (that should become a trademark move of hers), Cross taking the double suplex through a table, etc.

On the other hand even with three opponents, Asuka never felt like she was in any jeopardy of losing the championship. And the underlying story with Kay and Royce was incredibly stupid. If they don’t care who wins the belt, why did they never cover each other while both Asuka and Cross were down? Or submit to one another, which could’ve given one of them the title in under a second before Asuka could do anything about it? There needed to be a moment where one of them revealed she really did care about getting the belt for herself to make the lack of those things acceptable. They didn’t need to turn on each other, just show enough selfishness (even behind the other’s back if need be) to help the story make sense.

None of the above is the fault of the wrestlers (as I’m certain Takeover is booked down to the tiniest details), but it did take away from their ability to engage the crowd and tell a compelling story. There were also pacing issues, such as Asuka having to be down for a ridiculously long time on the outside after nothing major while the Aussies and Cross brawled to the announcers’ area for the big table spot.

After said destruction of Nikki, Royce and Kay went back to attack Asuka but the champ eventually fought them both off and nailed Peyton with a big kick for the win. On her way out a still incapacitated Cross smiles at her.

This was flashes of great action with nothing connecting it together, and ended up feeling like a placeholder to stall the singles match between Asuka and Cross. I recently wrote about Asuka’s time in NXT so far and said I didn’t feel like she was a division killer, but if NXT continues to be unable to shake the forgone conclusion feel of her matches even when it’s 3 on 1 I may have to reconsider that opinion.

 

nakamuraroode

 

5) NXT Championship: Shinsuke Nakamura (c) vs Bobby Roode ****1/2

Roode thinks he’s Ric Flair now, doing the four women on each arm entrance. It suits him, and is much better for a heel than the choir (although that was admittedly a fantastic spectacle). Not to outdone, Nakamura rides strobe light to the ring.

The atmosphere is electric, not only from the big fight feel of the matchup but the incredible charisma of both men. “This is Glorious” chant from the crowd just from the pre-match staredown.

The story and pacing of this match were pitch perfect. From highly amusing pose offs and mindgames  (“Glorious vibrations” was hilarious without breaking the flow/tension of the match) to wonderful old school heel stuff from Roode to excellent character work and action from both.

They built drama throughout the match, including a FANTASTIC false fall from Roode playing dead to foil Shinsuke’s first Kinshasa attempt. The endgame done incredibly well (despite my dislike for getting trainers involved in angles). They had the crowd going insane when Shinsuke nailed the Kinshasa but couldn’t cover, then decided to fight through the knee injury just to have Roode spike him with the DDT. The kickout there shocked everyone. Roode then continued his heel clinic by applying a half crab and punching the injured knee in the hold. Nakamura kicked his way out but another DDT gave the Glorious One the NXT title. Just WOW. They pulled the trigger on Roode in big way here without making turning him face or making Nakamura look weak. Brilliantly done.

Overall

This was one of the weaker NXT Takeovers on paper, but commitment and effort up and down the card meant even when thing didn’t quite come together there were bright spots to enjoy. Also, the main event was phenomenal. Recommended.

Categories
Reviews Wrestling

Evolve 77 ippv Review (Live Thoughts)

January 28, 2017 in San Antonio, TX

To open Chris Hero’s goodbye weekend Evolve 76 was a strong show despite unfortunate problems with the ring ropes. For his final show with the promotion Hero was set to main event against his most persistent rival.

evolve77

 

1) Barrett Brown vs Darby Allin

This never gets started as Ethan Page immediately interrupts, but it proves a distraction so the Gatekeepers can lay Allin out from behind. Brown takes exception to Page screwing with his shot, so Page levels him too. Page then cuts a scathing promo calling Allin worthless and the dirt on Page’s foot. He teases a match against Allin, but instead says the Gatekeepers will take on him and Brown.

Darby defiantly says Page is afraid of him and counters with an offer of 3 on 2.

Strong work all around, but this is kind of ridiculous given last night. Zack Sabre Jr gets a reversal DQ for not releasing a hold on Page after the match, but Page and company can attack these two (and everyone else) and be rewarded with a match.

