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	<title>PlayStation 3 Week</title>
	
	<link>http://www.ps3week.com</link>
	<description>Kinda like having one.</description>
	<lastBuildDate>Wed, 11 Nov 2009 14:49:32 +0000</lastBuildDate>
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		<title>FIFA 10 World Class Soccer</title>
		<link>http://feedproxy.google.com/~r/PS3week/~3/46OiCWr29bA/</link>
		<comments>http://www.ps3week.com/2009/11/fifa-10-world-class-soccer/#comments</comments>
		<pubDate>Wed, 11 Nov 2009 14:49:32 +0000</pubDate>
		<dc:creator>Nick</dc:creator>
				<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://www.ps3week.com/?p=515</guid>
		<description><![CDATA[
FIFA 10 World Class Soccer  (also known as FIFA Soccer 10 in North America) is the latest instalment to Electronic Arts’ FIFA series of football video games. It is developed by EA Canada, published by EA sports, and designed by David Rutter for the PlayStation 3 game console platform. The game was released on September [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.ps3week.com/wp-content/uploads/2009/11/FIFA-10-World-Class-Soccer-1-240x300.jpg" alt="FIFA 10 World Class Soccer - 1" title="FIFA 10 World Class Soccer - 1" width="240" height="300" class="alignnone size-medium wp-image-516" /><br />
FIFA 10 World Class Soccer  (also known as FIFA Soccer 10 in North America) is the latest instalment to Electronic Arts’ FIFA series of football video games. It is developed by EA Canada, published by EA sports, and designed by David Rutter for the PlayStation 3 game console platform. The game was released on September 30 2009 to Australia, 2 October 2009 to Europe and is scheduled for released to the rest of the world on 20 October 2009 under the sports genre with an ESRB rating of E for Everyone. <span id="more-515"></span>The playable teams included in FIFA 10 World Class Soccer are Chelsea, Barcelona, Juventus, Bayern Munich, Marseille and Chicago Fire. In the demo, friendly matches are offered with half lengths of 3 real-time minutes. Not only that, players are also allowed to upload created in-game videos and screenshots to EA Football World. The tagline for FIFA 10 World Class Soccer is “How big can football get?”. The game is the second version of the game to sponsor a football club Swindon Town of English Football League One alongside its co-sponsor, FOurFourTwo. Among some of the modes available for play include manager mode and virtual pro mode. In virtual pro The manager mode for FIFA 10 has been revamped and has had many issues and criticisms addressed with plenty of key improvements. In virtual pro, players get to create a footballer and take him through the four Be-a-Pro sessions, include him in the Manager Mode career, use him o kick-off, tournament, and lounge mode as well as use him in the Arena. Not only that, the Game-face feature has also been added where gamers get to create their Game Face on the web at easports.com or easportsfootball.co.uk and then download them into the game to be applied to the player in game. Not only that, players can also grow their players attributes and player traits, celebrations, and kit that can be unlocked to make the player realistic and unique.</p>
<p><strong>Reviews</strong></p>
<p>Although FIFA 10 World Class Soccer is no giant leap forward than its predecessor, it still manages to impress in every one of the traditional aspects of the sport. There is a Virtual Pro mode that starts off similar to the standard Be A pro modes which are also included. Players start of by creating a player, designing his attributes to fit your play style and sculpt his look to match your own. Not only that, there is also the usual Game Face feature for uploading photos of yourself into the game. In contrast to the Be A Pro mode, players can now use the created player in any mode in the game including into the new practice arena to work on drills, hopping into a Play Now match, play in Manager Mode or even hop online and play in the Pro Club Championship mode with a gallery of other Virtual Pros, all of which can be used to improve your soccer star by completing a laundry list of accomplishments that are perfectly crafted to range from the short-term to things that will take you your entire career. In addition to that, FIFA 10 World Class Soccer also allows you to play as only one player, building him while also progressing with a full soccer club. Also, FIFA 10 World Class Soccer also seemingly approves of hardcore soccer fans of the world where players can scrimmage against other squads and even create your own custom set pieces for free kicks. The custom set pieces work similarly to the create-a-play feature in the NHL series. As for Manager Mode, the usual trimmings still accompany this dynasty mode of sorts, although players can now make transfers, scout players, upgrade your team’s work with money earned from ticked sales and the expectations of your club’s controlling board in order to keep your job.</p>
<blockquote><p>“FIFA 10 is a high-caliber football game&#8211;it plays a fantastic game, offers a wealth of modes, and addresses every major fault from FIFA 09. The new 360-degree control in particular is a revelation, and while problems currently impacting the creation of Virtual Pro players are unfortunate, there&#8217;s still a lot of fun to be had playing with them. FIFA 10 will be a tough act to follow for every football game released from this day forward, but rather than worry about that you should just be happy basking in the light of this sublime football experience.” <em>(GameSpot, 2009)</em></p></blockquote>
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		<title>Assassin’s Creed II</title>
		<link>http://feedproxy.google.com/~r/PS3week/~3/RSuWopiiaaw/</link>
		<comments>http://www.ps3week.com/2009/11/assassins-creed-ii/#comments</comments>
		<pubDate>Mon, 09 Nov 2009 14:38:09 +0000</pubDate>
		<dc:creator>Nick</dc:creator>
				<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://www.ps3week.com/?p=512</guid>
		<description><![CDATA[
Assassin&#8217;s Creed II is an upcoming third person action-adventure video game that was first officially confirmed on November 26 2008 during Ubisoft’s financial performance report. The game is the sequel to Assassin&#8217;s Creed and is scheduled for release in North America on November 17 2009 and in PAL regions on November 20, 2009. It is [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.ps3week.com/wp-content/uploads/2009/11/Assassins-Creed-II-1-261x300.jpg" alt="Assassin&#039;s Creed II - 1" title="Assassin&#039;s Creed II - 1" width="261" height="300" class="alignnone size-medium wp-image-513" /><br />
