<?xml version='1.0' encoding='UTF-8'?><rss xmlns:atom="http://www.w3.org/2005/Atom" xmlns:openSearch="http://a9.com/-/spec/opensearchrss/1.0/" xmlns:blogger="http://schemas.google.com/blogger/2008" xmlns:georss="http://www.georss.org/georss" xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr="http://purl.org/syndication/thread/1.0" version="2.0"><channel><atom:id>tag:blogger.com,1999:blog-4825163453667305785</atom:id><lastBuildDate>Fri, 12 Sep 2014 14:42:14 +0000</lastBuildDate><category>Ps Game</category><category>PS</category><category>Alone in The Dark PS Game Review</category><category>PS3</category><category>50 CENT: Blood on the Sand PS Game Review</category><category>50 Cent Ps Game Review</category><category>Aliens vs. Predator Review</category><category>Alone In The Dark</category><category>Anvil of Dawn</category><category>Assassins Creed PS Game Review</category><category>Assassins Creed PS Review</category><category>Astro Tripper Ps Game Review</category><category>Astro Tripper Review</category><category>Batman: Arkham Origins - 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It&#39;s been frustrating in recent years to see the Transformers become defined in this generation not by the charm and personality of the original cartoon but by the cacophonous stupidity and visual chaos of the Michael Bay films. I always hope that video games might be the one area where the Transformers can be redeemed. Alas, Transformers: Rise of the Dark Spark is not the game that redeems them.&lt;/div&gt;&lt;div style=&quot;background-color: #f4f5f5; box-sizing: border-box; color: #141415; font-family: proxima-nova, &#39;Helvetica Neue&#39;, HelveticaNeue, Arial, sans-serif; font-size: 16px; line-height: 22.399999618530273px; margin-bottom: 2.4rem; padding: 0px;&quot;&gt;Though it&#39;s developed by Edge of Reality, Rise of the Dark Spark&#39;s action is closely modeled on developer High Moon&#39;s games&amp;nbsp;War for Cybertron&amp;nbsp;and&amp;nbsp;Fall of Cybertron. Narratively, however, where this game falls is completely unclear. In some ways, it seems to exist in the same universe as the cartoons, but on the other hand, the robot designs sometimes resemble those from the films, and there are plot details that refer to Michael Bay&#39;s latest opus,&amp;nbsp;&lt;i style=&quot;box-sizing: border-box;&quot;&gt;Transformers: Age of Extinction.&lt;/i&gt;&amp;nbsp;The result is an incoherent story that feels like it was cobbled together from the spare parts of other stories.&lt;/div&gt;&lt;div data-embed-type=&quot;video&quot; data-height=&quot;100%&quot; data-ref-id=&quot;2300-6419984&quot; data-width=&quot;100%&quot; style=&quot;background-color: #f4f5f5; box-sizing: border-box; clear: both; color: #141415; font-family: proxima-nova, &#39;Helvetica Neue&#39;, HelveticaNeue, Arial, sans-serif; font-size: 16px; line-height: 22.399999618530273px; margin-bottom: 2.4rem; margin-left: -100px; margin-right: -100px; position: relative; text-align: center; width: 970px;&quot;&gt;&lt;iframe allowfullscreen=&quot;&quot; frameborder=&quot;0&quot; height=&quot;100%&quot; mozallowfullscreen=&quot;&quot; scrolling=&quot;no&quot; src=&quot;http://www.gamespot.com/videos/embed/6419984/&quot; style=&quot;border-width: 0px; bottom: 0px; box-sizing: border-box; height: 585.625px; left: 0px; max-width: 100%; position: absolute; right: 0px; top: 0px; width: 970px;&quot; webkitallowfullscreen=&quot;&quot; width=&quot;100%&quot;&gt;&lt;/iframe&gt;&lt;/div&gt;&lt;div style=&quot;background-color: #f4f5f5; box-sizing: border-box; color: #141415; font-family: proxima-nova, &#39;Helvetica Neue&#39;, HelveticaNeue, Arial, sans-serif; font-size: 16px; line-height: 22.399999618530273px; margin-bottom: 2.4rem; padding: 0px;&quot;&gt;&lt;br style=&quot;box-sizing: border-box;&quot; /&gt;&lt;/div&gt;&lt;div style=&quot;background-color: #f4f5f5; box-sizing: border-box; color: #141415; font-family: proxima-nova, &#39;Helvetica Neue&#39;, HelveticaNeue, Arial, sans-serif; font-size: 16px; line-height: 22.399999618530273px; margin-bottom: 2.4rem; padding: 0px;&quot;&gt;The gameplay doesn&#39;t fare much better. High Moon&#39;s Cybertron games were mostly enjoyable shooting galleries, and there are times when Rise of the Dark Spark seems like it might manage to be the same. Playing as a variety of Autobots and Decepticons over the course of the game, you unleash hot robot death on countless enemy grunts. At its best moments, Rise of the Dark Spark is fun in the generic and familiar way that so many blandly competent shooters are fun--a pleasant enough way to pass the time if you have nothing else to do. There are a good variety of weapons for you to use, and although you rarely have much incentive to transform, it&#39;s nice to have the freedom to drive or fly away from enemies when the action heats up.&lt;/div&gt;&lt;div style=&quot;background-color: #f4f5f5; box-sizing: border-box; color: #141415; font-family: proxima-nova, &#39;Helvetica Neue&#39;, HelveticaNeue, Arial, sans-serif; font-size: 16px; line-height: 22.399999618530273px; margin-bottom: 2.4rem; padding: 0px;&quot;&gt;Unfortunately, although you move around with a feeling of appropriate heft for a sentient being constructed of strong and heavy metals, when you get swarmed by enemies, you go down so fast that you might as well be made of aluminum cans. It drains all the joy from being Optimus Prime to see him crumple almost immediately in response to enemy fire, and these poorly designed combat encounters make victory not a matter of playing defensively and using smart tactics but of just trying again and again and hoping this time it works out for you. Some sections go on for much too long, keeping you stuck in one spot fighting off waves of identical enemies when all you want to do is advance, and the game&#39;s maddening checkpoints regularly require you to replay lengthy sections of frustrating action when you fall in battle.&lt;/div&gt;&lt;figure data-align=&quot;left&quot; data-embed-type=&quot;image&quot; data-img-src=&quot;http://static1.gamespot.com/uploads/original/78/787590/2580122-ci-195263081630380620.jpg&quot; data-ref-id=&quot;1300-2580122&quot; data-resize-url=&quot;&quot; data-resized=&quot;&quot; data-size=&quot;medium&quot; style=&quot;background-color: #f4f5f5; box-sizing: border-box; clear: left; color: #141415; float: left; font-family: proxima-nova, &#39;Helvetica Neue&#39;, HelveticaNeue, Arial, sans-serif; font-size: 16px; line-height: 22.399999618530273px; margin: 0.31429rem 30px 1.42857rem -100px; max-width: 60%; width: 480px;&quot;&gt;&lt;a data-ref-id=&quot;1300-2580122&quot; href=&quot;http://static1.gamespot.com/uploads/original/78/787590/2580122-ci-195263081630380620.jpg&quot; style=&quot;box-sizing: border-box; color: #cc3300; display: block; max-width: 100%; outline: 0px; text-align: center; text-decoration: none;&quot;&gt;&lt;img src=&quot;http://static1.gamespot.com/uploads/ignore_jpg_scale_medium/78/787590/2580122-ci-195263081630380620.jpg&quot; style=&quot;border: 0px; box-sizing: border-box; max-width: 100%; vertical-align: middle;&quot; /&gt;&lt;/a&gt;&lt;figcaption style=&quot;background-image: url(http://static1.gamespot.com/bundles/gamespotsite/images/bg-border-light.png); background-position: 50% 100%; background-repeat: repeat-x; box-sizing: border-box; color: #525356; font-family: Georgia, serif; font-size: 0.88886rem; font-style: italic; line-height: 1.42857rem; padding: 0.35714rem 20px; text-align: center;&quot;&gt;Nobody told Cliffjumper that he&#39;s supposed to fall over when his health meter runs out.&lt;/figcaption&gt;&lt;/figure&gt;&lt;div style=&quot;background-color: #f4f5f5; box-sizing: border-box; color: #141415; font-family: proxima-nova, &#39;Helvetica Neue&#39;, HelveticaNeue, Arial, sans-serif; font-size: 16px; line-height: 22.399999618530273px; margin-bottom: 2.4rem; padding: 0px;&quot;&gt;In fact, Rise of the Dark Spark&#39;s entire campaign goes on for too long. By the time you come to the end of its 14 chapters, you&#39;ll have had enough of shooting robots to last you at least until the next three Transformers movies have been released. It doesn&#39;t help that the game is so unpleasant to look at and to listen to. The urban environments on Earth are so drab and simple that they look like the miniature set of a low-budget monster movie rather than a real city, and the sound design may drive you insane. In one level, I heard the Decepticons shout the line &quot;Let&#39;s see what we got!&quot; so many times that I decided it had to be part of a psychological warfare campaign meant to undermine the Autobots&#39; morale.&lt;/div&gt;&lt;div style=&quot;background-color: #f4f5f5; box-sizing: border-box; color: #141415; font-family: proxima-nova, &#39;Helvetica Neue&#39;, HelveticaNeue, Arial, sans-serif; font-size: 16px; line-height: 22.399999618530273px; margin-bottom: 2.4rem; padding: 0px;&quot;&gt;Your progress is also hindered by the occasional bug, and I don&#39;t mean those pesky Insecticons. During one boss battle, I fully depleted my foe&#39;s health bar, but nothing happened. I had to let him kill me and restart the fight to advance. During another boss fight, I became completely stuck on the geometry and was helpless to defend myself against my enemy&#39;s attacks.&lt;/div&gt;&lt;div style=&quot;background-color: #f4f5f5; box-sizing: border-box; color: #141415; font-family: proxima-nova, &#39;Helvetica Neue&#39;, HelveticaNeue, Arial, sans-serif; font-size: 16px; line-height: 22.399999618530273px; margin-bottom: 2.4rem; padding: 0px;&quot;&gt;There are a few merciful moments of reprieve from the standard action, like one sequence in which, as Jetfire, you must fly your way out of a structure before a weapon goes off, and another in which you play as the massive dinobot Grimlock, who can unleash a constant stream of flame from his robotic jaws. This power trip feels like a reward for slogging through so much tedious and frustrating action, but it&#39;s too little, too late.&lt;/div&gt;&lt;figure data-align=&quot;center&quot; data-embed-type=&quot;image&quot; data-img-src=&quot;http://static1.gamespot.com/uploads/original/78/787590/2580126-ci-39121081630380620.jpg&quot; data-ref-id=&quot;1300-2580126&quot; data-resize-url=&quot;&quot; data-resized=&quot;&quot; data-size=&quot;large&quot; style=&quot;background-color: #f4f5f5; box-sizing: border-box; clear: both; color: #141415; font-family: proxima-nova, &#39;Helvetica Neue&#39;, HelveticaNeue, Arial, sans-serif; font-size: 16px; line-height: 22.399999618530273px; margin: 0.31429rem -100px 2.4rem; text-align: center; width: 970px;&quot;&gt;&lt;a data-ref-id=&quot;1300-2580126&quot; href=&quot;http://static1.gamespot.com/uploads/original/78/787590/2580126-ci-39121081630380620.jpg&quot; style=&quot;box-sizing: border-box; color: #cc3300; display: block; max-width: 100%; outline: 0px; text-decoration: none;&quot;&gt;&lt;img src=&quot;http://static2.gamespot.com/uploads/ignore_jpg_scale_super/78/787590/2580126-ci-39121081630380620.jpg&quot; style=&quot;border: 0px; box-sizing: border-box; max-width: 100%; vertical-align: middle;&quot; /&gt;&lt;/a&gt;&lt;figcaption style=&quot;background-image: url(http://static1.gamespot.com/bundles/gamespotsite/images/bg-border-light.png); background-position: 50% 100%; background-repeat: repeat-x; box-sizing: border-box; color: #525356; font-family: Georgia, serif; font-size: 0.88886rem; font-style: italic; line-height: 1.42857rem; padding: 0.35714rem 20px;&quot;&gt;No game with robot dinosaurs in it can be all bad, but Rise of the Dark Spark comes close.&lt;/figcaption&gt;&lt;/figure&gt;&lt;div style=&quot;background-color: #f4f5f5; box-sizing: border-box; color: #141415; font-family: proxima-nova, &#39;Helvetica Neue&#39;, HelveticaNeue, Arial, sans-serif; font-size: 16px; line-height: 22.399999618530273px; margin-bottom: 2.4rem; padding: 0px;&quot;&gt;There&#39;s also Escalation, a cooperative multiplayer mode in which you and up to three other players fight off waves of invading enemies, but one wave feels very much like another. There isn&#39;t enough variety to it to keep it interesting for long. The game tries to keep you hooked by doling out a constant stream of rewards for your progress in the form of weapon upgrades, experience point boosts, and other doodads, but the action is too shallow to make any of these rewards meaningful. The Transformers are a great property, one that seems like it should lend itself to the creation of great games, but Rise of the Dark Spark is so sloppy and incoherent that it feels more like a cheap knockoff than a proper Transformers game. Optimus Prime deserves better, and so do you.&lt;/div&gt;&lt;blockquote class=&quot;tr_bq&quot; style=&quot;background-color: #f4f5f5; box-sizing: border-box; font-family: proxima-nova, &#39;Helvetica Neue&#39;, HelveticaNeue, Arial, sans-serif; font-size: 16px; line-height: 22.399999618530273px; margin-bottom: 2.4rem; padding: 0px;&quot;&gt;&lt;a href=&quot;http://www.gamespot.com/reviews/transformers-rise-of-the-dark-spark-review/1900-6415809/&quot; target=&quot;_blank&quot;&gt;&lt;span style=&quot;color: white;&quot;&gt;source&lt;/span&gt;&lt;/a&gt;&lt;/blockquote&gt;&lt;/div&gt;</description><link>http://psgamesreviews.blogspot.com/2014/07/transformers-rise-of-dark-spark-review.html</link><author>noreply@blogger.com (ahmed)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4825163453667305785.post-8762370701021621518</guid><pubDate>Sat, 19 Jul 2014 11:39:00 +0000</pubDate><atom:updated>2014-07-19T16:39:35.676+05:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Batman: Arkham Origins - Cold</category><category domain="http://www.blogger.com/atom/ns#">Cold Heart DLC Review</category><title> Batman: Arkham Origins - Cold, Cold Heart DLC Review</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;span style=&quot;font-size: larger;&quot;&gt;Batman has what some consider the  greatest rogue gallery of any comic book hero. But of all his villains,  none have a more tragic origin story then Victor Fries. &quot;Cold, Cold  Heart&quot; sets players up to experience the tragic beginning of the man who  eventually becomes known as Mr. Freeze.&lt;/span&gt;&lt;br /&gt; &lt;span style=&quot;font-size: larger;&quot;&gt;This story-centric downloadable  content for Batman: Arkham Origins takes place just a few days after the  main story&#39;s ending. Bruce Wayne is hosting a party in Wayne Manor to  honor Ferris Boyle, CEO of GothCorp, with a humanitarian award. Before  he can accept the award, the party gets crashed by a bunch of thugs  carrying cryo guns, with Mr. Freeze following right behind them,  demanding that the guests hand over Ferris Boyle. This scene pays great  homage to Mr. Freeze&#39;s first appearance from Batman: The Animated  Series, mimicking almost the entire scene from the show. Though the  story primarily focuses on Mr. Freeze, it was nice to see some familiar  faces such as the Penguin, who is once again voiced by Nolan North. It&#39;s  also important to note the story doesn&#39;t spoil the events of Origins,  but rather jumps around major plot points and the mentioning of other  villains that appeared in the core game. I also enjoyed the work that  went into Batman&#39;s dialogue, as his understanding of Freeze&#39;s  motivations gradually develops.&lt;/span&gt;&lt;br /&gt; &lt;img alt=&quot;&quot; height=&quot;337&quot; src=&quot;http://images.psu.com/index.php?size=img_full&amp;amp;src=http%3A%2F%2Fmedia.psu.com%2Fmedia%2F14-04-25-13-56-00-4327%2F14-04-25-13-56-00-4327-ss-1.png&quot; width=&quot;600&quot; /&gt;&lt;br /&gt; &lt;span style=&quot;font-size: larger;&quot;&gt;The DLC quickly puts you in control  of Bruce Wayne as he combats thugs on his way to the Batcave to retrieve  his Batsuit. I was looking forward to using the awesome looking EX suit  but was disappointed to find out you only acquire it halfway through  the add-on. As you unravel the mystery of Mr. Freeze and his  motivations, players will once again engage in free-flow, counter-heavy  combat and predator stealthing. The add-on introduces a new enemy,  though. The cryo-gun-wielding enemies are able to freeze the perch  points during predator encounters, leaving them inaccessible. In combat,  the same thugs will freeze Batman, leaving him trapped in ice as he  tries to break free. They also throw grenades after you&#39;ve been frozen  for a quick one-two.&lt;/span&gt;&lt;br /&gt; &lt;span style=&quot;font-size: larger;&quot;&gt;The add-on allows Batman to explore a  small area of Gotham City that was available in the core game, and just  like the core game, the add-on allows players to complete side missions  which see the return of Anarchy&#39;s gangs rioting in the streets while  introducing plenty of frozen police officers for Batman to save. After  acquiring the EX suit, players who complete these side missions will  unlock heat upgrades for the suit, which is also used to survive  sub-zero temperature environments to solve unique puzzles. &lt;/span&gt;&lt;br /&gt; &lt;img alt=&quot;&quot; height=&quot;337&quot; src=&quot;http://images.psu.com/index.php?size=img_full&amp;amp;src=http%3A%2F%2Fmedia.psu.com%2Fmedia%2F14-04-25-13-56-00-4327%2F14-04-25-13-56-00-4327-ss-4.png&quot; width=&quot;600&quot; /&gt;&lt;br /&gt; &lt;span style=&quot;font-size: larger;&quot;&gt;The attention to detail in the  add-on is greatly appreciated. Environments are covered in chunks of ice  and Batman&#39;s cape and armor form packs of frost from the cold  temperature. The much-improved investigations from Origins also make a  return, and though I would have expected Mr. Freeze&#39;s tragic story to be  unveiled in a cutscene, I enjoyed the investigative take on it. Putting  the clues together to find out what caused the tragic accident of  Victor Fries was executed surprising well.&lt;/span&gt;&lt;br /&gt; &lt;span style=&quot;font-size: larger;&quot;&gt;One of my favorite aspects of Arkham  Origins were its boss fights. Though the boss fight with Mr. Freeze  wasn&#39;t bad, it also wasn&#39;t very original. The fight itself was reduced  to nothing more than a predator encounter. This may sound familiar to  players of Arkham City and the encounter players had with Mr. Freeze in  that game, where, utilizing Batman&#39;s unique gadgets, players had to  weaken and chip away at Freeze&#39;s armor. The difference this time is that  he&#39;s accompanied by gun-wielding thugs. I was also disappointed in the  DLC&#39;s abrupt ending.&lt;/span&gt;&lt;br /&gt; &lt;img alt=&quot;&quot; height=&quot;337&quot; src=&quot;http://images.psu.com/index.php?size=img_full&amp;amp;src=http%3A%2F%2Fmedia.psu.com%2Fmedia%2F14-04-25-13-56-00-4327%2F14-04-25-13-56-00-4327-ss-2.png&quot; width=&quot;600&quot; /&gt;&lt;br /&gt; &lt;span style=&quot;font-size: larger;&quot;&gt;The add-on itself costs $9.99 (free,  for season pass holders) and took me about four hours to complete  (including all side missions). At the end of the day, this feels meaty  enough to justify leaving it out of the core Origins title as a  worthwhile side story.&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;font-size: larger;&quot;&gt;&lt;a href=&quot;http://www.psu.com/a023147/Batman--Arkham-Origins---Cold-Cold-Heart-DLC-Review&quot; target=&quot;_blank&quot;&gt;&lt;span style=&quot;color: #f3f3f3;&quot;&gt;Source &lt;/span&gt;&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;</description><link>http://psgamesreviews.blogspot.com/2014/07/batman-arkham-origins-cold-cold-heart.html</link><author>noreply@blogger.com (ahmed)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4825163453667305785.post-4548317446041882556</guid><pubDate>Sat, 19 Jul 2014 11:36:00 +0000</pubDate><atom:updated>2014-07-19T16:36:46.282+05:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Titan Attacks Ps Game Review</category><title> Titan Attacks Game Review</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;span style=&quot;font-size: larger;&quot;&gt;There is no greater way to honor  your most revered inspiration than with a bona fide tribute, and both  Puppygames and Curve Studios shoot for the stars with Titan Attacks, a  clear preserver of the old-school, intergalactic arcade shooter. The  game’s inspiration is pulled directly from retromania, taking many cues  from classics like Space Invaders and Galaga. Both simplistic and  archaic by design, this faithful little Cross-Buy title pays homage to  some of the most cherished contributors to its genre, but without trying  to enhance the formula with something unique of its own.&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;font-size: larger;&quot;&gt;Right from the start you’ll take  notice of the game’s familiar dressing, from the laser-filled skies to  the 8-bit sounds. Much like in its pixelated ancestors, you captain a  single vehicle that serves as Earth’s protector against extraterrestrial  invaders from the starry skies above. This ultra-familiar portrait does  little to impress, but thankfully the addictive, score-chasing  objective and reflex-dependent gameplay still remains very much intact.&amp;nbsp;&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;font-size: larger;&quot;&gt;This is still a fixed shooter in  which you can only maneuver your vehicle on a horizontal plane, and this  is still largely about racking up points by obliterating enemies that  advance towards the bottom of the screen. Where Titan Attacks attempts  to stray from the formula is in its combo system and upgrade economy.  Certain enemies and bonus saucers will provide you with money, which you  can rightfully use to purchase upgrades from a screen that appears  after every wave. These are generic improvements that enhance both the  offense and defense of your space tank, i.e., increased fire rate,  artillery add-ons, and shield slots. While not wholly original, it does  provide the game with a much-needed reward system, albeit a trivial one.&lt;/span&gt;&lt;br /&gt;&lt;input height=&quot;338&quot; src=&quot;http://www.psu.com/media/articles/image/TitanAttacks1.jpg&quot; type=&quot;image&quot; width=&quot;600&quot; /&gt;&lt;br /&gt;&lt;span style=&quot;font-size: larger;&quot;&gt;The game also sports a combo system  that brings the competition to all high-score seekers. Your combo  counter will only increase if you wipe out an alien wave without getting  hit. This number racks up after every flawless wave and caps out at  nine, but it will drop to zero the moment your space tank takes a hit.  The benefit of sustaining a healthy combo counter not only affects the  score multiplier, but also increases the amount of money you receive for  upgrades. The frustration of maintaining your combo will challenge you  in later stages when gunfire gets much too frenzied and near impossible  to evade, but this system provides a much-needed oomph that keeps your  twitch reflexes in tune.