1) Barrett Brown vs Darby Allin

1) Darby Allin & Barrett Brown vs Ethan Page & The Gatekeepers

So there’s no one in the back with an issue with Page to make this even odds? I understand Zack’s in the main, but Page’s rampage hasn’t pissed off ANYONE else?

The Gatekeepers still have no individual names for some reason, with Lenny referring to either as the/that Gatekeeper whenever one does something. I’ll use their Chikara names (Blaster McMassive & Flex Rumblecrunch) to tell them apart here.

Good action to start, with Allin and Brown trying to overcome the odds with high risk. The Gatekeepers are surprisingly game for that, with Blaster performing a great summersault dive to the outside (although he pretty much completely missed Allin and Brown).

Brown’s eventually dispatched on the outside, making the match 3 on 1 for a while. The Gatekeepers keep beating Allin down, then Page comes in, loses the advantage to a fired up Allin, and tags out. Repeat. Good formula/story and Allin plays the fiery underdog well.

Wait, Zack’s out!!! That’s better. Ref’s allowing him to join.

1) Darby Allin & Barrett Brown vs Ethan Page & The Gatekeepers

1) Darby Allin, Barrett Brown, & Zack Sabre Jr vs Ethan Page & The Gatekeepers

Zack’s in workout clothes instead of his gear too, which makes sense since he’s supposed to wrestle in main and explains why he wasn’t our sooner. Still wish something was said earlier to help with the logic, but this is awesome so I retract my most of previous gripes about the setup.

Zack takes over on the  Gatekeepers until a big spear from Blaster. Brown then missile dropkicks both Gatekeepers but Page Border Tosses him onto the pile outside.

All six men brawl all over crowd, where Allin climbs a pillar and does the Coffin Drop (trust fall) from the rafters onto the pile below. It’s jaw dropping, but also insane. The crowd love it gets will only make it worse, and I’m seriously worried for his long term well being.

Back in the ring a triangle choke by Zack on Page is teased (nice nod to the finish of their match on Evolve 76). Blaster takes over on Zack, leading to an incredible finish where Blaster tries to counter Zack’s triangle choke with a one arm powerbomb, but Zack converts to an octopus hammerlock instead for the win.

This turned into something really fun and well told. It keeps Allin/Page simmering, while giving the faces a needed victory. ***3/4 for the whole thing. Brown was largely in background, but got to show some of what he can do and looked good. Hope he comes back. Still don’t like the inconsistency of logic with Page running rampant, but the story’s compelling otherwise.

 

2) Loredo Kid vs Tracy Williams **1/2

This is the Evolve debut for Kid. Apparently we’re back to “Hot Sauce” tonight, as there was no mention of “Maltese Falcon.”

Mat wrestling early, with Williams logically getting the better of those exchanges in the end. But the as pace quickens Kid takes over. A simple, solid story. During this Kid hit a beautiful summersault to Williams on outside using ringpost as stepping stone.

Williams is at his best when going back and forth. Long periods of ground and pound offense from him and things get slow. This match was a mix. Williams picks up a emphatic win when Kid misses a Phoenix splash and Williams IMMEDIATELY hits diving forearm into the crossface for the tapout. Great finish. Ok match.

 

 3) Chris Dickinson & Jaka vs. Jason Kincaid & Sammy Guevara ***1/2

I don’t know Sammy, but the crowd certainly does. Lenny continuing his excellent job this weekend filling us in nicely on Sammy’s hometown status and how he appeared on other WWN umbrella shows. This tag should be fun given what I saw from the other three on Evolve 76.

Kincaid starts out opposite Jaka, and he’s so smooth in everything he does as he employs hit and run tactics against his larger opponent. I’m still loving his zen gimmick, which he really executes well and keeps it from becoming campy.

Wholesale switches allows Sammy to show impressive agility against Dickinson. Character notes too, as Sammy gloats too long and Chris sneaks behind him and hits a nasty dragon suplex to take control. Catch Point then just grinds Sammy down for a while with pounding offense. The contrast in these teams is meshing well.

Highlights of the match include a neat stalling suplex by Jaka into a doubleteam suplex when Dickinson joins him, a sunset bomb to outside by Kincaid on Jaka, and a shooting star press by Sammy onto Catch Point on floor from the top rope. Towards the end Kincaid wows the crowd when he walks the ropes for a Van Terminator style missile dropkick after Jaka rolls into the far corner to try to avoid Kincaid.