Assassin&#8217;s Creed II is an upcoming third person action-adventure video game that was first officially confirmed on November 26 2008 during Ubisoft’s financial performance report. The game is the sequel to Assassin&#8217;s Creed and is scheduled for release in North America on November 17 2009 and in PAL regions on November 20, 2009. It is developed by Ubisoft Montreal and published by Ubisoft. Assassin&#8217;s Creed II is designed by Patrice Desilets, Sebastien Puel and Jade Raymond, written by Corey May and composed by Jesper Kyd. It is the second instalment to the Assassin&#8217;s Creed series built on an Anvil engine for the PlayStation 3 under the genre of third-person action-adventure with an ESRB rating of M for mature. Assassin&#8217;s Creed II is set in an open world with non linear gameplay to allow the player the freedom to roam the city and buy weapons which the character buys from vendors at will. Not only that, <span id="more-512"></span>there is also coloured dye to change the colour of the player-character’s outfit. In addition to that, the player will also be able to swim and use the canals of Venice as hiding spots, as well as drag city guards into the water as a means of assassination. The player will also be able to “drive small boats”. Additionally, the recreation of a young Leonardo da Vinci will also be present as an aid to the player, providing a host of weapons and contraptions available for use. Players will also be able to access Leonardo’s flying machine which he actually built, keeping airborne using thermals from fires lit by friends gathered previously in the game. There will also be a host of new mission types for the player to complete. In terms of weapons, Assassin&#8217;s Creed II will include halberds, axes, long pikes, swords, daggers and numerous others, in addition to six weapons which can be unlocked by player who completed Assassin&#8217;s Creed: Bloodlines by linking their PSP to their PS3.</p>
<p><strong>Reviews</strong></p>
<p>The first thing that is noticeable about Assassin&#8217;s Creed II is that it runs slightly more smoothly as compared to its predecessor, Assassin&#8217;s Creed, with less noticeable frames dropped and a very cool new effect where environments spring forth from a three dimensional matrix. The previous Assassin&#8217;s Creed ended with Desmond, the main character, trapped indefinitely with the ability to use “eagle vision” to read a series of codes and glyphs written on the walls of his cell, all of which will come into play throughout Assassin&#8217;s Creed II, together with their mysterious author. These glyphs lead to picture puzzles showing pivotal points in history, which in turn lead to clues revealing the motives of Abstergo and the secret behind the Pieces of Eden, called The Truth which is the threat that runs throughout the story of Assassin&#8217;s Creed II. Assassin&#8217;s Creed II is set where its predecessor left off, following the “disturbance” that distracted Desmond’s captors at the end of the game, Desmond is busted out of the lab by Lucy, the attractive Abstergo employee who was missing her finger ring, indicating that she was an Assassin and on your side all along. They both then run through the futuristic office complex passing hundreds of work stations containing the same technology that allowed Desmond to relive the adventures of the Master Assassin from Assassin&#8217;s Creed I. Once the duo make it to the parking garage, they then have to fight off a pack of guards before Lucy is able to sneak Desmond out by hiding him in the trunk of her car. They then arrive at a loft apartment where Lucy introduces Desmond to the modern day Templars at which he agrees and enters the Assassin’s version of the Animus to train for the inevitable battle.</p>
<blockquote><p>“Much has been made about the new setting of ACII, and as anyone who played the first game would expect, the environments look stunning. More than 30,000 images were taken of the real buildings in Italy, many of which have made it as textures in the finished game. The buildings are also much bigger than before, such as the Duomo in Florence, and many of the characters actually existed in the time the game is set. No attempt has been made to hide the seedier side of 15th-century life, either. Characters swear at each other and use extremely crass terminology, and you can hire prostitutes to distract enemies if you so desire” <em>(GameSpot, 2009)</em></p></blockquote>
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		<title>Brutal Legend</title>
		<link>http://feedproxy.google.com/~r/PS3week/~3/T_CUH1UYmm8/</link>
		<comments>http://www.ps3week.com/2009/11/brutal-legend/#comments</comments>
		<pubDate>Fri, 06 Nov 2009 14:29:36 +0000</pubDate>
		<dc:creator>Nick</dc:creator>
				<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://www.ps3week.com/?p=509</guid>
		<description><![CDATA[
Brutal Legend is a third person action/ adventure game that claims to have been in development since 2005. It was developed by Double Fine Productions and published by Electronic Arts. The game was built on a custom in-house engine with a native resolution of 720 p for the PlayStation 3. It was released on October [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.ps3week.com/wp-content/uploads/2009/11/Brutal-Legend-1.jpg" alt="Brutal Legend - 1" title="Brutal Legend - 1" width="191" height="220" class="alignnone size-full wp-image-510" /><br />
Brutal Legend is a third person action/ adventure game that claims to have been in development since 2005. It was developed by Double Fine Productions and published by Electronic Arts. The game was built on a custom in-house engine with a native resolution of 720 p for the PlayStation 3. It was released on October 13 2009 to North America and on October 16 2009 to Europe under the genre of Action-adventure and Real-time strategy with an ESRB rating of M for mature. Brutal Legend was first promoted as “Rocktober” in official literature about the game from Electronic Arts when it was first released. <span id="more-509"></span>The game was inspired by the game’s creative director Time Schafer’s own past musical experiences which revolved around heavy metal music. Schafer claims that he thought of the name fifteen years ago while they were still working on The Secret of Monkey Island. In the game, players play as featured character Eddie Riggs, voiced by Jack Black, a roadie who was transported to a fantasy world inspired by the artwork of heavy metal album covers. Using his battle axe, a Flying B guitar infused with magical powers, and a customizable hot rod, Eddie has to become the world’s saviour, leading the down-trodden humans against a range of supernatural overlords. Brutal Legend also features the voices of other heavy metal musicians besides Jack Black including Lemmy Kilmister, Rob Halford, Ozzy Osbourne and Lita Ford, as well as other celebrities including Tim Curry. In addition to that, Brutal Legend also features more than one hundred metal songs selected by the game’s creative director himself for inclusion in the game. Not only that, it also incorporates real time strategy elements and also uses an open world which has been described as being approximately 64 km² in area. During the game, Eddie acquires three tools that are used for combat and transportation comprising of a broad axe called “The Separator”, his Flying V guitar “Clementine” from his own world which has the ability to cast magic spells in the heavy metal world, and a hot rod that Eddie builds called “The Deuce” or “The Druid Plow”.</p>
