<?xml version="1.0" encoding="ISO-8859-1"?><rss version="2.0" xmlns:media="http://search.yahoo.com/mrss/"><channel><title>1UP PS3 Review  RSS feed</title><copyright>Copyright (c) 2002-2008 Ziff Davis Media Inc.</copyright><link>/do/sortIndex</link><description>1UP's latest news feed - the #1 source for gaming news.</description><language>en-us</language><image><title> PS3 Review RSS feed from 1UP</title><url>http://localhost/images/Elements/50x50_1up_rss.jpg</url><width>50</width><height>50</height><link>null</link></image><item><title><![CDATA[Urban Trial Freestyle Review: Where Flash Trumps Substance]]> </title><link>http://localhost/reviews?cId=3188269</link><author>Chris Pereira</author><description><![CDATA[<p>

















			

















		
















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		<span class="articleText"><center><img src="http://www.1up.com/media?id=3965164&type=lg" alt="Urban Trial Freestyle"></center>
<p>
There is no getting around the similarities between <a href="http://www.1up.com/games/ps3/urban-trial-freestyle/">Urban Trial Freestyle</a> and the <a href="http://www.1up.com/games/xbox360/trials-hd/">Trials</a> series. The former, being a brand new game coming after several Trials titles, including two extremely successful XBLA games, is invariably going to attract cries of copycat. Part of that might be due to ignorance over the fact that motorcycle trials are a real thing, albeit something that isn't especially popular in the U.S. Regardless, being based on the same sport or activity means sharing a lot in common. Beyond those basics Freestyle does make some effort at distinguishing itself, although it fails to do so in any way that truly makes it superior.
<p>
Just like Trials, Freestyle is a game all about balance. You race trials bikes through 2.5D environments while shifting your weight forward and backward and exercising control with the throttle in an effort to avoid falling off. Not every event is a race to the finish, as in Trials; those do exist, but you'll also spend time on each level completing objectives located at specific points like high jumps, long jumps, speed checks. You're never required to exceed a certain benchmark; you simply do the best you can on each stunt as you make your way to the finish, which has to be reached in less than five minutes. The sooner your make it to the finish the more bonus points you'll receive, but the allure of returning to a checkpoint and retrying a stunt can be hard to resist when each one has an accompanying leaderboard and an in-level indication of its top player. It's easy to blow several minutes trying to top yourself on a stunt, which is a calculated risk as returning to the most recent checkpoint means forsaking the score you've already set.
]]></description><pubDate>Tue, 26 Feb 2013 12:36:00 PST</pubDate><category>REVIEW</category><media:thumbnail url="http://localhost/media?id=3965160"/></item><item><title><![CDATA[Crysis 3 Review: Power Trip]]> </title><link>http://localhost/reviews?cId=3188253</link><author>Jose Otero</author><description><![CDATA[<p>

















			

















		
















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		<span class="articleText"><p><img src="/media?id=3964739&type=lg"></p>

<p>Throughout my time with <a href="/games/xbox360/crysis-3/">Crisis 3</a>, I couldn't shake the feeling that I was trapped inside of a Hollywood film. This became especially true during the more predictable moments of the script. At one point in the campaign, my partner and I, a man called Psycho, quietly snuck through the sewers as we attempted to evade C.E.L.L. -- a private military outfit ordered to find and capture us. Pyscho was formerly a Nanosuited military bad boy like me, but he had his outfit surgically removed by force somewhere between the last Crysis game and this one. Relegated to a life as a regular soldier, Psycho tugged at a rusty crank to open a set of sealed double doors until he felt fatigued; a loud creak reverberated through the environment -- a sure sign to anyone in earshot that they weren't alone.</p>

]]></description><pubDate>Tue, 19 Feb 2013 12:55:00 PST</pubDate><category>REVIEW</category><media:thumbnail url="http://localhost/media?id=3964738"/></item><item><title><![CDATA[Metal Gear Rising Revengeance Review: Get to the Chopper]]> </title><link>http://localhost/reviews?cId=3188249</link><author>Bob Mackey</author><description><![CDATA[<p>

















			

















		
















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		<span class="articleText"><p><img src="http://www.1up.com/media/03/9/6/4/lg/674.jpg" alt="Header" /></p>