&lt;/span&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;font-size: 14px;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;font-size: larger;&quot;&gt;With respect to locale, Titan  Attacks pits you against adversaries from Saturn’s largest moon, Titan,  thus purposing the title. You’ll begin your voyage on Earth, and the  more gunfire you rake on the game’s descending baddies, the further you  ascend towards your final destination at Titan--rendering enemy lines to  heaps of pixel-popping debris along the way. Enemies are diverse, with  alien soldiers parachuting below, gifting you with cash bonuses, or with  ships snaking across the screen in every direction. The game’s five  worlds are loaded with its own set of waves and a closing boss, each  posing an increased difficulty as you progress through the awfully short  campaign. The game will restart and relocate you to Earth after  completing the final stage as a means to further increase your score,  which adds just a hint of longevity to the already brief experience.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;font-size: larger;&quot;&gt;The game’s aesthetic is coated with  pixel-layered visuals and 8-bit sound effects. Its retro-contemporary  appeal gives it a comfortable sense of age that performs well on all  three PlayStation devices, although the game does not push the hardware  by any means. I was surprised, however, to bump into a minor sound bug  that occurred twice in my overall playthrough with the game. After  picking up a shield power-up, its obnoxious sound effect kept roaring  through my speakers through an evident succession of enemy waves. While  this annoyance was negligible, it did disturb the rhythm of the  experience.&amp;nbsp;&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;font-size: larger;&quot;&gt;With a few simple additions, this  neo-arcade shooter calls for age-old skills that would make any arcade  disciple smile, if not outright grin. While it fails to innovate the  formula on all fronts, there’s no denying that it’s a formula that still  works, even after decades of carbon copies and imitators. Titan Attacks  is a fan service to space-invading brethren of old, but strip away the  charm and flattery and you are left with an antiquated, short-lived  experience that facilitates just a tinge of classic fun.&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;font-size: larger;&quot;&gt;&amp;nbsp;&lt;a href=&quot;http://www.psu.com/a023271/Titan-Attacks-Review--Space-invading-over-three-decades-later?page=1&quot; target=&quot;_blank&quot;&gt;&lt;span style=&quot;color: #f3f3f3;&quot;&gt;Source&lt;/span&gt;&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;</description><link>http://psgamesreviews.blogspot.com/2014/07/titan-attacks-game-review.html</link><author>noreply@blogger.com (ahmed)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4825163453667305785.post-7029520232892192179</guid><pubDate>Sat, 19 Jul 2014 11:31:00 +0000</pubDate><atom:updated>2014-09-12T19:38:23.389+05:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Child of Light Ps Game Review</category><title>Child of Light Game Review</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;span style=&quot;font-size: larger;&quot;&gt;Never in my wildest dreams did I  believe a video game could make me believe it was more than just a game.  That is, until I played Child of Light. The RPG-platformer&#39;s familiar  but moving story is brought to life by some of the most exquisite art  design I&#39;ve ever witnessed in game, a moving musical score, and a  turn-based combat system that is not only easy to grasp but hard to  master. Indeed, Child of Light can only be described as a work of art.&lt;/span&gt;&lt;span style=&quot;font-size: larger;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt; &lt;span style=&quot;font-size: larger;&quot;&gt;The game&#39;s story follows a young  girl named Aurora who sets off to return to her home to save her ailing  father and liberate the kingdom of Lemuria from the &quot;Queen of the  Night,&quot; who has stolen Lemuria&#39;s sun, moon, and stars. Though this story  may sound familiar to anyone who has read any fairy tales, its  presentation is both welcome and refreshing. Written in verse and rhyme,  all the characters speak as if they were in a playable poem reminding  me of old Shakespearean plays. On her quest, Aurora encounters plenty of  colorful characters that join her party and tell their own magical  story. The most important of these characters is Igniculus, a small  firefly sent to help Aurora on her quest.&lt;/span&gt;&lt;span style=&quot;font-size: larger;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt; &lt;span style=&quot;font-size: larger;&quot;&gt;The first thing players will notice  about Child of Light is its captivating and gorgeous hand-drawn  graphics. Ubisoft&#39;s own Ubi-Art engine has created a living, breathing  world with superb animation. Aurora moves with grace and speed as she  runs through the 2D environment, while her hair and dress flow  gracefully in the wind as she flies with her fairy wings. The game&#39;s art  itself looks as if it was created by Final Fantasy&#39;s own Yo****aka  Amano, whose art was used as an inspiration for Child of Light&#39;s own  aesthetics, so much so that Amano-san himself drew a promotional poster  of the title.&lt;/span&gt;&lt;span style=&quot;font-size: larger;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt; &lt;img alt=&quot;&quot; height=&quot;338&quot; src=&quot;http://images.psu.com/index.php?size=img_full&amp;amp;src=http%3A%2F%2Fmedia.psu.com%2Fmedia%2F14-03-05-12-20-17-2140%2F14-03-05-12-20-17-2140-ss-2.jpg&quot; width=&quot;600&quot; /&gt;&lt;br /&gt; &lt;span style=&quot;font-size: larger;&quot;&gt;Child of Light&#39;s combat system is  presented as a turn-based role-playing game. When entering combat, a  timeline bar will be displayed on the bottom of the screen, which  features an icon for both the player&#39;s party and enemies. The timeline  itself consists of a blue &quot;wait&quot; gauge and a red &quot;cast&quot; gauge. When the  icons reach the red &quot;cast&quot; gauge, players will be able to act; it is  here that gamers will have to utilize strategy for the fastest and  easiest victory. If players are attacked while in the &quot;cast&quot; phase,  their attacks will be interrupted and they will be moved back on the  timeline. This can also be utilized by the player to knock enemies back  into the timeline, giving the party more time to act.&lt;/span&gt;&lt;span style=&quot;font-size: larger;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt; &lt;span style=&quot;font-size: larger;&quot;&gt;Igniculus becomes extremely  important in combat. Players are able to control Igniculus with the  right analog stick, moving him around the battle screen. Igniculus has  two major abilities he is able to utilize. The first is hovering over  one of the party members and healing them with the press of the R2  button, while the other is to use his glowing light to blind enemies,  slowing them down on the timeline and allowing you just enough time to  slip ahead of your opponents. But these abilities can&#39;t be spammed, as  Ingiculus has his own usage bar that depletes the more his abilities are  used. It&#39;s also worth noting that Ingiculus can be controlled by  another player in local co-op.&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;font-size: larger;&quot;&gt;During combat, I constantly had the  urge to attack like I do in most turn-based RPG games, but Child of  Light made me utilize all the strengths of its combat system. Allowing  me to switch party members during my cast phase to adapt to the  situation at hand saved me from the dreaded &quot;Game Over&quot; screen. Enemies  will strike with elemental attacks as well as cast buffs and debuffs,  making themselves stronger and faster while your party wilters. Battles  were difficult enough to demand using enemies&#39; tactics against them, and  I&#39;d often quicken my parties and slow the enemy before proceeding with  attacks.&lt;/span&gt;&lt;span style=&quot;font-size: larger;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt; &lt;span style=&quot;font-size: larger;&quot;&gt;Finn, my magic-casting ally whose  spells were a frequent boon for exploiting enemy weaknesses, was used  similarly often. Interestingly, the enemy AI reacts to the situation and  goes after Finn before he is able to use his magic. I would counter  this by throwing in the party&#39;s heavy-hitter to get everyone&#39;s attention  with Taunt. Each character has their own strengths and weaknesses, just  like the enemies you encounter. Oengus, for example, has great physical  strength but will fall quickly to magic attacks. I was always kept on  my toes, and my strategies changed to suit every encounter. One boss, in  particular, had multiple attack points, with each one having a  different weakness, forcing me to constantly change characters to adapt  to the situation. It&#39;s as if I was playing a constant game of rock,  paper, scissors throughout the 12-hour adventure. Although some players  my get frustrated with some of the encounters, especially toward the  later half of the game, I found the challenge refreshing.&lt;/span&gt;&lt;br /&gt; &lt;span style=&quot;font-size: larger;&quot;&gt;The game also packs a simple upgrade  system that can greatly change the tide of battle. When players level  up, they get one skill point to use to acquire new skills or add stat  boosts for extra strength or defense. Each character has three different  categories. One focuses on physical skills and stats, another focuses  on magic abilities, and the third on speed and critical hits. Players  have the freedom to upgrade their characters as they see fit.&lt;/span&gt;&lt;span style=&quot;font-size: larger;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt; &lt;img alt=&quot;&quot; height=&quot;338&quot; src=&quot;http://images.psu.com/index.php?size=img_full&amp;amp;src=http%3A%2F%2Fmedia.psu.com%2Fmedia%2F14-03-05-12-20-17-2140%2F14-03-05-12-20-17-2140-ss-1.jpg&quot; width=&quot;600&quot; /&gt;&lt;br /&gt; &lt;span style=&quot;font-size: larger;&quot;&gt;Another important aspect is the  game&#39;s crafting system. As is the case with combat, this system is easy  to grasp but hard to master. Players acquire gems throughout their  journey--namely, Ruby, Sapphire, and Emerald variants--and can equip  them to weapon, armor, and accessories. As the game doesn&#39;t have shops  to buy new gear, these stones become vital to your progression. Each  stone adds a different effect depending on where it&#39;s placed. For  example, if a player sockets a Ruby stone into their weapon, it will add  an 8-percent fire damage bonus to physical attacks, while equipping it  on one&#39;s armor will add 12-percent fire resistance.&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;font-size: larger;&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;font-size: larger;&quot;&gt;These stones can be combined to  create not only all-new stones, but enhanced versions of the original  stones. Combining three small Ruby stones will net you one medium-size  stone, three medium-size stones will net you a large, and so forth. You  can also combine different colored stones to create new stones that add  different effects, such as gaining extra experience points from battles  and increasing your speed on the timeline. Players are encouraged to  experiment and create whatever combination of stones they like. It&#39;s  also worth noting these stones become very helpful in combat as every  enemy in the game has a weakness to some sort of element, so equipping  them on different characters will help when you need to switch party  members mid-fight.&lt;/span&gt;&lt;br /&gt; &lt;span style=&quot;font-size: larger;&quot;&gt;Child of Light&#39;s on-screen antics  are accentuated beautifully by French-Canadian Composer Béatrice  Martin&#39;s (Coeur de pirate) orchestral score. The strong use of piano,  flute, and violin complement each other and the mystical world of  Lemuria perfectly. The small but effective orchestral track depicts the  sad and depressing lands Aurora travels through, and the use of piano is  heard throughout the journey, enhancing the atmosphere and mood the  game instills in and draws from players.&lt;/span&gt;&lt;span style=&quot;font-size: larger;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt; &lt;img alt=&quot;&quot; height=&quot;338&quot; src=&quot;http://images.psu.com/index.php?size=img_full&amp;amp;src=http%3A%2F%2Fmedia.psu.com%2Fmedia%2F14-03-05-12-20-17-2140%2F14-03-05-12-20-17-2140-ss-3.jpg&quot; width=&quot;600&quot; /&gt;&lt;br /&gt; &lt;span style=&quot;font-size: larger;&quot;&gt;Never have I played a game that  moved me like Child of Light. Thanks to its excellently crafted combat,  superb art design, and a tear-inducing soundtrack, Child of Light is a  game that should not be missed. If someone were to ask me to give an  example of why video games are considered art, this would undoubtedly be  it. As such, Ubisoft&#39;s must-have RPG is easily an early contender for  Game of the Year.&lt;/span&gt;&lt;br /&gt;&lt;a href=&quot;http://www.psu.com/a023330/Child-of-Light-Review--a-work-of-art-come-to-life?page=1&quot; target=&quot;_blank&quot;&gt;&lt;span style=&quot;color: #f3f3f3;&quot;&gt;&lt;span style=&quot;font-size: larger;&quot;&gt;&amp;nbsp;Source&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style=&quot;font-size: larger;&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;font-size: larger;&quot;&gt;&lt;/span&gt;&lt;/div&gt;</description><link>http://psgamesreviews.blogspot.com/2014/07/child-of-light-game-review.html</link><author>noreply@blogger.com (ahmed)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4825163453667305785.post-5141764044034323679</guid><pubDate>Sat, 19 Jul 2014 11:19:00 +0000</pubDate><atom:updated>2014-07-19T16:24:00.077+05:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">EA Sports UFC Game Review</category><title>EA Sports UFC Game Review</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;span style=&quot;font-size: larger;&quot;&gt;Joining EA Sports’ repertoire is the  Octagon of the Ultimate Fighting Championship. The steady increase in  UFC’s popularity has been infectious, so it was only a matter of time  before EA Sports stepped into the Octagon with its team of sports-savvy  developers. Now is a perfect time for the company to do so, since THQ is  no longer around to handle the UFC Undisputed franchise. With that in  mind, EA has a lot on its plate, even if the developmental competition  isn’t there.&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;font-size: larger;&quot;&gt;Right out of the gate, the level of  detail in EA’s UFC is extravagant, featuring realistic sweat, muscle  movement, and facial reactions to impact. Muscle simulation is  impressive as well, especially when the fighters are duking it out on  the ground. Deltoids tense and trapeziuses pop as the fighters swing,  twist and curl. The body itself also buckles and ripples when struck in  real time. Wounds are also spectacularly delivered. When a wound becomes  more severe, the amount of blood and the significance of the wound  itself both increase. On top of that, vast amounts of blood end up being  flung around when the wound is continuously struck, leaving streaks and  spatters on the players and the mat.&lt;/span&gt;&lt;br /&gt;&lt;img alt=&quot;&quot; src=&quot;http://www.psu.com/media/articles/image/UFCPS4Kick.png&quot; /&gt;&lt;br /&gt;&lt;span style=&quot;font-size: larger;&quot;&gt;Granted, the real reason to purchase  a sports game of any kind is to experience that sport at home, and EA’s  UFC does exactly that. Player movement is unprecedented on all fronts,  and the visuals are borderline photorealistic, apart from the occasional  unnatural foot slide or continuous shuffling into the Octagon wall.  Apart from the basic intentions of the game, the rest of the  presentation is rather neutral and sparse. Menu layouts are nice and  even, but many of the same links can be found in multiple places, such  as UFC Spotlights, where players can upload their match highlights and  viewers can “like” them, emulating a very basic UFC social network. The  Spotlight can be found from both the Home tab and the Fighternet tab;  the latter tab is intended only for highlights and seeing player  profiles. Then, all forms of play are found in the Play tab; that seems  sensible, but it also contradicts the formation of a word like  Fighternet when the Fighternet tab doesn’t include matching up against  other players. As such, Fighternet becomes more of a barebones internet  browser than a featured section of the game.&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;font-size: larger;&quot;&gt;The Career Mode in itself is another  topic worth mentioning, considering it’s the only other gameplay mode  apart from Challenges. While the intentions of a career mode in any  sports game are to go from match to match on the way to the top, the  journey to the title is dull. All cutscenes, though they’re live-action  featuring legitimate representatives of the UFC, evoke feelings of  reality-TV competition, complete with dry acting and a false sense of  motivation. However, the most determined of players will see a game that  really trains players in all the complex commands needed to succeed on  all fronts, and the level of repetition and rotation around training  routines allows the learning process to occur more naturally. Still,  even on the easier difficulties, the artificial intelligence is  sophisticated on an almost-human level, leaving the risk-taking nature  of actual players the only thing not well emulated.&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;font-size: larger;&quot;&gt;With that in mind, the Career Mode  is limited to male fighters only. EA’s UFC does feature female fighters  (seven of them), but female fighters cannot join the Career Mode.  Similarly lacking is the ability to create a fighter: female fighters  cannot be created either. There are more than seven female fighters in  the real-world UFC (though the same can be said for the number of  in-game male fighters), but the previously acclaimed inclusion of female  fighters ends up feeling like more of an afterthought than a  well-considered inclusion, which places a major negative on EA’s newest  sports title. Meanwhile, players seeking to fight online will only be  greeted with Tournament Mode, Rivalries Mode (for challenging friends),  and the expected Quick Match. Even though the servers are lag-free, the  reasons for going online are sparse, so long-term multiplayer appeal may  be reserved for only the heartiest of fans.&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;font-size: larger;&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://www.psu.com/media/articles/image/PS4UFCWomen.jpg&quot; /&gt;&lt;span style=&quot;background-color: white;&quot;&gt;&lt;span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;font-size: larger;&quot;&gt;During my time with EA’s UFC on  PlayStation 4, my positivity ebbed as much as it pulsed, where some  things were absolutely incredible and others made the final product feel  generic. Fighter detail is second-to-none and the simulation of the  fighting on all fronts approaches what can be seen on television.  There’s a lot of room to grow, however, as the Career Mode and  Create-A-Fighter limit players to only male fighters, and the lack of  game modes also leaves a hefty damper on the experience as a whole. The  gameplay of EA’s UFC is a superb starting point, but the game’s content  needs more, and more inclusive, options.&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;font-size: larger;&quot;&gt;&lt;a href=&quot;http://www.psu.com/a023802/EA-Sports-UFC-Review--a-beautiful-gift-riddles-with-limits&quot; target=&quot;_blank&quot;&gt;&lt;span style=&quot;color: white;&quot;&gt;&lt;span style=&quot;background-color: white;&quot;&gt;Source&lt;/span&gt;&lt;/span&gt;&lt;/a&gt; &lt;/span&gt;&lt;/div&gt;</description><link>http://psgamesreviews.blogspot.com/2014/07/ea-sports-ufc-game-review.html</link><author>noreply@blogger.com (ahmed)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4825163453667305785.post-169190478878090963</guid><pubDate>Wed, 16 Jul 2014 11:39:00 +0000</pubDate><atom:updated>2014-07-16T16:39:37.097+05:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Soul Sacrifice Delta Ps Game Review</category><title>Soul Sacrifice Delta Ps Game Review</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; font-size: 1.2em; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;font-size: larger; margin: 0px; padding: 0px;&quot;&gt;A lot of games these days release updated, more enhanced versions a while after launch with the hopes that fans will be interested enough in the little additions to buy the game again. Though definitive, enhanced, and special editions are nice, few come close to packing in content like Soul Sacrifice Delta has done when compared to its original counterpart released nary a year ago. To top it off, Delta adds a few nice enhancements and new features to the game itself that makes jumping into a new version of a previous title that much easier.&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; font-size: 1.2em; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;font-size: larger; margin: 0px; padding: 0px;&quot;&gt;The first point that must be assessed is that newcomers will not be held in check from the get-go: all content both old and new are available to play in Delta. With that in mind, owners of the original&amp;nbsp;Soul Sacrifice&amp;nbsp;can import their saves to Delta, so story progression doesn’t necessarily have to be done over again. At the same time, players will lose their affinity levels gained by either saving or sacrificing enemies from the original game. In hindsight, this isn’t exactly a substantial loss, considering the fact that there is almost double the original content in Delta, so making up for lost time can be done with a bunch of new quests and a few new enemies.