<p><strong>Reviews</strong></p>
<p>Brutal Legend kicks off with a hilarious introduction that pokes fun at the softer, more mainstream direction that heavy metal has taken in the past couple of decades. It is said to be a celebration of classic heavy metal while taking every cheap shot it can at hair metal, nu metal and other diluted variations on the genre. The ultimate evil and its minions are portrayed as being truly terrible monsters. In contrary, the lesser bad guys are made up to resemble glam rockers or ‘emo’ kids which makes them appeal most to those that have spent at least some of their formative years as angsty headbangers. Brutal Legend features plenty of twists and turns along the way and deals with some interesting themes of quiet heroism and personal sacrifice. The main character, Eddie Riggs, is a roadie who knows that his place is out of the spotlight. Although he has the chance to be a real hero and save the world when he is transported back in time, he maintains the same attitude. Brutal Legend is a mix of genres coming together to create a variety of gameplay opportunities, with most of the story missions consisting of real-time strategy battles that find Eddie commanding troops on a battlefield made up to look like an epic rock concert, with the exception that Eddie gets to join the fight, adding a little bit of action to the strategy. In addition to that, there are also beat’ em, shooter or racer elements outside of the story missions.</p>
<blockquote><p>“Whether it&#8217;s excellent vocal performances from heavy hitters of metal or a strong multiplayer element, Brutal Legend is a game that continually surprises, and it does so in a genuinely fun and interesting way. And Double Fine deserves some major respect for keeping so many aspects of the game closely tied to its subject matter. Of course, Brutal Legend also has some shortcomings. The secondary missions are weak and the single-player campaign lasts about seven hours if you&#8217;re not too keen on unlocking every single last shrine or secret item. In that respect, it&#8217;s unfortunate that there&#8217;s just not more of the good stuff, such as the on-foot missions with boss battles or more fleshed-out side quests. Otherwise, Brutal Legend is just about the finest tribute to this genre of music that a fan could hope for, and its successful execution of real-time strategy elements in an action setting is something that should get everyone off their feet and clapping.” <em>(GameSpot, 2009)</em></p></blockquote>
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		<title>Dragon Ball Raging Blast</title>
		<link>http://feedproxy.google.com/~r/PS3week/~3/Nn8T9Nf39aY/</link>
		<comments>http://www.ps3week.com/2009/11/dragon-ball-raging-blast/#comments</comments>
		<pubDate>Wed, 04 Nov 2009 09:08:48 +0000</pubDate>
		<dc:creator>Nick</dc:creator>
				<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://www.ps3week.com/?p=506</guid>
		<description><![CDATA[
Dragon Ball Raging Blast is the fourth instalment in the Dragon Ball Z: Budokai Tenkaichi series which was originally published as Dragon Ball Z: Sparking! It is developed by Spike and published by Atari, Bandai and Namco Bandai Games under the genre of fighting game. The game was first officially announced in the May 2009 [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.ps3week.com/wp-content/uploads/2009/11/Dragon-Ball-Raging-Blast-1-300x190.jpg" alt="Dragon Ball Raging Blast - 1" title="Dragon Ball Raging Blast - 1" width="300" height="190" class="alignnone size-medium wp-image-507" /><br />
Dragon Ball Raging Blast is the fourth instalment in the Dragon Ball Z: Budokai Tenkaichi series which was originally published as Dragon Ball Z: Sparking! It is developed by Spike and published by Atari, Bandai and Namco Bandai Games under the genre of fighting game. The game was first officially announced in the May 2009 issue of V Jump magazine, containing several screenshots showing that the game included gameplay elements from the previous Sparking games, polished Sparking character models, and revealed the official title. It was first mentioned in the Namco Bandai 2009 fiscal report, and is scheduled for release in the second quarter of the 2009-2010 fiscal year. <span id="more-506"></span>On June 2009, Namco Bandai mentioned that the game would feature new interactive and destructible environments as well as a new special attack system called “Super Rising”. Ryo Mito, the producer of Dragon Ball: Raging Blast also confirmed that there will be 43 characters without transformations and over 70 characters with transformations, including costumes for over 120 playable character variants and ten playable stages. Gameplay includes the ability to play through the original events of the Dragon Ball Z story, with the exception that their actions in battle will be able to change the story in many different ways. There are over 100 “Battle Frames” which can be selected at any time, regardless of chronological order to which they appear in the series, all which include “What-if” scenarios that never occurred in the series. When all of them are completed, a special ending will be unlocked. In addition to that, there are also costumes to be unlocked during the story mode. As for the online mode, it will feature a 16-player “Budokai Tournament”, single or team battle mode, and a spectator mode where players can rate the fighters. Not only that, the game will also include two exclusive characters including Super Saiyan 3 Broly and Super Saiyan 3 Vegeta.</p>
<p><strong>Reviews</strong><br />