<p><a href="/games/ps3/metal-gear-solid-4" target="_blank">Metal Gear Solid 4</a> may be one of the most polarizing games of this generation, but supporters and dissenters alike can come together and agree on one point: Director Hideo Kojima really goofed with his choice to depict the outrageous acrobatics of Raiden's new cyborg form exclusively through non-playable cutscenes -- a decision that seems like an intentional tease, given that Guns of the Patriots features a creaky and cranky old man as its protagonist. And Kojima certainly isn't above yanking his audience's chain; remember, 2001's controversial <a href="/games/ps2/metal-gear-solid-2-sons" target="_blank">Metal Gear Solid 2: Sons of Liberty</a> came into being largely as an elaborate and masterful prank engineered to prove its director's point about the control and flow of information. We have only short attention spans to thank for the fact that games journalism as an institution wasn't dissolved shortly after Sons of Liberty's release.</p>

]]></description><pubDate>Mon, 18 Feb 2013 23:59:00 PST</pubDate><category>REVIEW</category><media:thumbnail url="http://localhost/media?id=3964677"/></item><item><title><![CDATA[Sly Cooper: Thieves in Time Review: Fluff Piece]]> </title><link>http://localhost/reviews?cId=3188242</link><author>Marty Sliva</author><description><![CDATA[<p>

















			

















		
















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		<span class="articleText"><body>
<img style="width: 624px; height: 311px;"
 alt="spot" src="http://www.1up.com/media?id=3964468&type=lg">
<p>A few
weeks ago, a couple of us were talking about the recent trilogy
of <span style="font-style: italic;">Ocean's</span>
films. We remarked how <span
 style="font-style: italic;">Ocean's 13</span>
just felt like a complete
retreading of everything that <span
 style="font-style: italic;">11</span>
had done a few years before. It told a
similar story with an identical flow, and rarely dared to venture outside of its predefined comfort zone. This was a far departure from <span
 style="font-style: italic;">Ocean's 12</span>,
a creatively
bizarre, self-aware caper that alienated a lot of fans based on just how
different it was from its predecessor. But both Jeremy
Parish and I agreed that <span
 style="font-style: italic;">12</span>
was our favorite and the most memorable of
the trilogy because of this very departure. It takes commendable courage to completely turn a
successful formula on its head, and that's exactly what Steven
Soderbergh did. It's with this in mind that I say that <a
 href="http://www.1up.com/games/ps3/sly-cooper-4">Sly
Cooper:
Thieves in Time</a> contains far too
much <span style="font-style: italic;">Ocean's
13</span>, with none of <span
 style="font-style: italic;">12'</span>s
risk to be found.
</p>
<p>As the title suggest, Sly's
conceit in this installment is his team's ability to traverse to
different time periods on a journey to reunite with various members of
the raccoon's thieving lineage. After a ridiculously long lore dump and
an initial prologue on the rooftops of Paris, Sly and crew embark on their quantum adventure. You'll bust a cowboy out of jail, learn to manipulate time
in an ancient desert kingdom, and reunite a sushi chef with his beloved
cutlery. But despite the promising nature of these premises, Thieves in
Time never manages to rise above mediocrity, no matter which era you
travel to.</p>
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]]></description><pubDate>Fri, 15 Feb 2013 11:52:00 PST</pubDate><category>REVIEW</category><media:thumbnail url="http://localhost/media?id=3964471"/></item><item><title><![CDATA[Aliens: Colonial Marines Review: No Hope Left]]> </title><link>http://localhost/reviews?cId=3188239</link><author>Jose Otero</author><description><![CDATA[<p>

















			

















		
















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		<span class="articleText"><p><img src="/media?id=3964447&type=lg">

<p>About an hour into <a href="/games/xbox360/aliens-colonial-marines">Aliens: Colonial Marines</a>, it's hard to find a reason to keep playing. At least that's exactly how I felt during my solo campaign run. Xenomorphs -- the creepy, black-suited extraterrestrials from the Hollywood films -- often slipped past my dimwitted allies to attack me directly. In some instances, they visibly brushed shoulders with my teammates, as they pounced towards my avatar and took a swipe at my head. Honestly, it's a strange sight to witness at first. Can the nimble Xenos even see my allies? It's hard to tell, but one thing became clear to me at this point: I'm the only target on the field that matters, and unless I round up four buddies for a coop session, no one is coming to my rescue.</p>

]]></description><pubDate>Thu, 14 Feb 2013 11:42:00 PST</pubDate><category>REVIEW</category><media:thumbnail url="http://localhost/media?id=3964445"/></item><item><title><![CDATA[Fist of the North Star: Ken's Rage 2 Review: Leaner, Meaner, Not Much Keener]]> </title><link>http://localhost/reviews?cId=3188232</link><author>Ray Barnholt</author><description><![CDATA[<p>

