&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; font-size: 1.2em; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;font-size: larger; margin: 0px; padding: 0px;&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://www.psu.com/media/articles/image/PSVita-SSD1.png&quot; style=&quot;border: 0px; margin: 0px; padding: 0px;&quot; /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; font-size: 1.2em; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;font-size: larger; margin: 0px; padding: 0px;&quot;&gt;Character customization has been amped up nicely, and though the aesthetic side of the customization hasn’t doubled, the ability to obtain new looks has become much easier. Specific costumes are earned by collecting souls, performing skills, and meeting other habitual requirements to the game. A Bazaar Ledger has also been added to the game, allowing players to buy said costumes, or raiments, as well as Rumors that grants equippable stat boosts to the plagued arm that the main character has.&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;font-size: larger; margin: 0px; padding: 0px;&quot;&gt;&lt;br style=&quot;margin: 0px; padding: 0px;&quot; /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; font-size: 1.2em; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;font-size: larger; margin: 0px; padding: 0px;&quot;&gt;All in all, the most substantial improvement outside of the vast array of extra content is the refined gameplay and the overall increase in combat pace. Performing abilities seems to be much easier than it was in the original Soul Sacrifice. The speed of combat feels a fair amount faster as well, though the enemies don’t necessarily speed up. In fact, the new speed is more thanks to the refined and tighter controls, making dispatching your foes that much quicker. Enemy difficulty doesn’t decrease either, but fighting them does feel that much easier due to more responsive controls.&lt;/span&gt;&lt;span style=&quot;font-size: larger; margin: 0px; padding: 0px;&quot;&gt;&lt;br style=&quot;margin: 0px; padding: 0px;&quot; /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; font-size: 1.2em; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;font-size: larger; margin: 0px; padding: 0px;&quot;&gt;Though the game has its improvements, Delta maintains the flaws that the original version had. Enemy variety is still rather limited, even if more bosses have been added to the roster. There are a few new basic baddies, but the repetitiveness remains constant. However, the increased pace of the game does make the grind a bit easier to swallow, even if the content growth with Delta doubles that of the original game.&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; font-size: 1.2em; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;font-size: larger; margin: 0px; padding: 0px;&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://www.psu.com/media/articles/image/PSVita-SSD2.png&quot; style=&quot;border: 0px; margin: 0px; padding: 0px;&quot; /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; font-size: 1.2em; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;font-size: larger; margin: 0px; padding: 0px;&quot;&gt;The core concept of&amp;nbsp;Soul Sacrifice&amp;nbsp;remains wonderfully intact in Delta and the extra content ensures that dedicated players will have something to do for a long time. The one limitation to that is of the same sort found in many games of this genre: the grind. Delta still supports four-player co-op, and though new players may benefit more from bringing a friend than veterans may, the grind of the game is still undeniable. Surely, the verbal-only story that accompanies the player through the narrative is intriguing enough to make it for dedicated players, but the way that the story is presented may not be enough for everyone to appreciate. Regardless, the combat scheme has a universal execution that makes the Soul Sacrifice franchise one that wouldn’t need much to bring in even more gamers later on.&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; font-size: 1.2em; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;font-size: larger; margin: 0px; padding: 0px;&quot;&gt;Soul Sacrifice Delta brings to the portable table sophistication, gameplay, and longevity. Though the length of the game is found after a rather hefty grind, the path to Magusar isn’t as bad of a grind as games like Ragnarok Odyssey--even if it’s still good in its own right. Sony Computer Entertainment has created a reason to own a PlayStation Vita in Soul Sacrifice, and Delta enforces that fact with extra content, more customization, and gameplay refinement. Though Delta is technically more of an expansion, the improvements to the game and the doubled mission base make this more than the definitive version of Soul Sacrifice, and PS Vita owners would have to outright hate the genre to not enjoy it.&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class=&quot;share&quot; style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; font-size: 10px; margin: 0px; padding: 0px;&quot;&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class=&quot;pagination&quot; style=&quot;-webkit-text-stroke-width: 0px; background: none; color: #474747; font-family: Arial, Helvetica, sans-serif; font-size: 10px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: normal; margin: 0px; orphans: auto; padding: 10px; text-align: center; text-indent: 0px; text-transform: none; white-space: normal; widows: auto; word-spacing: 0px;&quot;&gt;&lt;ul style=&quot;background: none; display: inline; float: left; font-weight: bold; list-style-type: none; margin: 0px; padding: 0px;&quot;&gt;&lt;/ul&gt;&lt;/div&gt;&lt;/div&gt;</description><link>http://psgamesreviews.blogspot.com/2014/07/soul-sacrifice-delta-ps-game-review.html</link><author>noreply@blogger.com (ahmed)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4825163453667305785.post-1081172816194860360</guid><pubDate>Wed, 16 Jul 2014 11:34:00 +0000</pubDate><atom:updated>2014-07-16T16:34:21.684+05:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Ps Game</category><title>Mind Zero PS Vita Game Review</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; font-size: 1.2em; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;font-size: larger; margin: 0px; padding: 0px;&quot;&gt;Very few games become a series, and very few series become fan favorite, instant sellers. So it is always tough for every new IP to live up to games in the genre before them, especially when you look like a Persona clone. Welcome to the world of Mind Zero on the PlayStation Vita. A walking, talking clone of Persona, but does it hold the same swagger and greatness as its inspiration?&lt;/span&gt;&lt;span style=&quot;font-size: larger; margin: 0px; padding: 0px;&quot;&gt;&lt;br style=&quot;margin: 0px; padding: 0px;&quot; /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; font-size: 1.2em; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;font-size: larger; margin: 0px; padding: 0px;&quot;&gt;This is a game I saw last year when I was living in Nagoya, Japan, and immediately I knew this was a Persona type of game. From the artwork on the cover, to the screenshots on the back of the box, and the cool looking display advertising it, there was no doubt where the inspiration came from. Flash forward ten months and now I’m starting up the game, only to be bombarded by one of the most psychedelic and unique intros of any video game. Sadly, this is the high point of the comparison to Persona.&lt;/span&gt;&lt;span style=&quot;font-size: larger; margin: 0px; padding: 0px;&quot;&gt;&lt;br style=&quot;margin: 0px; padding: 0px;&quot; /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; font-size: 1.2em; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;font-size: larger; margin: 0px; padding: 0px;&quot;&gt;Once in the game you’re given a narrative involving your “Persona’s”, called MINDs. Each person gets one and that is it. Each character also gets one weapon and that is it. What you get instead is a focus on your skills, which can be given to anyone. After battles you will sometimes get skill cards as rewards, and once you make it to a certain point in the game you can spend skill points to enhance their level or use other cards to upgrade them into something completely different. The drawback is when enhancing them you won’t know how much more powerful they will get. You have to memorize the damage from battle and compare it to a new battle to figure out if the spell or ability is worth it.&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; font-size: 1.2em; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;font-size: larger; margin: 0px; padding: 0px;&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://images.psu.com/index.php?size=img_full&amp;amp;src=http%3A%2F%2Fmedia.psu.com%2Fmedia%2F14-06-08-06-28-27-3023%2F14-06-08-06-28-27-3023-ss-1.jpg&quot; height=&quot;336&quot; style=&quot;border: 0px; margin: 0px; padding: 0px;&quot; width=&quot;600&quot; /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; font-size: 1.2em; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;font-size: larger; margin: 0px; padding: 0px;&quot;&gt;Even on easy the game is a grind, and up there with old NES-style games. Skills require a mixture of tech points and/or health, with health coming in short supply later on during boss fights and new dungeons. Your MIND is unique for an RPG mechanic as their first function is to act as a shield. When they are activated, at no cost, they take the damage for you and you lose MIND points. Once they are defeated you’re stunned for a turn or two, but then you and the MIND recover, and it can be called again to battle. When a MIND is defeated it becomes quite evident how weak the characters are without their shield, which is nice intertwining symbolism between story and game mechanic.&lt;/span&gt;&lt;span style=&quot;font-size: larger; margin: 0px; padding: 0px;&quot;&gt;&lt;br style=&quot;margin: 0px; padding: 0px;&quot; /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; font-size: 1.2em; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;font-size: larger; margin: 0px; padding: 0px;&quot;&gt;The story takes the form of a mystery, with a group of high school kids and other random people like a private detective and police detectives, trying to figure out the mystery behind MINDs. While the main story by itself is fine, there is not much else going on in the rest of the game. The side quests are simple fetch and carry, if there is any fetching and carrying at all as some are just reading text and that&#39;s it. There is also a distinct lack of a world to explore. The idea of the overhead map made it feel like a page out of the Persona 2 playbook but there is nothing to populate it but the main characters of the game. No random people speaking random stuff to give the world purpose.&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; font-size: 1.2em; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;font-size: larger; margin: 0px; padding: 0px;&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://images.psu.com/index.php?size=img_full&amp;amp;src=http%3A%2F%2Fmedia.psu.com%2Fmedia%2F14-06-08-06-28-27-3023%2F14-06-08-06-28-27-3023-ss-2.jpg&quot; height=&quot;338&quot; style=&quot;border: 0px; margin: 0px; padding: 0px;&quot; width=&quot;600&quot; /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; font-size: 1.2em; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;font-size: larger; margin: 0px; padding: 0px;&quot;&gt;Mind Zero is a bit of a conundrum in the music department because of how backwards the music is. The opening theme is awesome and energetic, fitting the theme of the game perfectly. The overview map and inside shops has that Persona 4 feel. Inside battle, though, the tunes take a nose dive of sad proportions, as I immediately was reaching for my MP3 player. The musical director did a great job with everything non-combat, but the battle music was so shrill and grating on the nerves that it was a massive disappointment. In boss battles this was alleviated to a degree, but when you have to do a lot of grinding in normal battles, a good tune is key for longevity and replayability.&lt;/span&gt;&lt;span style=&quot;font-size: larger; margin: 0px; padding: 0px;&quot;&gt;&lt;br style=&quot;margin: 0px; padding: 0px;&quot; /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; font-size: 1.2em; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;font-size: larger; margin: 0px; padding: 0px;&quot;&gt;What makes up for the music is the triple-A quality voice acting. The game comes with the original Japanese voices and with an English cast. It quickly became apparent that the cast gelled together and had a great working chemistry, as there was a flow to the humorous and awkward scenes. Sometimes those moments fall a bit dead because of how they are synced together in-game. The characters also felt like they had unique personalities, even though some of the girls did sound the same vocally. One odd problem in the sound department was the doors. Sometimes during conversations there would be a ‘door’ sound, which is linked to the story. The first time I heard it, it sounded like a cat. To say the least, for the first chapter I was confused trying to figure out why they were talking about a door, when I heard a cat. I&#39;ve never had that experience before, thus why it stood out enough to warn about.&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; font-size: 1.2em; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;font-size: larger; margin: 0px; padding: 0px;&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://images.psu.com/index.php?size=img_full&amp;amp;src=http%3A%2F%2Fmedia.psu.com%2Fmedia%2F14-06-08-06-28-27-3023%2F14-06-08-06-28-27-3023-ss-3.jpg&quot; height=&quot;338&quot; style=&quot;border: 0px; margin: 0px; padding: 0px;&quot; width=&quot;600&quot; /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; font-size: 1.2em; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;font-size: larger; margin: 0px; padding: 0px;&quot;&gt;This is a dungeon crawler so graphics are not on the top of the list. The character models in combat look from the PS2-era, while in the outside world they are represented by slick anime models. NIS sets the standard for anime characters but Mind Zero put in an A+ effort to make a varied cast, and to show off their personalities with their looks. The dungeons do their best to look varied and original. They won’t push the Vita’s power in the slightest, but at least an effort was made to make them weird to fit the theme of the game. Whether or not you like that weirdness will determine how much you care about the dungeons.&lt;/span&gt;&lt;span style=&quot;font-size: larger; margin: 0px; padding: 0px;&quot;&gt;&lt;br style=&quot;margin: 0px; padding: 0px;&quot; /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; font-size: 1.2em; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;font-size: larger; margin: 0px; padding: 0px;&quot;&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; font-size: 1.2em; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;font-size: larger; margin: 0px; padding: 0px;&quot;&gt;Mind Zero has an interesting narrative, taking the Persona model and going in a different direction. RPG gamers and Persona fans will enjoy the game, but those wanting an experience laden with side quests and little grinding are going to be disappointed. The foundation is there for another great RPG franchise, as long as the flaws like the battle music, side quests, and overworld are ironed out in a potential sequel.&lt;/span&gt;&lt;/div&gt;&lt;/div&gt;</description><link>http://psgamesreviews.blogspot.com/2014/07/mind-zero-ps-vita-game-review.html</link><author>noreply@blogger.com (ahmed)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4825163453667305785.post-3339577463245197688</guid><pubDate>Wed, 16 Jul 2014 11:26:00 +0000</pubDate><atom:updated>2014-07-16T16:26:45.774+05:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Ps Game</category><title>Resogun Heroes Ps Game Review</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;Resogun’s Heroes DLC only adds two game modes, but each adds something meaningful to the game’s addictive arcade action. Even better, both modes cater especially well to a different kind of player.&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;The first, Survival, throws down the gauntlet for veteran players seasoned by leaderboard success with Arcade mode’s levels and extra lives. You get neither in Survival: one life against a never-ending onslaught that starts fairly intense and gets positively overwhelming, very quickly. The kind of precision, awareness, and technique required to survive for more than ten minutes against these formations aren’t in my possession, but there are cool ideas on display that even novice players can appreciate. For example, there’s no need to pick up humans and carry them to evacuation platforms for extra points. Merely flying through them will do, but there are way more on-screen at a given time, and a lot more ways for them to die, thanks to the destruction of ground sections over time. Heavily armored enemies house screen-clearing explosions, and an overdrive attack could break them in seconds, but it could also clear dozens of enemies and give a scant few seconds of breathing room. Tactical choices abound and must be made faster than ever.&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;In other words, Survival mode is hardcore Resogun: lots of enemies, tricky formations, for skilled players who’ve long since mastered the five story levels. Neat touches, like Monuments representing player scores your best run is close to beating, keep the competitive spirit alive where balance falters. Absolutely any ship can be used in Survival mode, even custom creations borne from the recent addition of a ship editor. The leaderboards don’t pay attention to stat distribution (across Agility, Boost, and Overdrive) or weapon types, so direct comparison of two high scores is devalued somewhat. At the same time, there’s no easy way to tell what combination is most “winning” without experimenting for yourself, so replay value is kept intact. Being able to change the music in Survival, from its default tracks to level-specific tracks or a random combination, is also a nice touch.&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;&lt;a href=&quot;http://images.psu.com/index.php?size=img_full&amp;amp;src=http%3A%2F%2Fmedia.psu.com%2Fmedia%2F14-06-28-23-53-35-4771%2F14-06-28-23-53-35-4771-ss-2.png&quot; style=&quot;color: #0982af; margin: 0px; padding: 0px; text-decoration: none;&quot; target=&quot;_blank&quot;&gt;&lt;img alt=&quot;&quot; height=&quot;337&quot; src=&quot;http://images.psu.com/index.php?size=img_full&amp;amp;src=http%3A%2F%2Fmedia.psu.com%2Fmedia%2F14-06-28-23-53-35-4771%2F14-06-28-23-53-35-4771-ss-2.png&quot; style=&quot;border: 0px; margin: 0px; padding: 0px;&quot; width=&quot;600&quot; /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;Ultimately, Survival doesn’t seem like enough to rope back in folks who enjoyed some time with Resogun near PS4’s launch but have since moved on. For me, that hook is Demolition, the second of Heroes’ additions and one that toys with the formula enough to feel completely unfamiliar. For starters, Demolition strips you of all your weapons and your boost ability. All you’re left with is a controlled radial blast that can be charged to different power levels--but use it at all, and you’ll be defenseless until it recharges.&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;The blast also functions as a pushback for Wrecking Balls, which fly through the cylindrical stage with destructive aplomb. Demolition fills the stage with stationary targets to test your Wrecking Ball aim and enemies to dodge in the meantime, so while it behooves you to take time perfectly setting up each “shot,” the game will test just how quickly you can do so. Enemies will harass your attempts to carefully maneuver through tight pathways formed by stationary targets. Finesse is rewarded in that the very best Wrecking Ball pushes can rack up obscene points and swiftly clear a stage. But knowing when to forget about the balls and use your radial blast to clear a path is also imperative.&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;&lt;a href=&quot;http://images.psu.com/index.php?size=img_full&amp;amp;src=http%3A%2F%2Fmedia.psu.com%2Fmedia%2F14-06-28-23-53-35-4771%2F14-06-28-23-53-35-4771-ss-4.png&quot; style=&quot;color: #0982af; margin: 0px; padding: 0px; text-decoration: none;&quot; target=&quot;_blank&quot;&gt;&lt;img alt=&quot;&quot; height=&quot;337&quot; src=&quot;http://images.psu.com/index.php?size=img_full&amp;amp;src=http%3A%2F%2Fmedia.psu.com%2Fmedia%2F14-06-28-23-53-35-4771%2F14-06-28-23-53-35-4771-ss-4.png&quot; style=&quot;border: 0px; margin: 0px; padding: 0px;&quot; width=&quot;600&quot; /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;I love that Demolition effectively takes the pace and intensity of your standard Resogun match back to the drawing board. From there, it uses the same controls and mechanics to fuel an entirely different experience. Foresight and planning are more important than split-second arcade reflexes. An eye for detail and stage-wide awareness helps too--time slows to a crawl as you’re charging a radial blast, and shot alignment is a multi-faceted affair. I noticed that folks on my PSN friends list with astronomical Survival scores weren’t having as much success with Demolition, but I found its emphasis on strategy and positioning to be more accessible and a ton of fun. The power-up spirit is alive and well, too. Extra balls will drop onto the stage from time to time, and you can exploit creative moves--like shooting a ball into an Extra Ball power-up to spawn three--that really reward being in the right place at the right time. It takes a different skillset than twitch reflexes to consistently find yourself there.&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;The music and visuals are still pitch-perfect, and eight months later, Resogun is still one of PS4’s most aesthetically pleasing games. The question, then, is which of Resogun Heroes’ new modes appeals to you more. Both are fun, polished, and thoughtfully designed, and with the recent (free) addition of online and offline co-op, plus the aforementioned ship editor, there’s never been a better time to return. However, I had way more fun with Demolition than Survival, which, barring a few new power-ups and mechanics, is more of the same, just way more intense. Demolition, on the other hand, challenged me in new ways and reveals surprising depth for experimentation with Resogun’s core elements. By my money, that’s worth the price of admission; bonus points if you’re a Resogun fanatic who can’t wait to try both.