Although Dragon Ball Raging Blast only has over 70 characters including transformations as compared to Tenkaichi 3’s 150, they also include never-before-seen additions designed by developer spike in collaboration with artists involved with the manga and anime. There was also a Super Saiyan Level 3 version of Broley who has never appeared in the animation or the movies. Not only that, players can also collect costumes for all of them during the Story mode by meeting the small QTE prompts which occasionally appear on the screen. Other new additional features include environmental damage. Dragon Ball Raging Blast has 10 stages, all of which are huge in scale, vertically as well as horizontally, with the possibility of mountains, towers, buildings and anything else toppling over when you throw your opponent into them. There is also a possibility to tear a stage up with a Super Saiyan special attack as they are big enough to support all the destruction you can throw at them. Not only that, there is also a volcano stage that is full of magma waterfalls and teetering cliffs of igneous rock to fall onto, into or through. In terms its fighting system, Dragon Ball Raging Blast still maintains the requirement to make full use of three-dimensional space and intercepting attacks, with the small addition of the Super Rising special attack system that sends characters soaring upward through the entirety of the stage, looking absolutely wonderful especially the special attack cutaways. In terms of the graphics, the game runs at a consistent 60 fps as compared to previous titles’ 30, providing very noticeable smoothness in the action and facial animations, resulting in consistent change in the characters’ faces even in the midst of battle.</p>
<blockquote><p>“Even though we had only eight characters to play with, we enjoyed the ease with which we could pick up the game and wreak impressive-looking havoc within seconds. We also liked the small touches&#8211;such as characters visibly starting to pant and grabbing hurt appendages as battles wore on. We can only imagine the depth the full 70-character roster will bring, so stay tuned for more previews of Dragon Ball: Raging Blast soon.” <em>(GameSpot, 2009)</em></p></blockquote>
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		<title>Heavy Rain</title>
		<link>http://feedproxy.google.com/~r/PS3week/~3/t8kJI6ViXAs/</link>
		<comments>http://www.ps3week.com/2009/11/heavy-rain/#comments</comments>
		<pubDate>Mon, 02 Nov 2009 08:55:44 +0000</pubDate>
		<dc:creator>Nick</dc:creator>
				<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://www.ps3week.com/?p=499</guid>
		<description><![CDATA[
Heavy Rain was officially announced at E3 2006 and is scheduled to be released in early 2010 under the genre of interactive drama. It is developed by Quantic Dream and published by Sony Computer Entertainment for the PlayStation 3 game console. The game runs on a PhysX (game physics) engine and is directed by Quantic [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.ps3week.com/wp-content/uploads/2009/11/Heavy-Rain-1-217x300.jpg" alt="Heavy Rain - 1" title="Heavy Rain - 1" width="217" height="300" class="alignnone size-medium wp-image-500" /><br />
Heavy Rain was officially announced at E3 2006 and is scheduled to be released in early 2010 under the genre of interactive drama. It is developed by Quantic Dream and published by Sony Computer Entertainment for the PlayStation 3 game console. The game runs on a PhysX (game physics) engine and is directed by Quantic Dream’s founder and CEO David Cage who wrote and directed the studio’s two previous games as well. According to the director, Heavy Rain will be “a very dark film noir thriller with mature themes”, without any supernatural elements, and that the “real message (of the game) is about how far you’re willing to go to save someone you love. In terms of the setting, the director has confirmed that there will be no big free-roaming city like GTA, as the flow of the story will then be hard to control, however there will be big sets, with a crowd, heavy populated areas like a mall and a subway, with the gameplay making use of those aspects too. There are four playable characters in the game, comprising of an FBI profiler named Norman Jayden, a private detective named Scott Shelby, an architect named Ethan Mars, and a journalist named Madison Paige, all of which are said to be looking for a serial killer known as “The Origami Killer”. Unlike other games, Heavy Rain will use a unique control scheme that includes a trigger button on the PlayStation 3 controller that will move the character forward, as well as take advantage of the button’s analogue function, allowing players to control the speed of the character’s movement by pressing harder or softer on the button. By having the left analogue stick control the movement of the character’s head and the direction he move in relation to where he is looking, the character’s movement will be free from the perspective of the camera, with the rest of the game played using a series of context sensitive actions and quick time events.</p>
<p><span id="more-499"></span><strong>Reviews</strong><br />
Heavy Rain is a game that insists that you live out the lives of its characters by putting you in the shoes of its cast and letting you live every moment of it. It aims to send across the message of “How far are you prepared to go to save someone you love?” as Quantic Dream works hard on trying to blur the distinction between a video game and real life by making a title that will play with your emotions, raise the level of story telling and expand gaming. David Cage tries to “create experiences that engage players emotionally, explore the potential of interactive story telling and create  new formats for adult audiences”, as seen in their previous projects like Omikron: the Nomad Soul and Indigo Prophecy. Heavy Rain is said to revolve around interactive story telling, meaning that the story will change based on the actions and choices of the player, with various consequences based on what the player happens to select, providing players with an emotional journey based on the fact that “you tell the story, not through the cut scenes, but directly through your actions” according to Cage. The game is intentionally designed to set the player on an emotional roller coaster that will have depth and meaning and will be original and innovative. In contrast to other typical games, death in Heavy Rain is aimed at giving an introspective moment to players. The game also features non-linear scripts that are spread out over ninety separate scenes, including the various actions, consequences and choices that could potentially occur within each scene. Not only that, cut scenes are also kept down to a minimum and only used when absolutely necessary.</p>