Special mention to the ref doing a fantastic job of keeping track of who was legal during the chaos, as the wrestlers were losing track and covering the wrong people. That’s not a criticism of the wrestlers either – it fits the high speed action well and “in character” it makes sense that everyone would be going for a cover whenever they see a chance. Having the ref properly enforce the rules though adds credibility and aids suspension of disbelief.

Catch Point eventually win this competitive contest with a swank chokeslam Doomsday Device variation. Williams comes out to congratulate his teammates and praises the aerial wrestlers, but pushes the Catch Point style as superior over it.

Then “journalist” Larry Dallas makes an appearance (noting he’s outside talent now and threatening lawsuits if touched). To stir the pot he asks Williams if Jaka and Dickinson are going to get a tag title shot. Kincaid interrupts and cuts a zen promo that’s just the right side on incomprehensible, praising his opponents but poking at Dickinson’s ego. Catch Point needing to him down prevents Dallas from getting an answer, but he declares his involvement a success anyway and calls himself “the straw that stirs the drink.” This storyline direction makes sense and will be interesting to follow.

 

4) Fred Yehi vs ACH ***

Interesting matchup in the wake of ACH’s debut against Riddle, although after Yehi made Thatcher tap it feels like there’s no drama here.

Posturing early on and I’ll admit for me seeing ACH throwing Yehi’s stupid “you’re in trouble” cry back at him was great. On commentary Lenny recounts discussions he’s had with ACH about joining Evolve, which in effect ends up relating a lot of criticism of ROH without mentioning them by name. In a great little touch ACH also put over the opportunity to face Riddle and learning from the experience despite the loss.

Back to the action and Yehi applies a stump puller and says he’s going to make ACH kiss his knee, starting a “kiss your knee” chant. I can’t even. This is a standard Yehi match whenever he’s on offense: technically competent, but dull overall and silly in parts. I particularly can’t stand the stomp based offense. Crowd’s loud for both men though, and when ACH is on offense things are great. And towards the end Yehi gets serious and things in general pick up a lot, including a fantastic slap exchange.

In a bit of a shocker to me, ACH eventually hits the brainbuster and picks up the win! In retrospect Yehi still made the champ tap, so despite this loss he could leverage that into a title shot regardless. Doesn’t make him look like a strong challenger though. Regardless, what this DOES do is immediately establish ACH in Evolve. Hopefully they make a big deal of it, with perhaps a FIP title shot or him and a partner going after Catch Point’s Evolve tag titles. Yehi looks pissed afterwards, but offers a handshake. Good, consistent character work from Yehi.

Predictable when done right is fine (as we’ll see later) and surprises for surprises sake can get illogical, but unexpected results like this that still make sense add a lot to the product. Great call here.

 

4) No DQ: DUSTIN vs. Matt Riddle ****

The “Bro” chants start as soon as no-DQ match mentioned during Joanna’s introduction. DUSTIN’s out first with a chair as a nod to last night, and the crowd boos him mercilessly.

To open DUSTIN swings for fences with chair, but Riddle ducks and takes over with mat wrestling. His advantage continues until DUSTIN eventually connects with the chair. From there they have a crazy brawl that takes place mostly outside the ring. DUSTIN whips Riddle into fans’ chairs repeatedly, wiping out several rows, but Riddle reverses the third attempt to the crowd’s delight. He then has fans hold a chair up to DUSTIN’s head and hits a running kick to an even more gigantic ovation.

Later DUSTIN rushes Riddle to knock onto stack of chairs but gets caught with an exploder onto stack leading to a “Bro-ly Shit” chant. Amusing.

They fight on fighting on a merch table, Riddle misses a senton and splats onto a pile of chairs, etc. It’s pandemonium in the best way.

DUSTIN hits a summersault senton onto Riddle through a table on outside and rolls him in for a doublestomp from top as followup… and Riddle kicks out at ONE! Crowd goes INSANE. Beautifully done. DUSTIN follows with a superkick and a DDT on a chair for 2. He then builds a tower of chairs, but Riddle catches him up top and hits a superplex through said chair tower. Bro’s done with this, and he just viciously slams his fists into DUSTIN’s head a few times in a ground and pound then cradles for the win.