&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;background-color: white; margin: 0px; padding: 0px;&quot;&gt;&lt;a href=&quot;http://www.psu.com/a023867/Resogun-Heroes-Review--A-winning-balance-of-same-and-new&quot; target=&quot;_blank&quot;&gt;&lt;span style=&quot;color: #eeeeee;&quot;&gt;Source&lt;/span&gt;&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;/div&gt;</description><link>http://psgamesreviews.blogspot.com/2014/07/resogun-heroes-ps-game-review.html</link><author>noreply@blogger.com (ahmed)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4825163453667305785.post-7826951948532794715</guid><pubDate>Tue, 15 Jul 2014 05:57:00 +0000</pubDate><atom:updated>2014-07-15T10:57:10.328+05:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Ps Game</category><title>Valiant Hearts: The Great War Ps Game review</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;War is not pretty. It’s full of death, sadness, emotion, and it corrupts the most noble and sincere of men. Valiant Hearts: The Great War depicts the horrors of war not by putting a gun in your hand but through an emotional story and an artistic style that highlights the gritty darkness that overshadowed the world between 1914-1918.&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;Valiant Hearts: The Great War puts players in the shoes of four brave souls and their canine companion. Although each character has their own story to tell their paths quickly intersect and unite them to a common goal; namely, to reunite a young German soldier with his wife and new born baby.&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;The game begins when a young man named Karl, who is working on his father-in-law’s farm in France, is soon drafted to serve in the German army and must leave his family to serve his country. Soon after, Emile, Karl&#39;s father-in-law, is signed up as well to serve in the French army. During his first battle, Emile is shot, wounded, and taken as a prisoner of war. Emile then discovers that Karl was part of the squad that Emile had engaged in. After their heartwarming reunion the French army attacks and the two become separated.&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;Throughout the game Emile exchanges letters between his daughter and discovers that his grandson has fallen ill and his home town had been taken over by the German army. Emile sets out to find his son-in-law and return him to his family. On his journey Emile encounters Freddie, an American soldier after the general that attacked Paris and killed his wife, and Ana, a Belgian nurse searching for her scientist father kidnapped by the same general that killed Freddie&#39;s wife.&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;&lt;img alt=&quot;&quot; height=&quot;337&quot; src=&quot;http://www.psu.com/media/articles/image/valiant1.jpg&quot; style=&quot;border: 0px; margin: 0px; padding: 0px;&quot; width=&quot;600&quot; /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;The game’s story is presented through a narrator who details each character&#39;s’ plight throughout the game as if he was narrating a documentary on the History Channel. Of the four characters, Emile&#39;s voice is the only one that the player will hear when he reads the letters he receives and writes to his daughter. This carries great weight throughout the story as the game itself is inspired by the real letters written by soldiers during the war.&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;Throughout the game characters communicate through their animations and picture bubbles that appear over their head showing players what they need to do. I commend Ubisoft Montpellier for deviating from traditional character dialog and telling their story through the characters’ animations, and not once did I feel as if I never knew what any of them were trying to communicate. I would also like to point out that although characters scream and talk in the background, they do so in their native tongue and it&#39;s no more than a few words. As most of the game is presented this way I was never bothered with the narration as he only came in before the start and end of each mission.&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;The game’s incredible art design once again takes advantage of the great UbiART engine used in Ubisofts reimagining of Rayman and the fantastic Child of Light. Unlike the cartoony look of Rayman and the fantasy style of Child of Light, Valiant Hearts goes with a more hand-drawn, comic book style. Characters have an exaggerated look to them but it is done so to contrast the environments that players enter.&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;Throughout the game players see lush landscapes and cities torn apart by bombers. The Great War’s environments become more dark, gritty, and barren as the years go by, depicting the destruction that sees lush landscapes tuned to dark muddy trenches. But it is also a shame that at points the game’s art style clashes with the dark theme that it begins to shape into. Some characters including the German general that the players are after, felt to comical and was depicted in a way that people would see in a propaganda cartoon and I just couldn&#39;t take him seriously.&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;Being a game based on the first World War, I was expecting to pick up a rifle and start shooting. However, I was surprised to find out that the game was not about killing but finding solutions to help your cause. Although I never felt like I wanted to pick up a gun and shoot I did find that some of the tasks become tiresome and boring. First and foremost Valiant Hearts is a cerebral-based adventure, and as such players will spend most of their time solving puzzles to get through various obstacles. Some of these worked just fine while others fell flat from repetition. For example, when controlling Ana, players will have to heal wounded soldiers by performing quick-time events on a heart beat monitor (which appears on a long bandage) that became annoying as I was doing it up to five times in a five minute span.&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;&lt;img alt=&quot;&quot; height=&quot;338&quot; src=&quot;http://www.psu.com/media/articles/image/valiant2.jpg&quot; style=&quot;border: 0px; margin: 0px; padding: 0px;&quot; width=&quot;600&quot; /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;Other puzzles felt more satisfying. Emile found himself digging tunnels rescuing trapped soldiers as bombs fall over head, and avoiding mines while continuing to push on the front lines with Freddie and giving him support throughout the game. The companion dog also finds its uses throughout the adventure, such as hitting switches to distracting German soldiers as players sneak by during stealth missions.&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;Freddie on the other has some of the more fun missions, which are primarily based around action elements. Planting TNT behind enemy lines destroying anti-air guns and driving a tank on the front lines while shooting down German bombers and destroying bunkers were as close to any actual combat I experienced. Some of the more entertaining moments are called the &quot;Taxi&quot; missions. Here, players hop into a vehicle where they will have to avoid obstacles and gunfire. These missions reminded a lot of older arcade games, and are also wonderfully presented with licensed classical tracks that almost everyone will recognize.&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;&lt;img alt=&quot;&quot; height=&quot;305&quot; src=&quot;http://www.psu.com/media/articles/image/valiant3.jpg&quot; style=&quot;border: 0px; margin: 0px; padding: 0px;&quot; width=&quot;600&quot; /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;Gamers will also find a plethora of collectables in the game, which represent items that people used during the war. Each item that players pick up give an interesting fact about the item and how it was used during the war, which I found extremely informative and sadly gave me a better history lesson then I got in high school. At the start of each mission players can read up on actual facts about the situation that the characters find themselves in, that actual soldiers experienced in the war. Although these facts were a great read some of them turned my stomach especially those about the Mustard Gas used during the war. The only issue I found with these historical facts were their use of actual photos taken during the war. I found these to clash with the game’s art-style, and although I didn&#39;t mind that they were actual photos, I would have preferred them use a hand drawn representation in order to maintain visual parity with the rest of the game.&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;Valiant Hearts: The Great War left a very strong impression on me. When it was all said and done I couldn&#39;t help but let the tears flow from the powerful ending, not because of the ending itself but the way it was presented and executed. This can be said for most of the game, and although shooter fans will wonder why in a war game there isn&#39;t any shooting, Valiant Hearts decides to take a road less traveled. Telling an emotional story that took me from sadness, to happiness, back to sadness, to anger, and then eventually tears. Valiant Hearts: The Great War depicts the horrors of war not though statistics, or what battles were won, but through the human emotion.&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;background-color: white; color: white;&quot;&gt;Source&lt;a href=&quot;http://www.psu.com/a023877/Valiant-Hearts--The-Great-War-review--a-powerful-story-told-through-the-horrors-of-war&quot; target=&quot;_blank&quot;&gt;&lt;span style=&quot;color: white;&quot;&gt;http://www.psu.com/a023877/Valiant-Hearts--The-Great-War-review--a-powerful-story-told-through-the-horrors-of-war&lt;/span&gt;&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;/div&gt;</description><link>http://psgamesreviews.blogspot.com/2014/07/valiant-hearts-great-war-ps-game-review.html</link><author>noreply@blogger.com (ahmed)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4825163453667305785.post-8031107765631773606</guid><pubDate>Mon, 14 Jul 2014 16:43:00 +0000</pubDate><atom:updated>2014-07-14T21:52:07.361+05:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Ps Game</category><title>Ultra Street Fighter IV Review Play Station Reviews</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;Capcom’s&amp;nbsp;Street Fighter IV&amp;nbsp;is often noted for reinvigorating the hardcore beat-’em-up video game scene in the many years following the release of its predecessor. Originally released in 2009, the seminal brawler wowed critics with its lush visuals, diverse character roster, and comprehensive moves set; unsurprising, then, that it’s gone down as the greatest fighting game of the PS3 era. Keen to exploit its potential, Capcom set about improving the celebrated title with a series of incremental updates, starting withSuper Street Fighter IV&amp;nbsp;in 2010,&amp;nbsp;Super Street Fighter IV: Arcade Edition&amp;nbsp;in 2011, and finally,Ultra Street Fighter IV.&amp;nbsp;&lt;br style=&quot;margin: 0px; padding: 0px;&quot; /&gt;&lt;br style=&quot;margin: 0px; padding: 0px;&quot; /&gt;While cynics have lambasted the Japanese giant for milking the Street Fighter IV experience, series aficionados have welcomed the extra tweaks, characters, stages, and other bits and bobs these subsequent updates have offered. Indeed, Ultra is a perpetuation of Capcom’s attempts at offering its hardcore fanbase the most complete SFIV experience possible, which long-time players will no doubt lap up. Make no mistake, this isn’t for the casual audience; Ultra’s additions are subtle, but for the hardcore player, this latest iteration of the popular brawler offers all the nuance that SFIV fanatics that been craving for -- it’s been shaped by the community, after all.&lt;br style=&quot;margin: 0px; padding: 0px;&quot; /&gt;&lt;br style=&quot;margin: 0px; padding: 0px;&quot; /&gt;Chief among Ultra’s additions is of course the addition of five new combatants: Poison, Hugo, Decapre, Elena and Rolento. Pleasingly, there’s something here for everyone, with this eclectic line-up covering a wide variety of play styles, as is the case with pretty much the rest of the cast. Hugo is a hulking, beast of a man that compensates for his slow speed with some massively-damaging attacks, and a great go-to guy for newcomers (yes, myself included). He’s so chunky it’s almost comical. Conversely, the slim and nimble Decapre - a clone of Cammy - is faster and definitely aimed at the more accomplished player, with more complex moves and combos. In fact, you’ll need some pretty dexterous button work to exploit her Super/Ultra maneuvers, and I spent ages faffing around in Training Mode trying to get them to work, much to my frustration. Then there’s Poison, the scantily-clad, whip-wielding officer from hell, who is an absolutely joy to play as, with more streamlined moves coupled with some great Ultra combos that are both aesthetically pleasing and lethal to boot.&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://www.psu.com/media/articles/image/PS3_UltraStreetFighter4.jpg&quot; style=&quot;border: 0px; margin: 0px; padding: 0px;&quot; width=&quot;550&quot; /&gt;&lt;br style=&quot;margin: 0px; padding: 0px;&quot; /&gt;&lt;br style=&quot;margin: 0px; padding: 0px;&quot; /&gt;Elena is a flashy capoeira master and essentially Ultra’s answer to Tekken’s Eddie Gordo, possessing some conspicuously long limbs able to strike out at foes from quite some distance. Rounding things off is Rolento, a hardened military type who comes equipped with a few nasty surprises, such as grenades, which are used to devastating effect for his Ultra combo. He’s not the fastest character out of the new players, although his ability to quickly roll backwards or quickly leap off of walls gives him great evasive properties. All in all, there’s something for everyone, and each combatant boasts distinct strengths and weakness, providing a diverse package for fans and casual gamers alike. Even if you’re coming into Ultra relatively fresh-faced, you can still pick up most of the newcomers and feel comfortable getting to grips with them in training. Still, a few might prove intimidating for those unfamiliar with the series.&lt;br style=&quot;margin: 0px; padding: 0px;&quot; /&gt;&lt;br style=&quot;margin: 0px; padding: 0px;&quot; /&gt;Elsewhere, Ultra offers up five more stages, all of which are plucked straight out of Street Fighter x Tekken (as is the case with four of the five new fighters). Yes, it’s a bit of a cop out, as for 11 quid it would have been nice to see some arenas built from the ground up; however, the levels themselves are pretty dazzling, so it’s hard to complain. More prominent however, are the array of tweaks to the combat system itself. Chief among the additions include the ability to select two Ultra Combos instead of one or the other, which opens up a wealth of new tactical options. However, there’s a catch; doing so will tone down the amount of damage they do compared to if you select just one of the cinematic showstoppers. Still, this option accentuates the game’s diversity in terms of playing style, and switches things up nicely so you have more tactics to employ in battle.&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;div style=&quot;color: #474747;&quot;&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;&lt;span style=&quot;background-color: white; line-height: 18px;&quot;&gt;The Focus Attack has also benefited from an overhaul. Now, holding down the Medium Punch, Light Punch, and Medium Kick buttons buffs the maneuver to become the Red Focus Attack, allowing you to absorb more punishment from your opponent. However, the window of opportunity here is decidedly thin, and therefore meticulous timing on the player’s part is required, not to mention some half-decent knowledge of your opponents moves to boot. As such, there’s a gamble as to whether or not you’ll be successful; if it connects, the payoff is well worth it, but concurrently, there’s also the risk of missing it or your opponent landing a throw. Experts will likely take full advantage of this and mix and match with the regular Focus Attack, further supplementing SFIV’s comprehensive defensive capabilities. The fact it’s there and ripe for the strategic picking is a great little extra.&lt;/span&gt;&lt;br style=&quot;background-color: white; line-height: 18px; margin: 0px; padding: 0px;&quot; /&gt;&lt;br style=&quot;background-color: white; line-height: 18px; margin: 0px; padding: 0px;&quot; /&gt;&lt;span style=&quot;background-color: white; line-height: 18px;&quot;&gt;Meanwhile, there’s also the fact your character’s recovery has now been tweaked so you can delay the period of time it takes you to get back up after being knocked on your arse. This is pretty significant, as a lot of crafty buggers can time their attacks to capitalize on their opponents weakness as they rise off the floor, so this delay allows you to fool or outright punish their attempts at pummelling you as you get up again. Like most advanced moves, it requires judicious use of timing and understanding of SFIV’s nuanced gameplay mechanics, but it proves immensely useful if you can use it right.&amp;nbsp;&lt;/span&gt;&lt;br style=&quot;background-color: white; line-height: 18px; margin: 0px; padding: 0px;&quot; /&gt;&lt;br style=&quot;background-color: white; line-height: 18px; margin: 0px; padding: 0px;&quot; /&gt;&lt;span style=&quot;background-color: white; line-height: 18px;&quot;&gt;Also up for grabs are two new game modes. First up is the ability to enter the Training mode online with another player, allowing you to duke it out with a fellow gamer, rather than sit twiddling your thumbs in a lobby or smashing your way through Arcade Mode. Then there’s the Team Battle for those of you who like to put a bit of teamwork into the mix, and makes for a break from the usual one-on-one fighting that makes up the bulk of online fighters. SFIV’s online component was already strong to begin with, and these extras only further complement an already-fantastic line-up.&lt;/span&gt;&lt;br style=&quot;background-color: white; line-height: 18px; margin: 0px; padding: 0px;&quot; /&gt;&lt;br style=&quot;background-color: white; line-height: 18px; margin: 0px; padding: 0px;&quot; /&gt;&lt;span style=&quot;background-color: white; line-height: 18px;&quot;&gt;At the end of the day, Ultra Street Fighter IV is a pretty substantial add-on, and while it’s easy to palm it off as another chance for Capcom to relieve of us our hard-earned cash, there’s actually plenty of stuff here worth the asking price. Sure, the fact much of it is tied directly to the intricate nature of the series means hardcore fans will likely benefit from it the most, and the reused SFxTekken assets might leave a bad taste with some gamers. Overall however, the extra fighters, modes, move tweaks, additions and balances make this the definitive version of Capcom’s seminal brawler and a must-have for any Street Fighter fana&lt;/span&gt;&lt;span style=&quot;background-color: white; font-size: 14px; line-height: 18px;&quot;&gt;tic.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;span style=&quot;color: #474747; margin: 0px; padding: 0px;&quot;&gt;&lt;span style=&quot;background-color: white; font-size: 14px; line-height: 18px;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style=&quot;color: #f3f3f3;&quot;&gt;source:&lt;/span&gt;&lt;br /&gt;&lt;a href=&quot;http://www.psu.com/a023704/Ultra-Street-Fighter-IV-Review--the-definitive-version-of-Capcoms-seminal-beat-em-up&quot; target=&quot;_blank&quot;&gt;&lt;span style=&quot;color: #f3f3f3;&quot;&gt;http://www.psu.com/a023704/Ultra-Street-Fighter-IV-Review--the-definitive-version-of-Capcoms-seminal-beat-em-up&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;</description><link>http://psgamesreviews.blogspot.com/2014/07/ultra-street-fighter-iv-review-play.html</link><author>noreply@blogger.com (ahmed)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4825163453667305785.post-1274132034991903499</guid><pubDate>Mon, 14 Jul 2014 16:26:00 +0000</pubDate><atom:updated>2014-07-14T21:26:29.704+05:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Ps Game</category><title>Ace Combat Infinity Play Station Game Review</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;http://2.bp.blogspot.com/-fI-x1HIQKoU/U8QEe-L9SsI/AAAAAAAAAAs/PhvAaHAwVoI/s1600/ace-combat-infinity.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;http://2.bp.blogspot.com/-fI-x1HIQKoU/U8QEe-L9SsI/AAAAAAAAAAs/PhvAaHAwVoI/s1600/ace-combat-infinity.jpg&quot; height=&quot;362&quot; width=&quot;640&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;span style=&quot;background-color: white; color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 18px;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=&quot;background-color: white; color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 18px;&quot;&gt;It takes a special kind of mentality to want to travel at mach speed, risking death at every turn like a new-age, technological form of dueling. It also takes a special kind of creative team to put the intensity and adrenaline of being a fighter pilot into a game for the home console. Bandai Namco have been doing just that since the PlayStation One era, but will a switch to a free-to-play model ruin all they’ve achieved with the Ace Combat series?&lt;/span&gt;&lt;br style=&quot;background-color: white; color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 18px; margin: 0px; padding: 0px;&quot; /&gt;&lt;br style=&quot;background-color: white; color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 18px; margin: 0px; padding: 0px;&quot; /&gt;&lt;span style=&quot;background-color: white; color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 18px;&quot;&gt;Last September during the Tokyo Game Show I had the opportunity to play the demo of Ace Combat: Infinity for the PlayStation 3 at Sony’s booth, as they were showcasing lots of non-Sony made games. Immediately playing it I could feel it was an Ace Combat game, with controls, manoeuvring, music, and even the story. I gave it our TGS award for best action game but my main concern was will it hold up on release? Will it live up to the hype of TGS? The answer to that question is mostly yes, but not perfectly.