<blockquote><p>“From what we&#8217;ve seen so far, this is shaping up to be a game that will keep gamers talking until the shipping date. Quantic Dream has been very careful about keeping the story secret, and from this latest demo, the story and experience can only get better. In our brief adventure with Madison, we already felt like we were a part of the story in the way that the action, dialogue, and sound were handled. Visually, the characters come strikingly close to looking real, not just in terms of the graphics but also in how their movements and voice acting enhance that sense of realism. Even though it is a single-player game, watching the events unfold is just as intense and exciting for an audience.” <em>(GameSpot, 2009)</em></p></blockquote>
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		<title>Final Fantasy XIII</title>
		<link>http://feedproxy.google.com/~r/PS3week/~3/_-yKbkCT3Ao/</link>
		<comments>http://www.ps3week.com/2009/10/final-fantasy-xiii/#comments</comments>
		<pubDate>Fri, 30 Oct 2009 11:31:39 +0000</pubDate>
		<dc:creator>Nick</dc:creator>
				<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://www.ps3week.com/?p=496</guid>
		<description><![CDATA[
Final Fantasy XIII is a futuristic role-playing game set in a high-tech world that was officially announced at the 2006 E3 convention. It is the flagship title of the Fabula Nova Crystallis Final Fantasy XIII collection. Although the game takes place in the same universe, it is not a prequel or sequel to any of [...]]]></description>
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Final Fantasy XIII is a futuristic role-playing game set in a high-tech world that was officially announced at the 2006 E3 convention. It is the flagship title of the Fabula Nova Crystallis Final Fantasy XIII collection. Although the game takes place in the same universe, it is not a prequel or sequel to any of the other instalments and is not even directly related in terms of the story. Final Fantasy XIII is developed and published by Square Enix for the PlayStation 3, and built on Crystal Tools a seventh generation multiplatform game engine built by Square Enix for its future games. It was written by Motomu Toriyama and written alongside Toshiro Tsuchida and Yoshinori Kitase. The game is scheduled for release on December 17 2009 to Japan, April 2010 to North America and March 10 2010 to the rest of the world under the genre or RPG with a CERO rating of B. Final Fantasy XIII features a battle system of which its concept is to maintain the strategic nature of command-based battles, stemmed from a desire to create battles similar to those found in Final Fantasy VII Advent Children. <span id="more-496"></span>Although the enemies are integrated into the world environment similar to that in Final Fantasy XII, battles take place in a new battle screen separate from the main playing world by which players are transported by a short flash, instead of in the same “dimension. Not only that, Final Fantasy XIII will also incorporate the same Active Time Battle System used in its predecessors, although it will work differently as users will be able to chain large numbers of commands together in order to achieve attack bonuses. Players are only allowed to control one character at a time during battles, out of a party of up to three. Additionally, there will also be a new feature called “Paradigm Shift” (or “Optima Change” in Japan) in which players can switch party members’ roles during battle. This feature was first revealed during Gamscom 2009.<br />
<strong>Review</strong><br />
Final Fantasy XIII will see a new character named Serah, a vibrant schoolgirl-esque beauty that apparently has a romantic relationship with the bandanna-wearing brawler. The trailer sees them both riding a small hover ship around a spectacular egg-shaped structure which had walls clear enough to see the dazzling fireworks show going on inside. After which they drift through the night sky while talking, showered in the glow of the lights before leaning in to give each other a gentle kiss. Serah’s face is seen definitely coloured with a certain amount of melancholy after they pull apart which might foreshadow the character’s untimely death of which seemed to be hinted at throughout the trailer. Additional features that were highlighted during the trailer include a colourful festival environment (possibly connected to the egg structure), a green field populated by lumbering stone creatures, Serah and Snow talking on a dock overlooking a sunset, the bespectacled villain Jihl tormenting Sazh with seemingly disturbing news, Vanille falling to her knees in front of Serah oh what seems to be the same dock, and Sazh frantically pointing a gun at Vanille. This assortment of cut scenes seemed to depict that Final Fantasy XIII will be rich with dialogue, with very noticeable emotional payload. Not only that, Sazh’s summon was also revealed during the trailer as a creature whose fiery skin could only be Ifrit. Sazh’s level of antagonism is substantially raised when Ifrit transforms into a ridiculous hotrod with side-mounted machine guns, possibly meaning that Sazh now has the most over-the-top Gestalt summon yet. There was also another new character with little context surrounding her appearance, only to be described as having dark brown or black hair, and a number of tattoo, sporting a “cool look”</p>
<blockquote><p>“The voice acting was really good so far, and at this point, Square Enix hasn&#8217;t confirmed that Japanese voices will be included. Producer Yoshinori Kitase explained that the files would be fairly large and that they would like to keep the game on a single blu-ray disc to minimize the number of discs they would need for the Xbox 360 version. The game also looked fantastic at this stage, running on the PlayStation 3, and it was a shame we couldn&#8217;t see more.” <em>(GameSpot, 2009)</em></p></blockquote>
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		<title>Lost Planet 2</title>
		<link>http://feedproxy.google.com/~r/PS3week/~3/miJNHPjDhuQ/</link>
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		<pubDate>Wed, 28 Oct 2009 11:24:22 +0000</pubDate>
		<dc:creator>Nick</dc:creator>
				<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://www.ps3week.com/?p=493</guid>
		<description><![CDATA[
Lost Planet 2 is a science fiction third-person shooter video game that is the sequel to Lost Planet: Extreme Condition. Lost Planet 2 was developed and published by Capcom, and developed by Jun Takeuchi and Kenji Oguro on the MT Framework 2.0 engine for the PlayStation 3 game console. Lost Planet 2 is the second [...]]]></description>