			

















		
















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		<span class="articleText"><p><img
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</p>
<p>Some things in the game
industry are such no-brainers you wonder what took so long when they
finally do happen. For example, when Koei took their long-standing <a
 href="/games/ps3/dynasty-warriors-7">Dynasty Warriors</a>
franchise, known for letting you blow away armies of dim-witted
enemies, and paired it with the macho manga/anime series Fist of the
North Star. It makes perfect sense, as it's one of Japan's supremely
mindless action series (in a good way). The first <a
 href="/games/xbox360/fist-north-star-ken-rage">First
of the North Star: Ken's Rage</a>
wasn't too bad for the start of a new sub-series, and <a
 href="/games/xbox360/fist-of-the-north-star-kens-rage-2">First
of the North Star: Ken's Rage 2</a>
attempts to tighten up some of the loose ends, but in doing so ends up
diluting other parts of the game that were just fine.
</p>
]]></description><pubDate>Tue, 12 Feb 2013 13:30:00 PST</pubDate><category>REVIEW</category><media:thumbnail url="http://localhost/media?id=3964316"/></item><item><title><![CDATA[Dead Space 3 Review: Scare Tactics]]> </title><link>http://localhost/reviews?cId=3188210</link><author>1UP Staff</author><description><![CDATA[<p>

















			

















		
















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		<span class="articleText"><p>If pop culture has taught us anything, it's that space can be a pretty lonely place. Like Ellen Ripley before him, <a href="/games/ps3/dead-space">Dead Space</a>'s Isaac Clark had to endure two full games of solitary terror in order to arrive at where he is today. To give the guy a break, EA and Visceral Games decided to expand the third installment in the series by allowing a second player to assume the role of John Carver, and officer in the Earth Defense Force with a bit of a troubled past. Together, the two of them journey from the familiarity of decrepit spaceships to the unfamiliar hell of Tau Volantis, a frozen planet that holds the key to saving humanity. With this newfound importance placed on cooperative play, we decided that it would be best for 1UP editors Jose Otero and Marty Sliva to team up and review <a href="/games/ps3/dead-space-3">Dead Space 3</a> together.

<center><p class="dots"></p></center>

<p><b>Marty Sliva:</b> Before we delve into Dead Space 3, I feel like we should first state our history with the series. How versed are you with the prior games?</p>

<p align="center"><img src="/media?id=3963814&type=lg">

]]></description><pubDate>Tue, 05 Feb 2013 16:59:00 PST</pubDate><category>REVIEW</category><media:thumbnail url="http://localhost/media?id=3963813"/></item><item><title><![CDATA[Ni no Kuni Review: Expect the Expected]]> </title><link>http://localhost/reviews?cId=3188164</link><author>Bob Mackey</author><description><![CDATA[<p>

















			

















		
















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		<span class="articleText"><p>
<img src="http://www.1up.com/media?id=3962810&type=lg">
</p>
<p>
In case you haven't noticed, we at 1UP have been a bit wary about using the term "Japanese RPG" within the past year or so. With experiences like <a href="http://www.1up.com/games/wii/the-last-story">The Last Story</a>, <a href="http://www.1up.com/games/wii/xenoblade">Xenoblade Chronicles</a>, and <a href="http://www.1up.com/games/ps3/dark-souls">Dark Souls</a> eroding our preconceived notions about role-playing games from the East, the term "JRPG" is rapidly losing the meaning it once had -- especially now that American creations like <a href="http://www.1up.com/games/ps3/costume-quest">Costume Quest</a>, <a href="http://www.1up.com/games/xbox360/cthulhu-saves-the-world">Cthulu Saves the World</a>, and <a href="http://www.1up.com/games/pc/penny-arcade-3">Penny Arcade 3</a> have adopted certain design tropes once associated with another country. But even as the exciting world of genre classification continues to spin into total anarchy, some developers take no issue with delivering the expected; both <a href="http://www.1up.com/games/nes/dragon-warrior">Dragon Quest</a> and <a href="http://www.1up.com/games/gb/pokemon-red">Pokemon</a> stand as excellent examples of developers continuing to iterate on a limited, time-tested formula, all while offering up enough new ideas to sustain the series. These two series may rely on ideas unchanged for decades, but they do so in a manner that keeps players engaged and addicted.
</p>
]]></description><pubDate>Tue, 22 Jan 2013 16:01:00 PST</pubDate><category>REVIEW</category><media:thumbnail url="http://localhost/media?id=3962813"/></item><item><title><![CDATA[The Cave Review: A 21st Century Adventure]]> </title><link>http://localhost/reviews?cId=3188161</link><author>Marty Sliva</author><description><![CDATA[<p>

