Like last night, this was something different from Riddle and it really worked. Great, great brawl from these two. I want to see more of this DUSTIN going forward, and Riddle’s continuing to prove he can do it all.

 

5) EVOLVE Championship Match:  Timothy Thatcher (w/ Stokely Hathaway) (c) vs Jeff Cobb **3/4

Thatcher’s heel turn is taking full hold, as the crowd’s firmly behind Cobb here. Before the bell Cobb again talks to “Timmy” instead of Hathaway and dedicates match to their trainer Oliver John. Lenny’s really playing up Thatcher’s reign, listing who’s who list of names he’s beaten.

The story is Cobb’s power and perseverance against Thatcher’s surgical assault on Cobb’s arm. I’m more of a fan of Thatcher’s style than most nowadays, but as a heel Thatcher’s slowed things down too much and is too deliberate in pace. This was also much more one sided than I expected for most of the match (in Thatcher’s favor).

There were nice little touches though, like when he was fighting for the gutwrench on the bigger man and Cobb’s excellent selling of the arm (until the end when he forgot it to through suplexes). Cobb did a standing shooting star late that would have been awesome, but he landed nowhere near where Thatcher was laying even before Thatcher moved. Glaring error that broke immersion a bit.

Thatcher kept fighting for an arm bar, but then switched it up and leveraged into a pin for the win in a nice finish. The champ gave Cobb a fake clap afterwards and Hathaway taunted him with the belt. The audience gave an ovation for Cobb after Thatcher left.

 

Main Event: Chris Hero vs. Zack Sabre Jr. ****1/2

The atmosphere is incredible. Hero soaks it in and sings his song on the way to the ring. Despite the earlier love for Zack in the opener, the crowd’s all hero here and serenades Zack with “Hero’s gonna kill you”chants.

Small criticism of Lenny here (in an otherwise outstanding performance all night) as he way oversells the feud: “the one thing Zack Sabre Jr hasn’t done in this company: beat Hero.” Uhm, how about the fact that he hasn’t won ANY title in Evolve? This feud and Sabre’s quest to finally get a win against Hero is a big deal, but that statement was a bit ridiculous.

Hero somewhat hilariously (considering the buildup last night) offers a handshake to open, but Sabre lands a running headscissors into an arm bar attempt and Hero just barely escapes. Good fire and intensity from Zack showing what this means to him.

This was exactly the hard hitting, back and forth war that was expected and needed. Late match in what’s become the standard going to WWE tease, Hero hits a Pedegree and Zack kicks out at one to huge a reaction. Hero looked to destroy Zack and be done with with a short piledriver followed by a regular  piledriver followed by a Gotch version, but Zack reverses the Gotch piledriver into a hurricanrana, ties up Hero’s arms, adds a stretch muffler, then kicks the hell out of Hero’s head with him tied up like a pretzel and ZSJ finally beats Hero. Exactly what I expected from the result, but the journey here was the important part and it was a hell of a journey.

Afterwards Hero gives a classy goodbye speech putting over Zack, Evolve, and the fans. Someone shouts “I love you Hero!”and he responds with “pretty sure I love you too.” This was a long segment, with Hero talking about coming back to the indies, having a second chance in NXT, and about his friendship with Zack and thinking the latter should be champ. In the middle ACH comes out to thank Hero but also claim he should be mentioned alongside Zach in discussion of title contenders. Hathaway comes out, talks to Thatcher’s belt (yes, really. sigh.), and says “his baby” doesn’t think either of them are deserving. As he leaves though Thatcher comes out and simply points at Zack with a chuckle. Zack tells ACH after he beats Thatcher ACH can have the first shot at him.

 

Overall

Fantastic farewell for the “Greatest of All Time.” The main was incredible, there was great effort up and down the card, and Hero’s speech was genuine and emotional. Shame Keith Lee wasn’t on the show after the ring ropes hampering his debut at Evolve 76, but otherwise this delivered in spades and both shows from Evolve this weekend are well worth checking out.