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Lost Planet 2 is a science fiction third-person shooter video game that is the sequel to Lost Planet: Extreme Condition. Lost Planet 2 was developed and published by Capcom, and developed by Jun Takeuchi and Kenji Oguro on the MT Framework 2.0 engine for the PlayStation 3 game console. Lost Planet 2 is the second instalment to the Lost Planet series that falls under the genre of third-person shooter with a hint of RPG elements. Its scheduled released date is in December 2009 to North America and January 2010 in Japan. The story takes place ten years after the events of the first game, on the same fictional planet. It takes place back on E.D.N III 10 years after the events of the first game. This time around, the snow has melted to reveal jungles and more tropical areas that have taken the place of more frozen areas. The center of the game would be on the fictional corporation, also known as NEVEC and their on going war to gain T-eng. It is expected that many gameplay features from the original Lost Planet will return including major boss battles, extreme terrain, and the ability to pilot mechanized armour suits known as Vital Suits (VSs). Players will be able to ride on the sides of some VSs which can be controlled by one player, while two other hang on by the sides and shoot. Not only that, there will also be flying VSs which feature unlimited flying time as revealed by producer Jun Takeuchi at his Q&#038;A session at Comic-Con 2009. <span id="more-493"></span>In contrast to its predecessor, Lost Planet 2 allows its players to create and customize their own character’s head, body, back and legs as well as allow them to unlock more clothing and body types after levelling up and downloading content. In addition to that, players will also be able to edit gestures, weapon models, and colour pallets used although weapons used in multiplayer mode will have to be unlocked through levelling up.<br />
<strong>Reviews</strong><br />
Lost Planet 2 is the sequel to the fairly successful sci-fi action title, Lost Planet 2 with promises of even better gameplay experience and more sophisticated story. In the game, players follow five different characters across six mission-based chapters, with attention focused on one specific character for each of the first five chapters. As for the sixth and final chapter, it will see a culmination and combination of the previous five. However, as the game is telling and all-new story in a new environment, it is going to be a very different game, although it is guaranteed to be a proper sequel. One of the main additions to the game is the four-player online co-op with possibility of a two-player split-screen. There will also be DLC (downloadable content) which have been planned even before the game is released to retailer, indicating that the developer is committed to supporting the product post-launch. Critics have commented that the controls for the Lost Planet 2 are slick and that the game not only runs well, but feels just right as well. Although the first game ended on a high note, with your band of snow pirates managing to get icy world defrosting, there was definitely room for a sequel as humanity attempted to continue relocating. Lost Planet 2 starts off several years after the end of the original game, resulting in the environmental change and its effect on the population of E.D.N. III that has impacted the dynamics of the ice-pirate groups. In place of ice that blanketed the world are lush jungles although despite the extreme tropical makeover, thermal energy is still a source of conflict for all of the pirate bands on the world.</p>
<blockquote><p>“From the looks of the demo, Lost Planet 2 is shaping up to be an impressive follow-up to the original. The game is going in a very different direction from its predecessor, but that doesn&#8217;t appear to be a bad thing. The game&#8217;s large sense of scale and cooperative gameplay seem to be a very good combo. We&#8217;re getting a Monster Hunter and Dreamcast-era Phantasy Star Online vibe going on, which sits very well with us. If the game&#8217;s camera and control are tightened up compared to its predecessor, and enough content is packed into the experience, this could be one addictive game when it ships next year. At the moment, the only platform that&#8217;s been officially confirmed is the Xbox 360. From the sound of it, there should be more information given out at E3 in June. Look for more on the game, including an XBL demo, then.” <em>(GameSpot, 2009)</em></p></blockquote>
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		<title>Skate 2</title>
		<link>http://feedproxy.google.com/~r/PS3week/~3/rAeVhn-Bla0/</link>
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		<pubDate>Mon, 26 Oct 2009 11:11:12 +0000</pubDate>
		<dc:creator>Nick</dc:creator>
				<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://www.ps3week.com/?p=490</guid>
		<description><![CDATA[
Skate 2 is a skateboarding video game that falls under the genre of sports game with an ESRB rating of T for Teens. It was officially announced in May 2008 as a sequel to the original Skate, although the company had decided to begin work on it earlier due to the fact that the original [...]]]></description>
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Skate 2 is a skateboarding video game that falls under the genre of sports game with an ESRB rating of T for Teens. It was officially announced in May 2008 as a sequel to the original Skate, although the company had decided to begin work on it earlier due to the fact that the original game posted bigger numbers compared to rival Tony Hawk’s Proving Ground. Skate 2 was developed by EA Black Box, published by Electronic Arts and designed by Scott Blackwood for the PlayStation 3 game console. It was released to North America on January 21, 2009 and to the rest of the world on January 23 2009. In contrast to the original, Skate 2 features more tricks including foot-plants, hand-plants, fingerflips, lip tricks, hippy jumps which involves players jumping off the board while it rolls along the ground and then landing on it, as well as the ability to skitch which involves pulling the bumper of a moving car while on a skateboard to gain speed. Not only that, it also features the choice of creating either a male or female character as compared to the original game which only had a male option. There are also other activities in the game, including the ability for players to get off their board and walk during which players can move and interact with certain objects in the world to create their own spots which will then be upload-able online via PlayStation Network. In addition to that, players can also download spots from other players and beat the high score to “own” them. Not only that, players will also be allowed to customize their skateboard and their clothing via the new graphics theatre. Alternatively, players can also purchase property and skate parks in the game.<br />