			

















		
















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		<span class="articleText"><body>
<img style="width: 624px; height: 311px;"
 alt="spot" src="http://www.1up.com/media?id=3962801&type=lg">
<p>I really don't need to tell
any of you adventure game fans that we're in the midst of a genre
renaissance. This past year has seen a wealth of
titles that present many different takes on one of gaming's oldest
genres. From Telltale's award-winning adaptation of <a
 href="http://www.1up.com/reviews/walking-dead-review">The
Walking Dead</a>, to iOS
showcases like <span
 style="font-style: italic;">The Room</span>,
to beautiful sleeper hits like <a
 href="http://www.1up.com/previews/kentucky-route-finds-loving-feeling">Kentucky
Route
Zero</a>, those looking for
narrative-based puzzle solving have no shortage
of options. But each of those games I just mentioned come from
relatively young voices in our medium, despite their respective levels of quality being more
reflective of seasoned creators. It's with that in mind that we enter
<a
 href="http://www.1up.com/games/ps3/the-cave/">The Cave</a>,
Double Fine's latest straight from the mind of adventure game
pioneer Ron Gilbert.
</p>
<p>For the <a
 href="http://www.1up.com/games/pc/maniac-mansion">Maniac
Mansion</a>/<a
 href="http://www.1up.com/games/pc/secret-monkey-island">Monkey
Island</a> creator's latest tale,
we're immediately introduced to an
omniscient, devious, and hilarious narrator who also just so
happens to be the titular cave. As our Sherpa on this downward quest,
The Cave himself (itself?) provides many of the game's most memorable
moments, and is immediately a strong contender for 2013's best new
character. In the spirit of Maniac Mansion, the first decision the player makes stems from choosing a trio of heroes to send into the dark
depths
of Gilbert's world. These adventurers range across all genres -- a Time
Traveler, a Buddhist Monk, and a pair of creepy, <span
 style="font-style: italic;">Shining</span>-inspired
kids
are all at your disposal. Each of the seven tortured souls has a specific reason for
journeying into the cave, which is conveyed through single-frame
paintings that you find scattered throughout the environment. As you
descend deeper and deeper, you'll realize that each character may or may not represent one of the seven deadly sins, and parsing out their darkly-comedic
backstories is one of the true joys to The Cave.
</p>
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]]></description><pubDate>Tue, 22 Jan 2013 13:53:00 PST</pubDate><category>REVIEW</category><media:thumbnail url="http://localhost/media?id=3962800"/></item><item><title><![CDATA[DmC Review: A Different Kind of Cool]]> </title><link>http://localhost/reviews?cId=3188144</link><author>Jose Otero</author><description><![CDATA[<p>

















			

















		
















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		<span class="articleText"><p>For better or worse, and to the chagrin of some of the series' more outspoken fans, Capcom stuck by their decision to shake up <a href="/games/ps2/devil-may-cry">Devil May Cry</a> and try something new. Understandably, news of this reboot set off major concerns from loyal followers, some of whom have painted a bleak picture for the future of the series. In their eyes, Dante should always have white hair, a cocky demeanor, a touch of Japanese wackiness, and a deep arsenal of weapons and combos to use in his fight against demons. Nothing could ever change it.</p>

<p>As someone who enjoyed the first and third installments of Devil May Cry immensely, I couldn't help but feel conflicted by this change. Our first look at the new "Dante" had a <a href="http://www.blogcdn.com/www.joystiq.com/media/2010/09/dmc-screen-530.jpg">disturbingly beat-up</a> and dark motif, but one the developer has subtlely dialed back over time. Just take a <a href="http://www.creativeuncut.com/gallery-21/art/dmc-dante-action.jpg">look</a> at Dante now! New developer Ninja Theory has wisely toned down some of the off-putting characteristics their rebooted hero initially displayed, making him a much more approachable leading man. As far as looks go, he still bears similarities to professional Portuguese soccer player <a href="http://www.cristiano-ronaldo.org/photo_album/cristiano_ronaldo_image_581.jpg">Cristano Ronadlo</a> over <a href="http://xrazerx.files.wordpress.com/2010/10/dantedontcry.jpg">Hillary Swank</a> and Twilight, but he also retains the same irreverent attitude as ever -- not to mention a collection of fantastic weapons and fighting styles to use against his demon opponents. And, most importantly, he's still <em>cool</em>.</p>

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