&lt;/span&gt;&lt;br style=&quot;background-color: white; color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 18px; margin: 0px; padding: 0px;&quot; /&gt;&lt;br style=&quot;background-color: white; color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 18px; margin: 0px; padding: 0px;&quot; /&gt;&lt;span style=&quot;background-color: white; color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 18px;&quot;&gt;Due to it going free-to-play there had to be some basic design differences needed for the game. Out goes the infinite amount of replaying stages to your heart’s content, and in comes buying fuel at no maximum limit or waiting four hours per fuel tank, up to a max of three. What this does is give a more realistic feel as in the real world it takes time to fuel up a jet, but in the realm of fantasy it becomes a bit of a killjoy when on a good run of form, or when you just want to spend the afternoon being a top gun.&lt;/span&gt;&lt;br style=&quot;background-color: white; color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 18px; margin: 0px; padding: 0px;&quot; /&gt;&lt;br style=&quot;background-color: white; color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 18px; margin: 0px; padding: 0px;&quot; /&gt;&lt;span style=&quot;background-color: white; color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 18px;&quot;&gt;Although the fuel buying is an annoyance, there are opportunities to win free fuel, as well as mercenary contracts, research perks, decals and cash from either completing challenges or through random drops at the end of a mission. All the gear and planes in the game need to be unlocked through research, with a few special ones for time-specific challenges. Essentially, paying for stuff in the game is more for speeding up progress rather than locking a person out of a super sweet plane or gear. The elite mercenary contracts, for example, simply double your cash at the end of a mission. You can buy them, win them, or not use them, and it doesn’t affect anything other than speeding up your cash flow.&lt;/span&gt;&lt;br style=&quot;background-color: white; color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 18px; margin: 0px; padding: 0px;&quot; /&gt;&lt;br style=&quot;background-color: white; color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 18px; margin: 0px; padding: 0px;&quot; /&gt;&lt;span style=&quot;background-color: white; color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 18px;&quot;&gt;Combat is the jewel of the game. I’ve never been a big online FPS kind of guy cause I’ve always sucked at aiming, and well, when you suck at aiming then they are no fun. Add to it when you always see your name at the bottom of the rankings it is disheartening. Infinity is built differently than typical online games. As of this review, the only online mode is two-team co-op. Two teams of four work together to complete the mission by getting as many points as possible from kills. The team who scores the most is the winning team, and both scores are combined to give you a mission ranking. This idea of cooperative competition allows those gamers who feel like they are of a lower quality on a competitive level to still have fun and contribute to the success of the mission, even when other players are getting higher scores all the time.&lt;/span&gt;&lt;br /&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;Although there are a limited number of stages currently, they are still fun and varied for a person’s play style. Some focus on air-to-air, air-to-ground, and other are well balanced, thus allowing people to get the most out of their planes. Switching targets on the fly can be a bit frustrating at times, but that is nothing new to the series as with so many units flying around the chaos of it all gives a more authentic feel for real-life battle. But with that said, the game is by no means hard. Except for me taking too long to use the machine gun on a ground target, I never died. When I did die, most of the damage was essentially self-inflicted due to the previous reason. The challenge of the game comes from getting the highest score within the time limit, rather than playing on insanity mode and coming out alive.&lt;br style=&quot;margin: 0px; padding: 0px;&quot; /&gt;&lt;br style=&quot;margin: 0px; padding: 0px;&quot; /&gt;There is a campaign mode with a story in the game, and sadly that is where the hype from TGS fell short. Unless you buy a $20 pass, you must use your daily fuel to play campaign mode. They don’t offer the same amount of rewards as online co-op, so the only reason is to play for the story and a few story-based challenges. Not only is your limited fuel needed, but also your limited cash flow. It takes 200K or more to unlock future story missions, and currently with only getting 20K at best with a mercenary contract doubling your cash, it is a long grind when finances are needed for planes and parts.&lt;br style=&quot;margin: 0px; padding: 0px;&quot; /&gt;&lt;br style=&quot;margin: 0px; padding: 0px;&quot; /&gt;Most games I’ve reviewed tend to have music at the extremes, meaning love it or hate it. Infinity doesn’t have that one song that will stand out a la Duel of Fates, but instead strikes a balance of complimenting each other. Never did I want to turn off the music to play something else. Nothing had me wanting to sign-up for flight school either, like Ace Combat 5 did, but neither did I turn the volume down.&lt;br style=&quot;margin: 0px; padding: 0px;&quot; /&gt;&lt;br style=&quot;margin: 0px; padding: 0px;&quot; /&gt;Graphically the game makes use of the PS3 hardware and looks like a PS3 game. The planes look slick, and the backgrounds from afar look realistic. The clouds really do look like clouds, and the billows of smoke cut a stunning scene before a bomber is about to explode and drop out of the sky. Getting paint scrappingly close to the ground or buildings will disappoint those who hold graphics in the highest regard as there is some pixilation but to be fair this is a game where your eyes should be more focused on the target than the scenery.&lt;br style=&quot;margin: 0px; padding: 0px;&quot; /&gt;&lt;br style=&quot;margin: 0px; padding: 0px;&quot; /&gt;The transition from a standard game to free-to-play was a risky move for the series but it paid off. It is a fun, challenging game that veterans of the series and rookies can enjoy. The fact that it is free means the consumer has nothing to lose for trying it out, especially if never having played an Ace Combat game before. It is a sequel that does the franchise proud.&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;color: #f3f3f3; font-family: Arial, Helvetica, sans-serif;&quot;&gt;&lt;span style=&quot;line-height: 24px;&quot;&gt;&lt;a href=&quot;http://www.psu.com/a023533/Ace-Combat-Infinity-Review--ruling-the-skies&quot; target=&quot;_blank&quot;&gt;source&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;/div&gt;</description><link>http://psgamesreviews.blogspot.com/2014/07/ace-combat-infinity-play-station-game.html</link><author>noreply@blogger.com (ahmed)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/-fI-x1HIQKoU/U8QEe-L9SsI/AAAAAAAAAAs/PhvAaHAwVoI/s72-c/ace-combat-infinity.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4825163453667305785.post-4080284499339453437</guid><pubDate>Mon, 14 Jul 2014 16:16:00 +0000</pubDate><atom:updated>2014-07-14T21:16:25.939+05:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Playstation</category><title>Lemmings Touch Play Station Game Review</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;One of the most beloved puzzlers of the PSOne era, Lemmings has now been reborn as Lemmings Touch, a touch-screen friendly iteration of the game newly inspired by aspects of contemporary mobile gaming. It’s a new beginning for the dormant franchise which, while encapsulating the charm and challenge of the original, is also mildly hamstrung by occasionally frustrating and clumsy controls.&amp;nbsp;With the titular rodents marching listlessly in one direction, Lemmings puzzle-solving conundrums have always been about knowing which job to assign to which Lemming and where in order to ensure they all reach the end of the level safe and sound.&lt;/span&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;&lt;br style=&quot;margin: 0px; padding: 0px;&quot; /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;Lemmings Touch is certainly no different in this regard and from the outset, developer d3t has supplied a set of tutorial levels which do a decent job of familiarising the player with all the various Lemming functions.&amp;nbsp;And what functions the Lemmings have. The little green-haired suicide artists are able to dig a diagonal path through anything, act as a barrier to change the direction of the march, build staircases, climb any obstacle, use an umbrella to float down to safety and much more besides. With such a varied skill-set at the player&#39;s disposal, each level has been designed in such a way that it either requires a subset of these skills to be employed or all of them in tandem. Pleasingly, there is often more than one way to complete each level, since the varied number of Lemmings and their jobs provided often allow for multiple paths to the exit.&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;&lt;img alt=&quot;&quot; height=&quot;338&quot; src=&quot;http://images.psu.com/index.php?size=img_full&amp;amp;src=http%3A%2F%2Fmedia.psu.com%2Fmedia%2Flemmings-2-%2Flemmings-2--ss-7.jpg&quot; style=&quot;border: 0px; margin: 0px; padding: 0px;&quot; width=&quot;600&quot; /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;Where this touchscreen edition of the game differs from its 32-bit ancestor, however, is in the inclusion of obstacles such as platforms and blocks which sometimes appear in a given level. &amp;nbsp;Here, players have to concern themselves with not only the self-murderous activities of the Lemmings themselves, but also the manipulation of these obstacles to create bridges and so forth to ensure their survival. Elsewhere, an additional wrinkle to the classic Lemmings formula emerges in the form of the red-haired, doppelganger Lemmings. These cheeky scarlet coloured fiends act just like their regular brethren with one major difference: if just one of them reaches the exit, the jig is up and the level has to be restarted. Their presence effectively turns the whole core of Lemmings on its head; though the game typically educates you to preserve life, here you are required to extinguish it instead. It’s a welcome addition to the proceedings for sure, and, when combined with the traditional Lemmings formula, helps to make Lemmings Touch feel fresher than it otherwise would have.&lt;/span&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;&lt;br style=&quot;margin: 0px; padding: 0px;&quot; /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;&lt;img alt=&quot;&quot; height=&quot;338&quot; src=&quot;http://images.psu.com/index.php?size=img_full&amp;amp;src=http%3A%2F%2Fmedia.psu.com%2Fmedia%2Flemmings-2-%2Flemmings-2--ss-9.jpg&quot; style=&quot;border: 0px; margin: 0px; padding: 0px;&quot; width=&quot;600&quot; /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;Ultimately, success in Lemmings Touch all comes down to how many of the little critters you can get to the exit and how quickly you&#39;re able to do it. &amp;nbsp;Depending on your performance against the two aforementioned metrics, you&#39;ll be granted up to three stars and it is here that developer d3t has visibly embraced the tenets of mobile game design. In a similar fashion to the progression systems seen in mobile titles such as Angry Birds, the next level can be unlocked by just scoring a single star on the current one. &amp;nbsp;Additionally, players can revisit earlier levels and replay them in the hopes of scoring that elusive and perfect three-star rating. &amp;nbsp;It&#39;s a well-judged and effective system as it allows less-skilled players to see more of the game’s over 100 levels while enabling higher skilled Lemming generals the opportunity to perfect their performances and obtain the trophies for doing so.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;As well as sheer satisfaction proving to be its own reward, completing each level also brings with it the more superficial prize of gold coins. &amp;nbsp;Once accrued, these coins can then be used to purchase new outfits and new colours for the marching rodents. &amp;nbsp;The amount of coins that you receive varies too, since there is a wide range of challenges which award different amounts. &amp;nbsp;These include such things as building a bridge over the exit, using a Lemming to self-explode to stop a red-haired Lemming and more.&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;Where Lemmings Touch stumbles a tad is in the controls. &amp;nbsp;The touch controls can sometimes feel unresponsive and it’s an issue which is most notable when the skill wheel is open and you’re trying to assign a skill to designated Lemming. The sluggishness also rears its ugly head from time to time if you’re trying to cancel the skill wheel altogether. It is an issue which is made worse in the later levels where every Lemming counts and multiple skills need to be assigned to multiple Lemmings in a short space of time. &amp;nbsp;Thankfully though, such clumsiness is partially mitigated by the pause function, permitting players to stop time in order to plan their next move. &amp;nbsp;While it isn’t the ideal solution to the problem, its presence is welcome nonetheless.&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;&lt;img alt=&quot;&quot; height=&quot;338&quot; src=&quot;http://images.psu.com/index.php?size=img_full&amp;amp;src=http%3A%2F%2Fmedia.psu.com%2Fmedia%2Flemmings-2-%2Flemmings-2--ss-8.jpg&quot; style=&quot;border: 0px; margin: 0px; padding: 0px;&quot; width=&quot;600&quot; /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;color: #474747; font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;margin: 0px; padding: 0px;&quot;&gt;In terms of audiovisual presentation, Lemmings Touch duly impresses. With its sharp, colourful visuals and upbeat remixes of classical music, Lemmings Touch for the PlayStation Vita does justice to the charming aesthetics of the Psygnosis-developed original. The background visuals look especially eye-popping on Vita too, with a great deal of backdrops liberally drenched in a variety of hues and vivid styles. In truth, Lemmings Touch’s design DNA is such that it would find a comfortable home on just about any touchscreen-based mobile platform. &amp;nbsp;With such razor-sharp visuals and a larger interface though, it’s clear that the Vita version of the touchscreen based edition is the definitive one. Lemmings Touch is a solid puzzler and a worthy homage to a classic puzzler franchise. It just finds itself stuck sometimes due to occasional control-based frustrations which threaten to dampen the proceedings.&lt;/span&gt;&lt;/div&gt;&lt;div style=&quot;font-family: Arial, Helvetica, sans-serif; line-height: 1.5em; margin-bottom: 1em; padding: 0px;&quot;&gt;&lt;span style=&quot;background-color: white; margin: 0px; padding: 0px;&quot;&gt;&lt;a href=&quot;http://www.psu.com/a023484/Lemmings-Touch-Review--Not-for-Control-Freaks&quot; target=&quot;_blank&quot;&gt;&lt;span style=&quot;color: #f3f3f3;&quot;&gt;source&lt;/span&gt;&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;/div&gt;</description><link>http://psgamesreviews.blogspot.com/2014/07/lemmings-touch-play-station-game-review.html</link><author>noreply@blogger.com (ahmed)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4825163453667305785.post-5887685176114437947</guid><pubDate>Mon, 08 Oct 2012 09:23:00 +0000</pubDate><atom:updated>2014-07-14T21:11:39.810+05:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Street Fighter IV Review</category><category domain="http://www.blogger.com/atom/ns#">Street Fighter Xbox Game Review</category><title> Street Fighter IV Review </title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;div&gt;&lt;div&gt;&lt;div&gt;&lt;div&gt;&lt;b&gt;&lt;span style=&quot;font-size: 130%;&quot;&gt;Street Fighter IV:&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;&lt;a href=&quot;http://1.bp.blogspot.com/_DXDS-gcwFic/Sd4U1NaI4jI/AAAAAAAABuY/BMzLKwddTPs/s1600-h/840211-sfiv___x360_final_pack_front_super.jpg&quot;&gt;&lt;img alt=&quot;&quot; border=&quot;0&quot; id=&quot;BLOGGER_PHOTO_ID_5322714713963422258&quot; src=&quot;http://1.bp.blogspot.com/_DXDS-gcwFic/Sd4U1NaI4jI/AAAAAAAABuY/BMzLKwddTPs/s200/840211-sfiv___x360_final_pack_front_super.jpg&quot; style=&quot;cursor: hand; float: right; height: 200px; margin: 0px 0px 10px 10px; width: 142px;&quot; /&gt;&lt;/a&gt;Shoryuken!!! Few videogame series have made such a strong impact on their respective genres in the way that Street Fighter has over its 20 year lifespan. My memories take me back to the early-Nineties and Street Fighter II, which was heralded as being the catalyst that ignited the fighting game boom of that decade. I remember sneaking out of the schoolyard at lunch times to play mini-tournaments on the arcade machine in our local chip shop. The machine was used so often by school kids that the punch and kick buttons had been worn down from teenage sweat and frantic button-mashing.&lt;br /&gt;&lt;embed allowfullscreen=&quot;true&quot; allowscriptaccess=&quot;always&quot; fs=&quot;1&quot; height=&quot;344&quot; src=&quot;http://www.youtube.com/v/2uOt-XmNrQw&amp;amp;hl=&quot; type=&quot;application/x-shockwave-flash&quot; width=&quot;425&quot;&gt;&lt;/embed&gt;&lt;br /&gt;It was Street Fighter II that spawned the iconic roster of virtual fighters which are now firmly etched into the memories of fans, and remembered with great fondness by all who were lucky enough to have spent time in its company. Blanka, Chun-Li, Ryu, Ken and Guile are just a few of the names that immediately trigger nostalgic flashbacks to epic SNES battles that would keep my brother and I locked away happily for hours in our bedroom without any need for food, drink or conversation.&lt;img alt=&quot;&quot; border=&quot;0&quot; id=&quot;BLOGGER_PHOTO_ID_5322714862638848002&quot; src=&quot;http://3.bp.blogspot.com/_DXDS-gcwFic/Sd4U93RH2AI/AAAAAAAABug/PsXLD6xDyVU/s400/site_street-fighter-iv-ss-2.jpg&quot; style=&quot;cursor: hand; display: block; height: 269px; margin: 0px auto 10px; text-align: center; width: 592px;&quot; /&gt;It was with Street Fighter II that the series’ six-button configuration was born, giving us a deep fighting experience that required skill to master, but could still be enjoyed by anyone. From Blanka’s Lighting Cannonball to E.Honda’s Killer Head Ram to Ken’s Hadoken, the character-specific special moves were all impressive to watch, yet tricky to pull off in the heat of the flurrying battles, which were brilliantly orchestrated through a range of carefully traded blows, head butts, slaps, throws, fireballs and dragon punches.&lt;br /&gt;Street Fighter IV has brought these memories flooding back to me with a tidal wave of affection, but more importantly, it has given us, fans of the series, a chance to re-live them all over again. Furthermore, a new legion of gamers now has the opportunity to see what all the fuss was about, and I have no doubt that they’ll absolutely love it. Street Fighter IV encapsulates the glory days of Street Fighter II by bringing back the iconic list of fighters and their familiar move sets, but it also flings some new fighters into the arena, most of whom fit seamlessly into the roster and feel like they’ve always been part of the furniture. Street Fighter is back, looking better than ever, with some superb enhancements that make it just as much fun, if not more, than I remember. This is virtual sparring at its very best and a glorious return to the quintessential fighter of this generation. &lt;img alt=&quot;&quot; border=&quot;0&quot; id=&quot;BLOGGER_PHOTO_ID_5322715611752220562&quot; src=&quot;http://4.bp.blogspot.com/_DXDS-gcwFic/Sd4Vpd7qx5I/AAAAAAAABuw/0tFCIhZ3j_I/s400/site_street-fighter-iv-ss-15.jpg&quot; style=&quot;cursor: hand; display: block; height: 289px; margin: 0px auto 10px; text-align: center; width: 610px;&quot; /&gt;&lt;br /&gt;The character roster in Street Fighter IV boasts all of the recognizable figures from Street Fighter II. The mystical Indian Yogi, Dhalsim, returns, who fights well from long range thanks to his elasticized arms and legs, alongside “chunky-thighs” Chun-Li with her face-slapping Spinning Bird Kick, and the Russian Wrestler, Zangief, with his hugely powerful frame and devastating Spinning Piledriver move. The four bosses also reappear -– Vega, Sagat, M Bison and Balrog bring their blend of hard-hitting moves into the arena and all look suitably &#39;next-gen&#39;, rendered impressively in stylized 3D computer graphics. The characters look like they’ve always done, but have now blossomed into crisper, sharper and more vivid figures on screen and represent a true evolution of the series.&lt;br /&gt;Backdrops have also been given a much needed lick of virtual paint. Some of them are still familiar. Guile’s home base of The United States Air Force airbase with an F-16 fighter jet in the background, for example, makes a return, but has been given a shot of next-gen sheen and now has so much more depth and detail to it. Similarly, other locations, including the likes of the Rundown Back Alley, Volcanic Rim, Beautiful Bay, and Cruise Ship Storm boast impressive animations and weather affects that breath life into them.&lt;br /&gt;&lt;br /&gt;&lt;img alt=&quot;&quot; border=&quot;0&quot; id=&quot;BLOGGER_PHOTO_ID_5322715740953991154&quot; src=&quot;http://1.bp.blogspot.com/_DXDS-gcwFic/Sd4Vw_PxV_I/AAAAAAAABu4/uHMUw_CBUx4/s400/site_street-fighter-iv-ss-19.jpg&quot; style=&quot;cursor: hand; display: block; height: 292px; margin: 0px auto 10px; text-align: center; width: 607px;&quot; /&gt;If you’ve played Street Fighter before then the majority of the moves will be instantly and reassuringly familiar. Quarter circle and punch still executes Ken’s Hadoken, whereas Guile still uses the same ‘charge style’ gameplay of old, where you need to hold the thumbstick to the left for a couple of seconds to charge it up before shifting it to the right and pressing punch to pull off a Sonic Boom. To veterans it means that you can instantly, and probably very quickly, battle through arcade mode on the lower to medium difficulty settings, but if you&#39;re new to the series, it’s going to take some effort to master the timing and skill needed to pull off the likes of a Ryu&#39;s Metsu Hadoken or Chun-Li&#39;s Hokyokusen.