<span id="more-490"></span><strong>Reviews</strong><br />
Skate 2 features Flight Night-inspired Flickit control system to perform moves. Although there have been a number of additions which players really wanted to see after playing the first one, it is clear that the game is not as fresh as it could due to the fact that the sequel was merely improved upon with fixes for the elements from the first game. Also, although the new moves were expected to work in theory, not all of them worked smoothly when implemented. Not only that, Skate 2 also allows you to get off your board and explore San Van on foot, including getting up a set of stairs quickly or staying still to look around and plot your next line. Players can also move bits of the world around while staying off their board. However, controls to move your skater around on foot is borderline terrible as the camera is shaky and movement is so stiff and unnatural that it is hard to get your skater to do what you want him to. Ironically, once you get your skater to be in the right place to grab the object, moving it exactly where you want them is easy. Players get to create their own spot by moving objects, opening up the Create-a-Spot editor and manipulating a large highlight zone to set it, skate it to set the score and upload it on Playstation Network for other people to try. Not only that, there is also a replay/ film editor as in the previous game with an addition of additional two cameras to use including a tripod that stays put but centers its view on your skater and a freeform follow camera that moves along with your skater but that you’re able to place at any angle around your skater. However, all the film effects are gone.</p>
<blockquote><p>“Even if you&#8217;ve played a lot of Skate, there are definitely enough new features and improvements in Skate 2 to make it worth a look. The presentation is slick, the controls are great, and at times you really do feel like you&#8217;re skateboarding. It’s unfortunate that things get dragged down by the occasionally frustrating and buggy challenges; that walking on foot isn’t handled better; and that the game’s physics and artificial intelligence aren’t consistent and sometimes get in the way of the gameplay; because Skate 2 has so much to offer. Oh, and the bone-breaking bails that would kill you in real life are just another way to earn money here, so Skate 2 is not only a fun alternative to taking to the streets, it&#8217;s a safe one.” <em>(GameSpot, 2009)</em></p></blockquote>
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		<title>BioShock 2</title>
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		<pubDate>Fri, 23 Oct 2009 10:54:23 +0000</pubDate>
		<dc:creator>Nick</dc:creator>
				<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://www.ps3week.com/?p=486</guid>
		<description><![CDATA[
BioShock 2 is the sequel to the first-person shooter video game, BioShock. It was announced on March 11 2008 and is scheduled to be released on February 9 2010. The game is developed by 2K Marin, Digital Extremes for the multiplayer mode and Arkane Sutiod for art design assistance. It is published by 2K Games [...]]]></description>
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BioShock 2 is the sequel to the first-person shooter video game, BioShock. It was announced on March 11 2008 and is scheduled to be released on February 9 2010. The game is developed by 2K Marin, Digital Extremes for the multiplayer mode and Arkane Sutiod for art design assistance. It is published by 2K Games for the PlayStation 3 game console and runs on an Unreal Engine 2.5 (modified) engine. BioShock 2 falls under the genre of shooter and survival horror, in which players take the role of the first Big Daddy, a prototype for the Big Daddies seen in the prequel. Compared to the other Big Daddies, the main character possesses superior speed and intelligence as well as free will. Weapons that are available to players include Big Daddy’s drill and rive gun, although the drill tends to get overheated if used continuously. <span id="more-486"></span>Similar to the original game, the rivet gun will have several types of ammo. Not only that, players can also opt to use other plasmids which serve as alternatives to other Big Daddies, while ‘upgrade trees’ will provide unique ways to upgrade them. In contrast to the original game, players also have the ability to dual-wield plasmids and weapons at the same time. However, further Big Daddy abilities as found in the prequel will also be made available, such as performing a shoulder dash. The player’s mission as a “rogue” Big Daddy is to capture the Little Sisters from other Big Daddies who roam Rapture. Not only that, due to the diving suit that the Big Daddy wears, players will also be able to step outside the city Rapture into the ocean where players can explore the ocean floor, recover from fights, marvel at the city from the outside and pick up special items.</p>
<p><strong>Reviews</strong><br />
As compared to the original BioShock single-player game, BioShock 2 will also be used as a venue for showcasing its multiplayer element, since the first game did not have any kind of multiplayer. The story of the main takes place years after the events of the prequel, with the multiplayer component taking place as more of a prequel, in which the conflict that the free-for-all and team free-for-all mode take place is set right around the time of Rapture’s fall, just as the populace of the underwater city was starting to bow down to splicing-induced psychosis. In the multiplayer suite, players take the role as a human, instead of a Big Daddy like in the single-player mode, employed by Sinclair Solutions, a company investigating the side effects of splicing. This mode contains more narrative background and requires the humans to gather information by getting the Big Daddies to engage in combat. Players will also have a nice apartment in Rapture’s underbelly which serves as a fancy multiplayer lobby in which players are free to roam around, check out the view to the water below, wander over to the bookshelves, into the bathroom, listen to changing recordings from Sinclair and browse match menus. Not only that, players will also be allowed to customize their load out which changes as the game progresses through out the multiplayer game. New plasmids, weapons and upgrades can be unlocked and loaded into custom presets for use in battle by participating in matches, getting kills and performing specific actions that will rank up your character. As the plot of the game is set before things go haywire in Rapture, the overall art style tends to reflect a world that is still good in shape, with vending machines scattered around although they cannot be used to purchase things. However, items will just be sitting in the tray at the bottom ready to be picked up. </p>