&lt;br /&gt;The fighting system in Street Fighter IV has depth and a number of layers to it, new and old, that will offer a challenge to new and veteran players alike who hope to master the techniques and rise to the top of online leaderboards. Light, medium, and hard punches and kicks used in combination with thumbstick movement give you access the brilliant range of special moves and super and ultra combos, which when mastered will really sort the men out from the boys. Luckily, Capcom has thought of everything and has included a brilliant Training mode, which takes you by the hand and guides you through each character’s move set and then teaches you how to string attacks together. Training mode is a great new addition to the series. It allows you to get to grips with some of the new game mechanics and gives everyone a fighting chance.&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;</description><link>http://psgamesreviews.blogspot.com/2012/10/street-fighter-iv-review.html</link><author>noreply@blogger.com (ahmed)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/_DXDS-gcwFic/Sd4U1NaI4jI/AAAAAAAABuY/BMzLKwddTPs/s72-c/840211-sfiv___x360_final_pack_front_super.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4825163453667305785.post-228506424847441658</guid><pubDate>Mon, 08 Oct 2012 09:20:00 +0000</pubDate><atom:updated>2014-07-14T21:11:39.767+05:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">F.E.A.R. 2: Project Origin Review</category><title> F.E.A.R. 2: Project Origin Review </title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;div&gt;&lt;div&gt;&lt;div&gt;&lt;b&gt;&lt;span style=&quot;font-size: 130%;&quot;&gt;F.E.A.R. 2:&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;A great American president once said, “The only thing we have to fear is fear itself.” Now let’s &lt;/div&gt;&lt;div&gt;amend FDR’s famous quote for the 21st century.&lt;br /&gt;&lt;embed allowfullscreen=&quot;true&quot; allowscriptaccess=&quot;always&quot; fs=&quot;1&quot; height=&quot;344&quot; src=&quot;http://www.youtube.com/v/GvLO0Iba-T4&amp;amp;hl=&quot; type=&quot;application/x-shockwave-flash&quot; width=&quot;425&quot;&gt;&lt;/embed&gt;&lt;br /&gt;“The only thing we have to fear is F.E.A.R. itself.”Monolith Productions’ F.E.A.R., or First Encounter Assault Recon, burst onto the gaming scene in 2005 and made waves with its intense gameplay and groundbreaking visuals. After numerous expansions, ports, and spin-offs, the true sequel is finally here. Let’s get right to it: F.E.A.R. 2: Project Origin plays better than its predecessor, but standards have changed drastically in the last four years. Since the original F.E.A.R. launched, we’ve played gems like Resistance: Fall of Man and Call of Duty 4. What does F.E.A.R. 2 offer that those games don’t?Horror. Pure, unadulterated horror. F.E.A.R. 2 picks up 30 minutes before the conclusion of the first game. You’re Michael Becket, a member of a Delta Force team tasked with taking Armacham president Genevieve Aristide into protective custody. As it turns out, the mission doesn’t go according to plan (what a surprise, right?). &lt;/div&gt;&lt;img alt=&quot;&quot; border=&quot;0&quot; id=&quot;BLOGGER_PHOTO_ID_5322711969990289282&quot; src=&quot;http://3.bp.blogspot.com/_DXDS-gcwFic/Sd4SVfT9p4I/AAAAAAAABuA/66kCEOM6SKQ/s400/site_fear-2-project-ss-60.jpg&quot; style=&quot;cursor: hand; display: block; height: 227px; margin: 0px auto 10px; text-align: center; width: 605px;&quot; /&gt;As you approach Aristide, the psychotic and powerful Alma unleashes her wrath upon the city of Auburn, which culminates in a massive explosion that the Manhattan Project scientists could have never imagined. After waking up in an underground “hospital,” you’re left to pick up the pieces.&lt;br /&gt;Be warned: F.E.A.R. 2’s tale isn’t very accessible to newcomers. Even with various Intel documents scattered liberally throughout each of the game’s 14 levels, you’ll be left in the dark most of the time – and not in the frightening way. That’s not to say you can’t still appreciate the horror aspect of the title. &lt;img alt=&quot;&quot; border=&quot;0&quot; id=&quot;BLOGGER_PHOTO_ID_5322712436504961170&quot; src=&quot;http://1.bp.blogspot.com/_DXDS-gcwFic/Sd4SwpNuoJI/AAAAAAAABuI/EXPdvUK7z5s/s400/site_fear-2-project-ss-77.jpg&quot; style=&quot;cursor: hand; display: block; height: 251px; margin: 0px auto 10px; text-align: center; width: 592px;&quot; /&gt;Although only a few of the horror “episodes” are genuinely frightening, they’re all fairly unsettling. When you’re walking along a corridor and the action drops off, you’re either walking into an ambush or it’s time for a supernatural ride. Through clever visual techniques and eerie audio effects, Monolith skillfully displays an Alma-altered reality where chaos and death reign. The issue with these events is that, as expertly crafted as they are, they inevitably become predictable. When events are foreseeable, they are significantly less frightening. And honestly, the name of the game is F.E.A.R. – it doesn’t get any clearer than that. As you saunter down an empty hallway, it becomes routine to expect some sort of paranormal occurrence. Still, if you play with the lights low and the sound high, F.E.A.R. 2 can be quite the thrill.What’s not thrilling is how ordinary the rest of the game is. Not bad, but merely ordinary. In the end, all that matters is a game’s fun factor. If you can deal with some of F.E.A.R. 2’s outdated design decisions, you’ll undoubtedly have a blast.&lt;img alt=&quot;&quot; border=&quot;0&quot; id=&quot;BLOGGER_PHOTO_ID_5322712658593820754&quot; src=&quot;http://4.bp.blogspot.com/_DXDS-gcwFic/Sd4S9kj1sFI/AAAAAAAABuQ/-h0N9sozLF8/s400/site_fear-2-project-ss-37.jpg&quot; style=&quot;cursor: hand; display: block; height: 257px; margin: 0px auto 10px; text-align: center; width: 614px;&quot; /&gt; Here’s why you might not, however.Some of today’s widely accepted first person shooter mechanics aren’t present in F.E.A.R. 2. Now, we don’t dislike that is it’s different – in fact, we encourage change and new ideas. But that’s just it: F.E.A.R. 2 doesn’t innovate; it falls back on last-generation play styles. Health, for example, is not rechargeable or regenerative. Instead, you can carry up to three Medpacks that you can use to recharge your health at any point. It’s not broken or overly unwieldy, it’s just unnecessary. Also, aiming and shooting are mapped to L2 and R2 respectively (rather than the generally preferred L1 and R1 combination), and controls are not customizable whatsoever. Still, the biggest problem with F.E.A.R. 2 is in the game’s actual environmental layout. &lt;/div&gt;&lt;/div&gt;&lt;/div&gt;</description><link>http://psgamesreviews.blogspot.com/2012/10/fear-2-project-origin-review.html</link><author>noreply@blogger.com (ahmed)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/_DXDS-gcwFic/Sd4SVfT9p4I/AAAAAAAABuA/66kCEOM6SKQ/s72-c/site_fear-2-project-ss-60.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4825163453667305785.post-6259769279818582922</guid><pubDate>Mon, 08 Oct 2012 09:20:00 +0000</pubDate><atom:updated>2014-07-14T21:11:39.818+05:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Shellshock 2: Blood Trails Review</category><title> Shellshock 2: Blood Trails Review </title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;b&gt;&lt;span style=&quot;font-size: 130%;&quot;&gt;Shellshock 2:&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;&lt;div&gt;&lt;div&gt;&lt;div align=&quot;justify&quot;&gt;&lt;span style=&quot;font-family: georgia;&quot;&gt;&lt;span style=&quot;font-size: 0;&quot;&gt;From this point forth I need to remind myself not to review another first person shooter straight after playing Killzone 2. Following a four hour stint immersed in Guerrilla Game’s epic first person shooter, Rebellion’s Shellshock 2: Blood Trails is probably the worst game I could have picked up. The lack of a multiplayer mode, the omission of Trophy support, the dumb A.I. and ugly visuals are the first indications that publisher, Eidos, probably didn’t have its heart and soul in the project from the outset.Perhaps it had its mind on other thing&lt;/span&gt;&lt;span style=&quot;font-size: x-small;&quot;&gt;Whatever the case, there’s no excuse for releasing a game that doesn’t even attempt to hold its own against other PS3 first person shooters.While it’s slightly unfair of me to compare Shellshock 2 to Killzone 2, as they’re worlds apart in terms of development budgets, you’d expect most developers to at least try to implement some of the features that the current generation of gamers demand from a modern day shooter, or failing that, to concentrate on making the gameplay exciting and technically acceptable.&lt;/span&gt;&lt;embed allowfullscreen=&quot;true&quot; allowscriptaccess=&quot;always&quot; fs=&quot;1&quot; height=&quot;344&quot; src=&quot;http://www.youtube.com/v/lfCekvBUFSo&amp;amp;hl=&quot; type=&quot;application/x-shockwave-flash&quot; width=&quot;425&quot;&gt;&lt;/embed&gt;&lt;span style=&quot;font-size: x-small;&quot;&gt;&lt;br /&gt;Shellshock 2, however, gets a lot of things wrong and doesn&#39;t even try to attempt to stand out from the crowd, or take any risks. This is a FPS-by-numbers approach to the genre, complete with uninspiring visuals and bland design that would have looked out of place five years ago.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;&lt;img alt=&quot;&quot; border=&quot;0&quot; id=&quot;BLOGGER_PHOTO_ID_5322709525480553042&quot; src=&quot;http://4.bp.blogspot.com/_DXDS-gcwFic/Sd4QHMzbOlI/AAAAAAAABt4/SguBaRALlzQ/s400/site_shellshock-2+-blood-trails-ss-8.jpg&quot; style=&quot;cursor: hand; display: block; height: 263px; margin: 0px auto 10px; text-align: center; width: 534px;&quot; /&gt; &lt;br /&gt;&lt;div align=&quot;justify&quot;&gt;Where do I start? The lack of a cover system means that you just run around like a headless chicken picking off lifeless (in both senses of the word) zombie-fied soldiers. The closest you get to employing strategic tactics is being able to crouch, but as you can&#39;t lean around or over objects it&#39;s worthless, unless you get a cheap thrill from &#39;tea-bagging&#39; the undead. You can also vault over should-be cover spots to evade the enemy, but you&#39;ll soon get bored of watching the same short animation that kicks in every time you do so and you&#39;ll curse at the way it clumsily interrupts the flow of the game. It wouldn’t be too bad just running around shooting zombies if it was actually exciting, but it&#39;s not. The shooting feels sloppy and the weapons and grenades lack weight and potency. At times, the A.I. is all over the place and proves to be a frustration rather than a challenge, shooting at you from blind spots or sneaking up behind you at inappropriate times, normally when you&#39;re trying to deal with those enemies in front of you. Zombies also have the uncanny knack of being able to spot your position the moment you walk into an area, even though the locations are covered in a dark veil. It&#39;s annoying trying to work out where the gun-fire is actually coming from, before battling with the loose targeting mechanic to try and get an accurate shot on your target.&lt;img alt=&quot;&quot; border=&quot;0&quot; id=&quot;BLOGGER_PHOTO_ID_5322709089241389730&quot; src=&quot;http://1.bp.blogspot.com/_DXDS-gcwFic/Sd4Ptzr52qI/AAAAAAAABtw/QFG7uwpvR0s/s400/site_shellshock-2+-blood-trails-ss-6.jpg&quot; style=&quot;cursor: hand; display: block; height: 253px; margin: 0px auto 10px; text-align: center; width: 522px;&quot; /&gt;Depressingly bland locations and the lack of destructible environments are further indications that the power of the PS3 hasn&#39;t been harnessed. While the latter isn&#39;t always needed to craft a great first person shooter, it certainly helps to create realism. Shellshock 2 lacks realism in abundance, and at no point captures the feeling that you&#39;re involved in something significant. It&#39;s a limp experience that feels like you&#39;ve stepped back in time to where the technology that makes things crumble and look war-worn wasn&#39;t available. With the power of the PS3 at its fingertips, you&#39;d expect a lot more in terms of visual and audio impact. Overall, aside from some nicely rendered cut-scenes, and some decent voice-acting, it looks and sounds like an average PS2 game.&lt;/div&gt;&lt;img alt=&quot;&quot; border=&quot;0&quot; id=&quot;BLOGGER_PHOTO_ID_5322708907908022082&quot; src=&quot;http://4.bp.blogspot.com/_DXDS-gcwFic/Sd4PjQKqP0I/AAAAAAAABto/F4sAWV8EPj0/s400/site_shellshock-2+-blood-trails-ss-5.jpg&quot; style=&quot;cursor: hand; display: block; height: 250px; margin: 0px auto 10px; text-align: center; width: 525px;&quot; /&gt;All of this could be forgiven if the gameplay were any good, but it’s not. There are no memorable moments (apart from the one where I turned it off,) there are no intense firefights, and there’s little to experience in terms of excitement. There&#39;s actually no real need for me to go on because Shellshock 2 is an instantly forgettable title that will end up in the bargain-bin graveyard of video game stores across the country.&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;</description><link>http://psgamesreviews.blogspot.com/2012/10/shellshock-2-blood-trails-review.html</link><author>noreply@blogger.com (ahmed)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/_DXDS-gcwFic/Sd4QHMzbOlI/AAAAAAAABt4/SguBaRALlzQ/s72-c/site_shellshock-2+-blood-trails-ss-8.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4825163453667305785.post-4051854093461564803</guid><pubDate>Mon, 08 Oct 2012 09:18:00 +0000</pubDate><atom:updated>2014-07-14T21:11:39.792+05:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Prince of Persia Game Review</category><category domain="http://www.blogger.com/atom/ns#">Prince of Persia PS Game Review</category><category domain="http://www.blogger.com/atom/ns#">Prince of Persia Review</category><title>Prince of Persia Review</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;b&gt;&lt;span style=&quot;font-size: 130%;&quot;&gt;Prince of Persia Review:&lt;/span&gt;&lt;/b&gt; &lt;br /&gt;&lt;div&gt;&lt;div&gt;&lt;br /&gt;&lt;div&gt;History is a key word when discussing a franchise like Prince of Persia. The series, which made its debut way back in 1989, had a profound impact on the videogames industry, influencing much in the way games are both made and looked at to this very day. While the Sands of Time is worthy of the praise and merit it’s received over time, a lot of gamers have expressed doubt in regards to the new direction the series has taken with this latest instalment. Luckily, Ubisoft Montreal did not drop the ball with this title and the developers have created a winning formula with great voice acting in order to deliver a truly entertaining experience. Prince of Persia starts off like you’d expect any action-adventure, platformer to begin.&lt;img alt=&quot;&quot; border=&quot;0&quot; id=&quot;BLOGGER_PHOTO_ID_5321929328415012946&quot; src=&quot;http://1.bp.blogspot.com/_DXDS-gcwFic/SdtKhwPo-FI/AAAAAAAABpE/gPc4OgGtKNE/s400/Prince+of+Persia1.bmp&quot; style=&quot;cursor: hand; display: block; height: 269px; margin: 0px auto 10px; text-align: center; width: 534px;&quot; /&gt; The noble, yet selfish hero meets up, or in the Prince’s case, gets landed on by the girl before aiding her in achieving her goals while realizing his own self-worth. Upon first meeting, our two main characters go back and forth in dialog in regards to moralities while fleeing from the princess’s pursuers. Once they arrive at the Temple, which keeps the world in a state of light, the Prince quickly realizes what exactly he’s gotten himself into. Apparently, Elika’s father feels the need to unleash the Dark God Ahriman unto the world once more covering it in darkness and corruption. As expected, it’s up to you and Elika to return the world into its proper state by visiting fertile grounds and releasing the light back into the world. Elika seems to be the focal point to every gamer’s quandary when discussing Prince of Persia. This is in large part due to the abilities she possesses and lends to your character. A couple examples of these abilities include the inability to truly die or lose a fight. While both of these ‘issues’ are true to the fullest extent, they don’t completely overlap the frustration one experiences when continually missing a jump due to poor timing or misdirection. Sure, Elika picks you up and returns you safely to a platform, but the frustration of needing to be saved is on par with the same frustration that comes with dieing. As for the battlegrounds, Elika steps in front of you in order to prevent the final blow that sends the Prince to his resting place. Fortunately for your opponent, if Elika needs to get involved, his entire life bar is rejuvenated and you must essentially restart the fight.&lt;/div&gt;&lt;img alt=&quot;&quot; border=&quot;0&quot; id=&quot;BLOGGER_PHOTO_ID_5321930068983203154&quot; src=&quot;http://3.bp.blogspot.com/_DXDS-gcwFic/SdtLM3E2xVI/AAAAAAAABpM/sBMDAXNDkfg/s400/untitled.bmp&quot; style=&quot;cursor: hand; display: block; height: 269px; margin: 0px auto 10px; text-align: center; width: 524px;&quot; /&gt; On top of these two potential complaints, Elika is everything a gamer could want out of an AI-based partner within this setting. She never gets lost, obstructs your view or causes you to backtrack to find her. Like a lost puppy, Elika follows you to the ends of each fertile ground with the same determination that flows within you. Not only does the young princess prevent you from pushing up daisies, but also she enables you to clear large distances that you wouldn’t otherwise be able to reach, as well as supplementing battles with various magical abilities against troublesome enemies. This only helps further the solid combat design recreated inside the walls of Ubisoft.In order for Prince of Persia to be successful at engaging the player through its fighting mechanics, the developers and designers needed to take a second and realize what they were trying to achieve. Even though titles of the past have included an open fighting style similar to that of God of War, Ben Mattes and his team decided to step back one pace and then take three steps forward in creating a unique combat template found only in the Prince’s latest adventure. What you end up with is a one-on-one system in which each battle feels a tad more significant than your standard one-on-30 duel.&lt;br /&gt;&lt;img alt=&quot;&quot; border=&quot;0&quot; id=&quot;BLOGGER_PHOTO_ID_5321930596001418866&quot; src=&quot;http://2.bp.blogspot.com/_DXDS-gcwFic/SdtLriXyjnI/AAAAAAAABpU/6_CKlyOwoLs/s400/untitled5.bmp&quot; style=&quot;cursor: hand; display: block; height: 270px; margin: 0px auto 10px; text-align: center; width: 564px;&quot; /&gt;The system is also very user-accessible and any casual gamer can sit down and benefit from its simplicity even though there is an underlying combo system to be discovered. While fighting, there are five buttons that you utilize in order to be successful and chain together some impressive combos. Square allows you to slash with your sword, circle gives you the ability to use your gauntlet, X performs aerial assaults, R2 allows you to block and triangle gets Elika involved in some high-flying magical attacks.Combining any of these buttons into a combo is a simple process and results in the game displaying impressive sequences of combat. Stringing together a simple button score can end up with your sword sliding straight through your opponent, which has the ability to end a battle much quicker than usual. On top of this, if you have solid momentum while platforming, you can get to enemies before they materialize in order to strike them before they even exist. Of course, this is easier said than done.&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;</description><link>http://psgamesreviews.blogspot.com/2009/04/prince-of-persia-review.html</link><author>noreply@blogger.com (ahmed)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/_DXDS-gcwFic/SdtKhwPo-FI/AAAAAAAABpE/gPc4OgGtKNE/s72-c/Prince+of+Persia1.bmp" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4825163453667305785.post-1797374557810222046</guid><pubDate>Mon, 08 Oct 2012 09:15:00 +0000</pubDate><atom:updated>2014-07-14T21:11:39.757+05:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Godfather II Game Review</category><category domain="http://www.blogger.com/atom/ns#">The Godfather II PS Game Review</category><title>Godfather II Game Review</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;b&gt;&lt;span style=&quot;font-family: georgia; font-size: 130%;&quot;&gt;The Godfather II&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;We weren’t surprised in the slightest to learn that EA’s Redwood Studios houses the development teams for both ‘The Sims’ and ‘The Godfather II,’ because there’s something very “Sim-like” about EA’s latest game in the Godfather franchise. The foundations laid down by ‘The Godfather’ are still here, with the main objective being to swell your power in the criminal underworld by gaining control of local businesses and illegal rackets through violence and extortion. The pace of the game has softened, however. Things have taken a step back somewhat, and now your ability to succeed is dictated by how well you manage your resources just as much as your use of sheer brutality and firepower.&lt;br /&gt;&lt;embed allowfullscreen=&quot;true&quot; allowscriptaccess=&quot;always&quot; fs=&quot;1&quot; height=&quot;340&quot; src=&quot;http://www.youtube.com/v/CODSYb9o9vM&amp;amp;hl=&quot; type=&quot;application/x-shockwave-flash&quot; width=&quot;560&quot;&gt;&lt;/embed&gt;&lt;br /&gt;A significant proportion of time is now spent flicking through the menus, organizing your crime family, upgrading their skills and using the new 3D map to plot your next move – a host of new features that advance the series from the repetitive gun-play of the original.There are also some visual clues that &#39;The Sims&#39; influence has rubbed off on the design of the character models, who saunter around the city streets, chins out straight and arms by their sides, while others dance in the night-spots with the same robotic grace of their Sims brethren. The new style of the Godfather II has taken us a little bit by surprise and as a visual spectacle it rarely impresses, whereas the newfangled gameplay has also taken us a little time to get used to. But, despite being seriously underwhelmed by some of the animation, A.I., and a few technical aspects of the game, the new multi-layered gameplay does manage to draw you right into its murky world of violence and corruption and, for the most part, we’ve had a fairly good time building our criminal empire.&lt;br /&gt;&lt;br /&gt;&lt;img alt=&quot;&quot; border=&quot;0&quot; id=&quot;BLOGGER_PHOTO_ID_5322705182752064946&quot; src=&quot;http://3.bp.blogspot.com/_DXDS-gcwFic/Sd4MKa4RRbI/AAAAAAAABtQ/JJ6mOZmRUa0/s400/site_the-godfather-2-ss-3.jpg&quot; style=&quot;cursor: hand; display: block; height: 270px; margin: 0px auto 10px; text-align: center; width: 581px;&quot; /&gt;&lt;br /&gt;&lt;br /&gt;If you can forgive the fact that The Godfather II isn&#39;t a patch in terms of open-world map design and presentation of the Grand Theft Auto series (a benchmark for judging this type of game), and you can get past the initial frustration of using the convoluted &#39;Don’s View&#39; 3D map (you’ll spend a lot of time staring at this planning your strategy), Godfather II does have an addictive element that undoubtedly comes from our inherent greed for earning money and power. Seeing your daily income rise to astronomical proportions and your crime family and stature in the city grow as you make your mark on the city can be extremely satisfying – there&#39;s a sense of achievement gleaned from knowing that its your hard work that has paid you significant dividends.The big difference in terms of storyline, which in this case affects the game as a whole, is that in Godfather II you&#39;re no longer a rookie looking to make it big in the criminal underworld. You play a guy named Dominic who is asked by Michael Corleone to take control of New York’s crime organization. It’s a familiar tale of crime, corruption, contract killings and families fighting for their share of the American dream, told in a dark and moody style that mimics the Francis Ford Coppola trilogy, with highly polished cut-scenes and some excellent voice acting that complements the well-penned script. Being in charge is a big responsibility which begins when you start out at the Corleone stronghold where you recruit your first “made man.” The recruitment mechanic works well, allowing you to hire men off the street or from your own businesses and throughout the game you can have them by your side throughout missions or send them off to do your dirty work.&lt;br /&gt;&lt;br /&gt;&lt;img alt=&quot;&quot; border=&quot;0&quot; id=&quot;BLOGGER_PHOTO_ID_5322705404581413122&quot; src=&quot;http://2.bp.blogspot.com/_DXDS-gcwFic/Sd4MXVQggQI/AAAAAAAABtY/mnJaQ73Bsio/s400/site_the-godfather-2-ss-5.jpg&quot; style=&quot;cursor: hand; display: block; height: 265px; margin: 0px auto 10px; text-align: center; width: 583px;&quot; /&gt;&lt;br /&gt;You can control up to three “made-men” at any point in the game. Deciding who joins your family is one of the first tasks that occupies your time on the streets of New York, Miami and Havana. Each potential recruit has a specific skill, be it as a safe-cracker, medic, arsonist or a bruiser, and each has a set of attributes that you can upgrade for a price, such as improving their handgun accuracy or the time it takes for them to recover from injury. You also have to manage their movements by choosing whether you want them hanging around with you, or perhaps sending themoff to bomb a business or defend one of your existing rackets. It’s a decent feature that frees up your time so you can get on with other tasks, especially if you’ve had your fill of gun-play, and it adds a degree of strategy to the gameplay as you pick and choose the right mix of characters for the job at hand. If you do decide to have your crew by your side when things kick off you can order them to move to a particular area by pointing in the appropriate direction and clicking a face button. Occasionally, they run around like headless chickens and don’t understand why they should take cover, as do some of the enemies, but the majority of the time the squad mechanic works well and they follow your orders and react to the action around them.The main bulk of the gameplay involves racketeering and taking out the other crime families in the city. Crime families own a number of rackets that are part of a crime ring and by commanding your family to do the dirty work or heading down there to get your hands dirty it’s your job to take over all of the rackets in that particular ring. Generally, taking over a racket constitutes three stages: make your way to the property, kill the bosses goons by gunning them down or using your fists, and then intimidate the boss until he hands over his business by slapping him around, tortur&lt;img alt=&quot;&quot; border=&quot;0&quot; id=&quot;BLOGGER_PHOTO_ID_5322706383354689746&quot; src=&quot;http://1.bp.blogspot.com/_DXDS-gcwFic/Sd4NQTePeNI/AAAAAAAABtg/9KIAwmh0Fk8/s400/site_the-godfather-2-ss-7.jpg&quot; style=&quot;cursor: hand; display: block; height: 284px; margin: 0px auto 10px; text-align: center; width: 616px;&quot; /&gt;ing him or smashing up his business. The combat scheme will be instantly familiar if you played the first game and it has been refined here to ensure that gunplay feels smoother. Disappointingly though, like the first game, there’s some poor examples of enemy behavior and even some instances of where citizens get in your way – one lady decided it was a good idea to do the &quot;running man&quot; in the entrance doorway of a building we were trying to takeover. Furthermore, gun-fights can be fairly chaotic and rarely require good marksmanship. We found ourselves on most occasions throwing Molotovs in the general area of enemies and erratically spraying anyone in a 360 degree radius with a sub-machine gun. Still, that&#39;s fun as well.&lt;/div&gt;</description><link>http://psgamesreviews.blogspot.com/2012/10/godfather-ii-game-review.html</link><author>noreply@blogger.com (ahmed)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/_DXDS-gcwFic/Sd4MKa4RRbI/AAAAAAAABtQ/JJ6mOZmRUa0/s72-c/site_the-godfather-2-ss-3.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4825163453667305785.post-697244762621202244</guid><pubDate>Mon, 08 Oct 2012 09:14:00 +0000</pubDate><atom:updated>2014-07-14T21:11:39.827+05:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">50 Cent Ps Game Review</category><category domain="http://www.blogger.com/atom/ns#">50 CENT: Blood on the Sand PS Game Review</category><category domain="http://www.blogger.com/atom/ns#">Blood of Sand PS Game Review</category><title> 50 CENT: Blood on the Sand PS Game Review</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;div&gt;&lt;div&gt;&lt;div&gt;&lt;div&gt;&lt;div&gt;&lt;b&gt;50 Cent: Blood on the Sand’s&lt;/b&gt; surreal and far-fetched storyline, which sees the foul-mouthed rapper and his G-Unit buddies tackling a bunch of heavily-armed thugs in the Middle-East in the search of a diamond-embedded skull, doesn’t bode well for the rest the game&lt;a href=&quot;http://4.bp.blogspot.com/_DXDS-gcwFic/SdtI0YK5fNI/AAAAAAAABok/2E1iiP8EMHI/s1600-h/50-cent-blood-on-the-sand-20080326053804805.jpg&quot;&gt;&lt;img alt=&quot;&quot; border=&quot;0&quot; id=&quot;BLOGGER_PHOTO_ID_5321927449346931922&quot; src=&quot;http://4.bp.blogspot.com/_DXDS-gcwFic/SdtI0YK5fNI/AAAAAAAABok/2E1iiP8EMHI/s320/50-cent-blood-on-the-sand-20080326053804805.jpg&quot; style=&quot;cursor: hand; float: right; height: 180px; margin: 0px 0px 10px 10px; width: 320px;&quot; /&gt;&lt;/a&gt;. The underwhelming graphics and colorless environments don’t fill you with confidence either; aside from the finely rendered character models and the accurate representation of 50 Cent himself, Blood on the Sand sadly doesn’t look worlds apart from Bulletproof on the PS2.We expected, therefore, that the gameplay would follow the same lazy pattern, and also assumed that 50 Cent fans would be the only people interested in tackling foes to the beat of the rapper’s own soundtrack and crude ‘gangsta talk.’ Surprisingly though, there’s much more to Blood on the Sand than first meets the eye. At the core of Swordfish Studio’s third person shooter are some solid gameplay mechanics that do an excellent job at making this farcical romp through the mean streets of a fictional Middle-Eastern city a highly enjoyable experience – something that we certainly didn’t expect, but are happily surprised about.On the surface, Blood on the Sand seems to employ simple run-and-gun mechanics where you mindlessly blast through hordes of enemies with little or no tactics necessary. A few stages into it, however, it becomes obvious that a lot more has gone into the game&#39;s creation than initially apparent. Though you can try and run-and-gun your way through the short story mode, which incidentally is the most entertaining way to play Blood on the Sand, there&#39;s plenty of opportunity to use intelligent tactics. Clever level design allows for this, with trickily positioned mounted gunners making it difficult for you to tackle them head-on, snipers perched on roof-tops who take accurate pot-shots, and multi-tiered levels where enemies can gain the upper hand if you&#39;re not on your toes. Thankfully, the lean and peak cover system, which has been implemented superbly, helps to counteract the enemy threat. &lt;img alt=&quot;&quot; border=&quot;0&quot; id=&quot;BLOGGER_PHOTO_ID_5321927684188410562&quot; src=&quot;http://4.bp.blogspot.com/_DXDS-gcwFic/SdtJCDBeEsI/AAAAAAAABo0/6ToZ_R2DZSw/s400/50downshelicopter.jpg&quot; style=&quot;cursor: hand; display: block; height: 269px; margin: 0px auto 10px; text-align: center; width: 570px;&quot; /&gt;You can stick yourself behind cover instantly and swap from one piece of cover to the next extremely smoothly, and then effortlessly peak over the object to focus in on the enemy. The smooth cover system and the polished combat control scheme make for a fluent and well-paced game that feels almost arcade-like.&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div&gt;Co-op play makes an appearance, allowing you to jump into someone else’s game or host your own, and battle through the story mode together. It works seamlessly, too. You can dive into a game instantly with no signs of slowdown to interrupt the action or dodgy camera angles to make things difficult. With two players working together side-by-side to grind down the enemy threat and carry out tasks specifically designed for two people, such as giving each other a leg-up onto a roof or lifting up some heavy shutters to reach a new area, it can be a great deal of fun as you rack up multipliers and dash around picking up loot from dead bodies.&lt;img alt=&quot;&quot; border=&quot;0&quot; id=&quot;BLOGGER_PHOTO_ID_5321927901394197042&quot; src=&quot;http://3.bp.blogspot.com/_DXDS-gcwFic/SdtJOsLXWjI/AAAAAAAABo8/ArLJgBAYxQU/s400/site_50-cent_-blood-on-the-sand-ss-1.jpg&quot; style=&quot;cursor: hand; display: block; height: 244px; margin: 0px auto 10px; text-align: center; width: 520px;&quot; /&gt;Alternatively, if you don’t want human company fighting alongside you, you can choose from one of three A.I. controlled sidekicks, who do a great job at backing you up and providing cover as you attempt to clear the enemy threat and catch up with the “bitch” who stole your skull. Blood on the Sand is all about racking up points, picking up hard cash, and massacring those who stand in your way. Multipliers are awarded for kills, which adds a bit of excitement to proceedings and encourages you to chain together kills, while cash can be collected from dead bodies and caskets and used to purchase new weapons, counter-kills, and taunt packs that add weight -- and a whole load of &quot;mutha f**kers&quot; and ill-bred jibes -- to your vocabulary. There are also masses of timed side objectives, which add intensity and drama to each of the stages.&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;</description><link>http://psgamesreviews.blogspot.com/2012/10/50-cent-blood-on-sand-ps-game-review.html</link><author>noreply@blogger.com (ahmed)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/_DXDS-gcwFic/SdtI0YK5fNI/AAAAAAAABok/2E1iiP8EMHI/s72-c/50-cent-blood-on-the-sand-20080326053804805.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4825163453667305785.post-2066344432958659532</guid><pubDate>Mon, 08 Oct 2012 09:12:00 +0000</pubDate><atom:updated>2014-07-14T21:11:39.765+05:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">X-blade PS Game</category><category domain="http://www.blogger.com/atom/ns#">X-Blades PS Game Review</category><category domain="http://www.blogger.com/atom/ns#">X-Blades Review</category><title>X-Blades PS Game Review</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;div&gt;&lt;b&gt;&lt;span style=&quot;font-size: 130%;&quot;&gt;X-Blade Review:&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;&lt;div&gt;&lt;div&gt;&lt;br /&gt;&lt;div&gt;X-Blades almost snuck under our review radar, and we really wish it had. On the surface, what appears to be a exciting fantasy hack ‘n’ slash adventure, complete with busty heroine and hugely varied bestiary, is nothing more than a dull, flawed and unexceptional journey of relentless button-mashing against some of the most irritating monsters that we’ve ever come across.&lt;br /&gt;&lt;img alt=&quot;&quot; border=&quot;0&quot; id=&quot;BLOGGER_PHOTO_ID_5321925976775739954&quot; src=&quot;http://4.bp.blogspot.com/_DXDS-gcwFic/SdtHeqakSjI/AAAAAAAABn8/yIV4RdhDCzs/s400/site_x-blades-ss-165.jpg&quot; style=&quot;cursor: hand; display: block; height: 225px; margin: 0px auto 10px; text-align: center; width: 400px;&quot; /&gt;&lt;br /&gt;The story of X-Blades follows the anime-style character of Ayumi, a stunning-looking treasure hunter who discovers a long-lost map of some ancient ruins. Listed on the map are the locations of two powerful artifacts that wield mysterious powers. It’s up to you to discover the secrets of the artifacts by traveling across a wide variety of locations, from temples to abandoned coastlines, slaying monsters with your acrobatic melee attacks and light and dark magical abilities. Armed with two swords that also double up as a pistol, the action is confined to battle arenas, where masses of monsters spawn out of thin air and descend on you from all angles until you&#39;ve cleared the threat. Rinse and repeat about 40 times and you should get the gist of the X-Blades experience. To say that combat is the main theme of the game would be a huge understatement.&lt;br /&gt;&lt;br /&gt;With 30 enemy types to fight against, there’s certainly plenty of visual variety in terms of monster design. The creatures range from the tiny Tyrannosaurs Rex-like Pangos, who arrive in their hordes and bite and stab at you with their sharp fangs, to the six-winged dragonflies that spurt projectile attacks from their solitary eye. Many of the monsters, however, have the same behavioral patterns, more often than not choosing to surround you so you can&#39;t see what&#39;s going on, and then clumsily unleashing their relentless attacks. The fact that monsters, even the smaller ones, take far too long to kill means that combat gets very repetitive and monotonous, whereas the poor targeting system, which makes it difficult to hone in on a particular enemy, makes for a frustrating experience. Throw in the fact that the camera is far too intrusive during close-quarter battles and you&#39;ve got a game that, for the most part, relies on you beating away at your face buttons with little thought or skill required.&lt;br /&gt;&lt;img alt=&quot;&quot; border=&quot;0&quot; id=&quot;BLOGGER_PHOTO_ID_5321926427140807698&quot; src=&quot;http://2.bp.blogspot.com/_DXDS-gcwFic/SdtH44J93BI/AAAAAAAABoU/LxbOKk3ytXQ/s400/site_x-blades-ss-125.jpg&quot; style=&quot;cursor: hand; display: block; height: 225px; margin: 0px auto 10px; text-align: center; width: 400px;&quot; /&gt;&lt;br /&gt;It’s not all bad news, however. As you kill monsters you gain EXP, which can then be spent up upgrading magical powers, or improving your melee or shooting skills. You can map up to four spells to your face buttons and switch between them effortlessly. Among those on offer is the &quot;Earthquake,&quot; which sees Ayumi rise up in the air and pound down on the ground to send her enemies falling backwards. There are also fire and ice spells, which come in handy against certain enemies, and even a &quot;Transportation&quot; spell, which allows you to warp to a safe area if the going gets too enough. Sadly, it doesn&#39;t allow you to warp to another game, but the PS3&#39;s &#39;Off&#39; button comes in handy for that. Visually, the spells are probably one of the best things about X-Blades, but their use is practically ruined by dumb A.I. monsters, who despite being high in numbers are low on intelligence. Watch out for beasts running into cave walls as they try and work out where you are. It&#39;s a big shame. There are some decent spell upgrades, but because the combat feels such a chore for the majority of the game you probably won&#39;t care less and, like us, will wonder why you&#39;re still playing.&lt;br /&gt;&lt;img alt=&quot;&quot; border=&quot;0&quot; id=&quot;BLOGGER_PHOTO_ID_5321926097429232930&quot; src=&quot;http://2.bp.blogspot.com/_DXDS-gcwFic/SdtHlr4mfSI/AAAAAAAABoE/iYyJ7fvTTsI/s400/site_x-blades-ss-167.jpg&quot; style=&quot;cursor: hand; display: block; height: 250px; margin: 0px auto 10px; text-align: center; width: 400px;&quot; /&gt;&lt;br /&gt;With the beautiful, agile and lovingly designed figure of X-Blades main character, Ayumi, emblazoned across the box, you may well be tempted to pick up a copy. Don&#39;t be fooled by looks though, because behind Ayumi&#39;s sparkling blue &#39;come-to-bed&#39; eyes, long blond hair, skimpy briefs, ironing-board stomach, and huge pair of swords lays the personality of a cardboard cut-out. Sadly, Ayumi&#39;s appeal isn’t helped at all by the game&#39;s weak script, but even more so by the decision to cast a voice actor who has one of those annoyingly superficial High School cheerleader accents. It does irreparable damage to what could have been a memorable heroine, who may have even managed to slip her way into future ‘Top Ten Videogame Babes’ lists if she&#39;d been handled with more care. We wouldn&#39;t mind seeing more of Ayumi, but definitely not in an X-Blades sequel.&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;</description><link>http://psgamesreviews.blogspot.com/2012/10/x-blades-ps-game-review.html</link><author>noreply@blogger.com (ahmed)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/_DXDS-gcwFic/SdtHeqakSjI/AAAAAAAABn8/yIV4RdhDCzs/s72-c/site_x-blades-ss-165.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4825163453667305785.post-130121234283616705</guid><pubDate>Mon, 08 Oct 2012 09:10:00 +0000</pubDate><atom:updated>2014-07-14T21:11:39.747+05:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Wheelman Game Review</category><category domain="http://www.blogger.com/atom/ns#">Wheelman PS Game Review</category><title>Wheelman Game Review</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;div&gt;&lt;div&gt;&lt;div&gt;&lt;div&gt;&lt;b&gt;&lt;span style=&quot;font-size: 130%;&quot;&gt;Wheelman Review:&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;It&#39;s blatantly apparent from the outset that Midway Newcastle has taken some of its design inspiration for Wheelman directly from the Grand Theft Auto series. With such a heavy focus on driving missions, the developer would have been crazy if it hadn&#39;t attempted to imitate some of the same features that can be found in one the finest examples of vehicle-based gameplay in this particular genre, so we&#39;re certainly not going to knock it for its copycat mentality. &lt;img alt=&quot;&quot; border=&quot;0&quot; id=&quot;BLOGGER_PHOTO_ID_5321922516393925746&quot; src=&quot;http://2.bp.blogspot.com/_DXDS-gcwFic/SdtEVPfQHHI/AAAAAAAABnE/W2daX6kbze8/s400/site_the-wheelman-ss-7.jpg&quot; style=&quot;cursor: hand; display: block; height: 273px; margin: 0px auto 10px; text-align: center; width: 540px;&quot; /&gt;Besides, Midway has done an impressive job fusing some of the familiar features from GTA, including its excellent way-point system, police evasion mechanic and mission structure, together with a few new ideas and plenty of over-the-top Hollywood flair.The story of Wheelman follows Milo, an undercover agent and a digitized Vin Diesel, whose talent behind the wheel leads him into the heart of Barcelona’s criminal underworld where feuding gangs rule the streets. While the disjointed tale doesn&#39;t keep you engrossed for long enough for you to really care about your character or what his underlying mission is, the action more than makes up for it in terms of entertainment value. Plenty of frantic car chases through the Spanish city in a range of four-wheeled and two-wheeled vehicles, from Oil Tankers to Japanese Superbikes, plus many familiar objectives, including escort, rampage, delivery and taxi missions, in addition to street races and on-foot gun battles against Barcelona’s toughest criminals, ensure that there are a diverse range of objectives to get stuck into.&lt;br /&gt;&lt;br /&gt;Disappointingly, despite the wide range of vehicles on offer, one of Wheelman’s biggest surprises is that there doesn’t seem to be a much of a difference in the way that each vehicle handles. Many feel almost identical. &lt;img alt=&quot;&quot; border=&quot;0&quot; id=&quot;BLOGGER_PHOTO_ID_5321924209308526482&quot; src=&quot;http://3.bp.blogspot.com/_DXDS-gcwFic/SdtF3yFi55I/AAAAAAAABnc/8zeJ9U_-wIM/s400/site_the-wheelman-ss-8.jpg&quot; style=&quot;cursor: hand; display: block; height: 272px; margin: 0px auto 10px; text-align: center; width: 569px;&quot; /&gt;It&#39;s clear, however, that a lot of effort has been put into the general car handling and physics, as well as the variety of stunts and super moves available. The result is an arcade-like, exaggerated driving experience that benefits greatly from its range of over the top control mechanics. From the satisfying Burnout-style ‘Takedown’ melee system, where you use the right thumbstick to smash vehicles off the road, to the visually impressive ‘Cyclone’ super move, where your vehicle spins 180 degrees, the camera pans inside the car giving you a view through the windscreen and then slow-mo kicks in, affording you with a short space of time to blow up cars with a couple of shots from your pistol, it’s explosive stuff from start to finish.Aside from the well implemented drift mechanic and the ability to handbrake sharply around corners, the range of game-defining super moves are a welcome addition to the driving portion of Wheelman and are essentially what makes it stand out from the crowd. By filling up a focus gauge, which you do so by driving recklessly fast around the city, you&#39;re able to execute a range of super moves, including the aforementioned &#39;Cyclone,&#39; as well as a super boost or &#39;Aimed Shot,&#39; which gives you a window of opportunity to kill enemies with a single blast. There&#39;s also the outrageously silly but enjoyable ‘Air Jack’ move that allows you to leap from one vehicle to another with a press of a button. These super moves are geared toward making Wheelman an accessible, fast-paced and exciting arcade-like experience, and to that extent it does it exac&lt;img alt=&quot;&quot; border=&quot;0&quot; id=&quot;BLOGGER_PHOTO_ID_5321924580647905090&quot; src=&quot;http://3.bp.blogspot.com/_DXDS-gcwFic/SdtGNZbwJ0I/AAAAAAAABns/cK4vk8cwQHo/s400/site_the-wheelman-ss-9.jpg&quot; style=&quot;cursor: hand; display: block; height: 272px; margin: 0px auto 10px; text-align: center; width: 539px;&quot; /&gt;tly what it sets out to do: entertain.