<blockquote><p>“The action in the multiplayer mode looks pretty hectic, and when the Big Daddy shows up, it just gets crazy. But what really strikes us most about BioShock 2&#8217;s multiplayer mode, at this point, is just how much effort Digital Extremes and 2K have put into making it an interesting part of the BioShock universe, and the fact that it&#8217;s just not a multiplayer version of the single-player game. There&#8217;s an entire narrative designed around the multiplayer, explaining why all of these people are fighting and how you have access to weapons and plasmids. It makes us interested to see other facets of the multiplayer, including the other modes, Survival of the Fittest and a team-based match called Civil War. BioShock 2 is scheduled for release in November, but check back for more coverage on the game in the near future.” <em>(GameSpot, 2009)</em></p></blockquote>
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		<title>Call Of Duty Modern Warfare 2</title>
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		<comments>http://www.ps3week.com/2009/10/call-of-duty-modern-warfare-2/#comments</comments>
		<pubDate>Wed, 21 Oct 2009 10:44:08 +0000</pubDate>
		<dc:creator>Nick</dc:creator>
				<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://www.ps3week.com/?p=483</guid>
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Call Of Duty Modern Warfare 2 is a first-person shooter video game that was officially announced on February 11 2009. It is the sixth installment to the Call of Duty series and the direct sequel to Call of Duty 4: Modern Warfare. The game is developed by Infinity Ward, and published by Activision and Square [...]]]></description>
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Call Of Duty Modern Warfare 2 is a first-person shooter video game that was officially announced on February 11 2009. It is the sixth installment to the Call of Duty series and the direct sequel to Call of Duty 4: Modern Warfare. The game is developed by Infinity Ward, and published by Activision and Square Enix in Japan. It runs on an IW 4.0 engine with a native resolution of 600 pixels on the PlayStation 3 platform. Call Of Duty Modern Warfare 2 is scheduled to be released worldwide on November 10, 2009, in conjunction with Call Of Duty Modern Warfare: Mobilized for the Nintendo DS and Call Of Duty Modern Warfare, port for Call of Duty 4 adapted by Treyarch for the Wii console. The game falls under the genre of first-person shooter games with an ESRB rating of M for mature. In the single-player campaign, players take on the role of Sergeant Gary “Roach” Sanderson who is a young member of an elite, multinational commando unit known as Task Force 141. Sergeant “Soap” MacTavish who is the player character in Call of Duty 4 also makes a return, although as a non-playable character who is promoted to captain in the Special Air Service. He now heads the Task Force and thus becomes Sanderson’s superior officer. There is also a mysterious third member of the Task Force, whose character is only known as Ghost and conceals his face with a skull-imprinted balaclava. The game is set several years after the conclusion of Call of Duty 4, with the prominent return of the radical Russian Ultranationalist organization under the leadership of Vladimir Makarov who is a former associate of Imran Zakhaev, though with his own ambitions. An early campaign mission called “Cliffhanger” sees the player character Sergeant Sanderson and Captain MacTavish infiltrating a Russian base in Tian Shan mountain range in Kazakhstan and escaping on snowmobiles.</p>
<p><strong>Reviews</strong><br />
The multi-player mode of Call Of Duty Modern Warfare 2 is said to have the same gameplay as the previous Modern Warfare, making it feel like a true Modern Warfare experience, with game sizes set at nine on nine with the levels mixed between indoors, outdoors and varied heights. In contrast to the prequel, the UAV mid-battle and mid-sprint seems to be more dependant on the gun to determine speed, with the game strongly reliant on perks and create-a-class options. In addition to that, the actual weapon load outs are also a bit different with a primary and secondary gun available in every create-a-class. In addition to pistols, players can now also add a shotgun, a machine pistol or a regular pistol in its place, as well as rocket launchers. Not only that, there are also major changes in the killstreak system, allowing players to customize their kills at the 3,4,5,6,7,9 and 11 increments, with only 3 and 4 available at the beginning Private class, providing some serious incentive to keep leveling up. These include everything from supply drops to predator missiles, helicopters, UAV, AC-130, anti-UAV, and air strike. In terms of design, items are very much more varied in this game as compared to Call of Duty 4 with more height, more cover areas and elevation change from section to section that are possibly drastic. Not only that, Call Of Duty Modern Warfare 2 also features a lot of customization with pure depth and options, including killstreaks that include a huge amount of versatility, far more expandable guns, and even crazier perks as compared to the first game. In terms of the weapons, the huge range of weaponry includes the M4, FAMAS, SCAR-H (which is a mix of AK-47 and M4), Tar-21, the MP5K, UMP45, a submachine gun called the Vector (similar to the original MP5, but with faster firing speed), light machine guns and sidearms.</p>
<blockquote><p>“Modern Warfare 2 is a direct sequel to Call of Duty 4: Modern Warfare and is clearly looking to step it up in terms of dramatic campaign levels. Those hungry for more Modern Warfare 2 should be sure to check out GameSpot&#8217;s stage show live from E3, where we&#8217;ll be sitting down again with Infinity Ward and delving even deeper into this exciting shooter.” <em>(GameSpot, 2009)<br />
</em></p></blockquote>
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