&lt;br /&gt;&lt;br /&gt;Gameplay has also been jazzed up with some cinematic touches to give Wheelman a movie-like feel. Short cut-scenes kick in at various times in the game, such as when you break through a police barrier or hurtle over one of the many of the strategically placed jumps around the city. Though they can occasionally be intrusive and interrupt the flow of a high speed pursuit, most cut-scenes have generally been handled with high production values and are enjoyable to watch. There are plenty of explosive and over-the-top moments to look forward to, including blowing up an oil tanker and then sitting back and watching the carnage it causes unfold on screen, or smacking cop cars out of the way and then watching in slow motion as they break into pieces and crash into other objects and cars in their path.&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;</description><link>http://psgamesreviews.blogspot.com/2012/10/wheelman-game-review.html</link><author>noreply@blogger.com (ahmed)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/_DXDS-gcwFic/SdtEVPfQHHI/AAAAAAAABnE/W2daX6kbze8/s72-c/site_the-wheelman-ss-7.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4825163453667305785.post-2353332792085489185</guid><pubDate>Mon, 08 Oct 2012 09:07:00 +0000</pubDate><atom:updated>2014-07-14T21:11:39.770+05:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">HAWX Playstation Game Review</category><category domain="http://www.blogger.com/atom/ns#">HAWX PS Game Review</category><title> HAWX PS Game Review</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;div&gt;&lt;div&gt;&lt;div&gt;&lt;b&gt;&lt;span style=&quot;font-size: 130%;&quot;&gt;HAWX Review:&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;br /&gt;&lt;div align=&quot;justify&quot;&gt;The Tom Clancy bandwagon continues to roll in 2009, but this year Ubisoft has abandoned the ground-battles of Mexico and close-quarters combat of Las Vegas for the franchise’s first foray into the flight combat genre. Taking to the war-torn skies over the likes of Rio De Janeiro, Afghanistan and the Middle East, HAWX tasks you with jumping into the cockpit of a variety of realistically-designed planes and partaking in 19 deadly missions in the guise of former U.S. Air Force pilot, David Crenshaw. Crenshaw stepped out of retirement to work for a private security firm that is motivated by cold, hard cash.HAWX boasts a wide variety of mission types, including Infiltration, Recon, Interception and Escort objectives. &lt;img alt=&quot;&quot; border=&quot;0&quot; id=&quot;BLOGGER_PHOTO_ID_5321884449956432834&quot; src=&quot;http://3.bp.blogspot.com/_DXDS-gcwFic/Sdshte9UC8I/AAAAAAAABms/pKkJwGruGd8/s400/site_tom-clancys-air-combat-%255Buntitled%255D-ss-87.jpg&quot; style=&quot;display: block; height: 263px; margin: 0px auto 10px; text-align: center; width: 561px;&quot; /&gt;Inevitably, they all involve navigating the skies, keeping your eyes glued to the radar for incoming enemies, and using the various strengths and weaponry of the 54 planes on offer in order to see off a mixture of naval and ground forces, as well as dealing with aerial threats from the likes of bombers, fighters and helicopters. HAWX has a steady learning curve that gives players ample time to get to grips with controlling the planes and their weapons. The action builds nicely, starting you off with defending the U.S border against Mexican troops, where you simply need to fly over the targets and execute covert airstrikes. Later, you&#39;re given missions like the manic and exciting air, ground and sea assault on Rio De Janerio where you need to juggle weapons and change tactics depending on the current threat. &lt;img alt=&quot;&quot; border=&quot;0&quot; id=&quot;BLOGGER_PHOTO_ID_5321884651268575186&quot; src=&quot;http://1.bp.blogspot.com/_DXDS-gcwFic/Sdsh5M53j9I/AAAAAAAABm0/fmK93SMChxI/s400/site_tom-clancys-air-combat-%255Buntitled%255D-ss-89.jpg&quot; style=&quot;display: block; height: 302px; margin: 0px auto 10px; text-align: center; width: 557px;&quot; /&gt;&lt;br /&gt;HAWX is at its most enjoyable when you’re kept on your toes by a mixture of ground and air-based enemies, rather than one particular threat. If you need to take out a tank that&#39;s parked up in the tightly cramped city streets of Rio, for example, you’ll need to dive bomb toward it and use an air-to-ground firepower weapon to destroy it. To take out the SAMs, you&#39;ll have to glide over them, dropping your freefall bombs at precisely the right time. Alternatively, you may want to switch to the AA multi-target missile to strike down four fighters simultaneously. There’s a good variety of weapons on offer, including radar and joint strike missiles, rocket pod units, cluster bombs and the devastating EMP strike, which causes all enemy planes to stall. It’s juggling with the ground, air and naval units and switching between these various threats and adapting your tactics accordingly that provides the most challenge and the most fun. HAWX certainly has its exciting moments, especially when you&#39;re attacked from all angles and multiple threats, or your mission is set against the clock.&lt;img alt=&quot;&quot; border=&quot;0&quot; id=&quot;BLOGGER_PHOTO_ID_5321885024537600114&quot; src=&quot;http://1.bp.blogspot.com/_DXDS-gcwFic/SdsiO7cI4HI/AAAAAAAABm8/emrZ2AfQdUU/s400/site_tom-clancys-air-combat-%255Buntitled%255D-ss-94.jpg&quot; style=&quot;display: block; height: 296px; margin: 0px auto 10px; text-align: center; width: 566px;&quot; /&gt;As mentioned earlier, the much shouted about Enhanced Reality System (ERS) does make things a whole lot easier. ERS gives you a small window of opportunity to gain an attacking advantage over your enemy or to make a defensive maneuver to get out of the way of an incoming missile. You simply press ‘X’ when the prompt appears on screen and then you need to follow a set pathway, which lights up on screen and is accompanied by a timer that ticks down to zero. If you follow that pathway for the required amount of time then you get a free strike on your enemy, or you&#39;re able to evade a locked-on missile. ERS is a handy tool that’s obviously there to broaden the appeal of HAWX for those seeking an accessible experience, but it’s very tempting to use it at every opportunity. If you do that, it does feel like you’re just following tunnels on the screen for the majority of the campaign and therefore not getting the full game experience, but instead just taking part in a shallow, and rather insignificant experience, rather than one that relies on you using your piloting skills to actually earn your EXP and ranking.&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;</description><link>http://psgamesreviews.blogspot.com/2012/10/hawx-ps-game-review.html</link><author>noreply@blogger.com (ahmed)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/_DXDS-gcwFic/Sdshte9UC8I/AAAAAAAABms/pKkJwGruGd8/s72-c/site_tom-clancys-air-combat-%255Buntitled%255D-ss-87.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4825163453667305785.post-1413377500616888051</guid><pubDate>Mon, 08 Oct 2012 09:06:00 +0000</pubDate><atom:updated>2014-07-14T21:11:39.752+05:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Astro Tripper Ps Game Review</category><category domain="http://www.blogger.com/atom/ns#">Astro Tripper Review</category><title> Astro Tripper Review</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;div&gt;&lt;b&gt;Astro Tripper Review:&lt;/b&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;Wow, another top-down shooter on the PlayStation Network?! How… unoriginal. Yet, despite its wealth of competitors, PomPom Games’ Astro Tripper manages to stand out from the crowd with its retro, healthily streamlined gameplay, not to mention its very affordable price point.You see, Astro Tripper is not another ‘dual-stick’ shooter like Blast Factor or Super Stardust HD, nor is it a free-flying experience like NovaStrike. Astro Tripper finds its niche in utter simplicity. The levels are viewed from a top-down perspective, but some contain vertical hills and slopes which have a minor effect on gameplay. Your ship is equipped with two weapons: a blue power laser and a red spread weapon; very simple, very functional. The controls are incredibly basic, but extremely tight; either analog stick steers the ship, X fires, Square switches weapons, and Circle flips the ship left or right (you face one of the two directions the entire time). It’s all pretty self-explanatory after a few minutes in the game.The basic goal is straightforward (see a recurring pattern here?): shoot all enemies in each level within the time limit. Power-ups, dropped from blasted enemies, upgrade the weapon that’s equipped when you acquire them. The two modes, Adventure and Challenge, each has its own objectives and leaderboard. In Adventure, players take on four chunks of three or four levels, which all culminate in a ‘Big Boss’ battle. Challenge, meanwhile, is a survival-style mode where you play on one level against waves of foes until your sole ship perishes. &lt;img alt=&quot;&quot; border=&quot;0&quot; id=&quot;BLOGGER_PHOTO_ID_5321498726077301586&quot; src=&quot;http://1.bp.blogspot.com/_DXDS-gcwFic/SdnC5ZiIA1I/AAAAAAAABmU/NuC43pEiIKY/s400/astro-tripper--ss-5.jpg&quot; style=&quot;cursor: hand; display: block; height: 220px; margin: 0px auto 10px; text-align: center; width: 400px;&quot; /&gt;&lt;br /&gt;Despite its simplicity, Astro Tripper is devilishly hard. There’s no shame in beginning on Easy when it comes to this game. Enemies are everywhere, and the stringent timer makes boss encounters much more difficult than you’d expect. The harsh difficulty is a two-way street. If you’re not inherently skilled at old-school shooters, then you’re bound to experience some frustration when you’re coming to grips with each level. One touch from anything -- and there’s a whole lot of ‘anything’ on-screen -- and you’re toast. Then again, it’s supremely satisfying to finally clear a world after getting mowed down by a Big Boss time and time again. Ultimately, perseverance pays off – it’s just a matter of patience.Visually, the game is less than stunning, though it’s not poor by any means. Astro Tripper certainly retains that evocative old-school feel, but it still feels a bit lacking. It’s hard to pinpoint anything “wrong” with the presentation, but nothing is all that noteworthy or impressive either. Let’s be honest here though: you don’t buy a game like Astro Tripper to impress your friends. You buy this $5 USD gem to play an old game with a coat of fresh paint, and it’s a purchase well worth making. &lt;/div&gt;&lt;/div&gt;</description><link>http://psgamesreviews.blogspot.com/2012/10/astro-tripper-review.html</link><author>noreply@blogger.com (ahmed)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/_DXDS-gcwFic/SdnC5ZiIA1I/AAAAAAAABmU/NuC43pEiIKY/s72-c/astro-tripper--ss-5.jpg" height="72" width="72"/><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4825163453667305785.post-7365678657447364488</guid><pubDate>Mon, 01 Oct 2012 07:45:00 +0000</pubDate><atom:updated>2014-07-14T21:11:39.830+05:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Resident Evil 5 Game Review</category><category domain="http://www.blogger.com/atom/ns#">Resident Evil 5 Playstation 3 Game review</category><category domain="http://www.blogger.com/atom/ns#">Resident Evil 5 PS3 Review</category><title>Resident Evil 5 Game Review</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;h2 style=&quot;text-align: left;&quot;&gt;&lt;span style=&quot;font-family: inherit;&quot;&gt;&lt;b&gt;&lt;span style=&quot;font-size: 130%;&quot;&gt;RESIDENT EVIL 5&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/h2&gt;&lt;div&gt;&lt;div&gt;&lt;div&gt;&lt;div&gt;&lt;div&gt; &lt;br /&gt;&lt;div align=&quot;justify&quot;&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;/div&gt;&lt;span style=&quot;font-family: georgia; font-size: x-small;&quot;&gt;&lt;/span&gt;&lt;br /&gt;&lt;div&gt;&lt;span style=&quot;font-family: georgia; font-size: x-small;&quot;&gt;&lt;embed allowscriptaccess=&quot;always&quot; flashvars=&quot;id=7b555728-23e5-163e-bc30-12313b00d891&amp;amp;c=01,01,02,01&quot; height=&quot;320&quot; quality=&quot;high&quot; salign=&quot;l&quot; scale=&quot;noscale&quot; src=&quot;http://www.imageloop.com/swf/looopSlider2.swf&quot; style=&quot;height: 320px; width: 600px;&quot; type=&quot;application/x-shockwave-flash&quot; width=&quot;600&quot; wmode=&quot;transparent&quot;&gt;&lt;/embed&gt; &lt;/span&gt;&lt;/div&gt;&lt;span style=&quot;font-family: georgia; font-size: x-small;&quot;&gt;Resident Evil 5 offers up essentially what you’d expect from a sequel to the insanely popular RE4, and from the moment you take&lt;/span&gt;&lt;a href=&quot;http://upload.wikimedia.org/wikipedia/en/thumb/5/58/Resident_Evil_5_Box_Artwork.jpg/250px-Resident_Evil_5_Box_Artwork.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: right; float: right; margin-bottom: 1em; margin-left: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;320&quot; src=&quot;http://upload.wikimedia.org/wikipedia/en/thumb/5/58/Resident_Evil_5_Box_Artwork.jpg/250px-Resident_Evil_5_Box_Artwork.jpg&quot; width=&quot;259&quot; /&gt;&lt;/a&gt;&lt;span style=&quot;font-family: georgia; font-size: x-small;&quot;&gt;&amp;nbsp;control of Redfield’s considerable bulk it’s obvious that Jun Takeuchi and his team dissected Mikami-san’s 2005 GOTY down to the bare bones in order to extract what fundamentally made it such a success. As such, the critically lauded over-the-shoulder perspective makes a return, as does a number of other popular inclusions, such as QTE’s, an RPG-esque weapons upgrade system, and a more action-orientated take on the classic RE formula.However, Alomar’s presence in RE5 represents one of the most significant areas in which the game deviates from its predecessor – co-op. Whether you are playing offline or online with a friend, Alomar remains a permanent assistance throughout the game, adding an entirely new dimension to an otherwise familiar campaign. Cooperating through the game’s six chapters, Redfield and Alomar must carefully manage items and ammunition, overcome puzzles and various other obstacles, not to mention dispatch literally hundreds of Plagas-infected villagers and grotesque abominations along the way.When playing solo, Alomar is handled entirely by the AI – and for the most part, she proves a competent partner. When you’re low on health, she’ll administer a healing herb or resuscitate you; if she acquires any ammo for a gun you possess, she’ll pass it your way; more importantly, she’ll handle stand her ground against the majority of foes without too much trouble. Problematically, however, it’s in combat situations that faults begin to rear their head. While Alomar has no trouble popping a few pistol rounds in the nearest foe or utilizing the machine gun in short, conserving bursts, she won’t always apply the most appropriate armament for the job. This is best illustrated in confrontations with some of the game’s latter foes, where small arms barely scathe your enemies. Rather than whipping out a Magnum or Grenade Launcher, your partner obstinately sticks with lower tier weapons, making solo operations a precarious business.&lt;/span&gt;&lt;/div&gt;&lt;div align=&quot;justify&quot;&gt;&lt;span style=&quot;font-family: georgia; font-size: x-small;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;http://www.justpushstart.com/wp-content/uploads/2010/09/re5-01.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;223&quot; src=&quot;http://www.justpushstart.com/wp-content/uploads/2010/09/re5-01.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div align=&quot;justify&quot;&gt;&lt;span style=&quot;font-family: georgia; font-size: x-small;&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align=&quot;justify&quot;&gt;&lt;span style=&quot;font-family: georgia; font-size: x-small;&quot;&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align=&quot;justify&quot;&gt;&lt;span style=&quot;font-family: georgia; font-size: x-small;&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;div align=&quot;justify&quot;&gt;&lt;span style=&quot;font-family: georgia; font-size: x-small;&quot;&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align=&quot;justify&quot;&gt;&lt;span style=&quot;font-family: georgia; font-size: x-small;&quot;&gt;&lt;span style=&quot;font-family: georgia; font-size: x-small;&quot;&gt;Let’s get one thing abundantly clear from  the start – Resident Evil 5 is not a survival horror game. Far removed  from its predecessors, this latest entry in Capcom’s venerable franchise  is ostensibly an action-packed shooter, filled to the rafters with  intense battles, ostentatious bosses, and egomaniacal villains that  could quite have easily been plucked from the pages of a Marvel Comic  book. And we bloody love it.Resident Evil 5 kicks off in early 2009,  over a decade since the destruction of Raccoon City as depicted in  Resident Evil 3: Nemesis. The game reacquaints us with Chris Redfield,  star of the original survival horror classic, who is now part of the  Bio-Terrorism Security Assessment Alliance (BSAA); an organization  dedicated to the eradication of bio-weapons throughout the globe, of  which Redfield is a founder.Having been dispatched to the African region  of Kijuju, the former zombie slayer (who now looks as though he has  been scoffing protein shakes and taken up permanent residence under the  bench press for the past decade) teams up with fellow BSAA agent Sheva  Alomar as the pair attempt to track down an unscrupulous chap named  Ricardo Irving. Upon arriving, however, the duo find that the entire  community has been infected with a deadly biohazard mimicking the  affects of the Las Plagas seen in the previous game. While we won’t  spoil anything, suffice to say long time fans will be pleasantly  surprised by the game’s narrative, which adheres to RE’s increasing  complex plot far more than its predecessor’s tenuous tale achieved.&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align=&quot;justify&quot;&gt;&lt;span style=&quot;font-family: georgia; font-size: x-small;&quot;&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align=&quot;justify&quot;&gt;&lt;span style=&quot;font-family: georgia; font-size: x-small;&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;http://mktplassets.xbox.com/NR/rdonlyres/40C02F7C-EEAB-4B6B-8A3D-A8F8047CED76/0/simRE510.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;225&quot; src=&quot;http://mktplassets.xbox.com/NR/rdonlyres/40C02F7C-EEAB-4B6B-8A3D-A8F8047CED76/0/simRE510.jpg&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div align=&quot;justify&quot;&gt;&lt;span style=&quot;font-family: georgia; font-size: x-small;&quot;&gt;&lt;br /&gt;Naturally, online play really shines here, allowing you to formulate strategies with your partner in order to overcome tougher foes. This is particularly useful for boss encounters, where one of you may opt to distract an enemy while the other deals the damage from a safe location – satisfying stuff to say the least. On the other hand, if you’re lumbered with the AI, then prepare to tackle some of the trickier bosses without the extra input from your partner. Ultimately, however, the artificial intelligence does solid job and shouldn’t give you too many headaches. Just don’t expect anything too radical.&lt;/span&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;</description><link>http://psgamesreviews.blogspot.com/2012/10/resident-evil-5-game-review.html</link><author>noreply@blogger.com (ahmed)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4825163453667305785.post-2915503781758289864</guid><pubDate>Mon, 01 Oct 2012 07:40:00 +0000</pubDate><atom:updated>2014-07-14T21:11:39.781+05:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Darkness PS Game Review</category><category domain="http://www.blogger.com/atom/ns#">The Darkness Game Review</category><category domain="http://www.blogger.com/atom/ns#">The Darkness PS game Review</category><title>The Darkness PS game Review</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;br /&gt;&lt;div&gt;&lt;form action=&quot;http://hotelclub2.blogspot.com&quot; id=&quot;cse-search-box&quot;&gt;&lt;div&gt;The Darkness is most likely going to be the best game this summer, and I&#39;d  say it is one of the top 5 PS3 games out, to date. Be warned, the Darkness is  truly for mature audiences. Demon possessed gangsters are not suitable playmates  for the kiddos. But for the grownups in your home, the Darkness provides a  visceral, frightening, clever game that will suck you in with innovative  gameplay and an intriguing story.&lt;br /&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;http://download.gamezone.com/uploads/image/data/876075/darkness_cover.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;http://download.gamezone.com/uploads/image/data/876075/darkness_cover.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;/form&gt;&lt;/div&gt;&lt;div&gt;Let&#39;s get through the obvious. The Darkness is a superb looking game. It  supports various HD all the way through 1080p. The art direction is, in word,&lt;/div&gt;&lt;div&gt;&amp;nbsp;amazing. The Subways look just like every subway I&#39;ve ever been on. Every little  bit of the environment has been paid attention to, so much so that I had to stop  and just look at the wall paper once, &quot;I wonder how&lt;/div&gt;&lt;div&gt;&amp;nbsp;that would look in my den?&quot;  The area I was most skeptical of became one of my favorite aspects, the  tentacles. I could not imagine them looking anywhere near right in a first  person shooter. The Darkness proves how limited my imagination really is, the  tentacles were creepy and mesmerizing.&lt;br /&gt;As good as it looks (don&#39;t listen to the fan-boys argue about frame rates, it  looks grand), the real strength of the game is its amazing cinematic properties.  In a film I&#39;d say it had an amazing director of photography, in a videogame, it  lies less in the hands of one person. Whoever the people were behind the opening  sequence of The Darkness deserve an award. It was the best videogame opening  I&#39;ve seen since the Return of the King game.&lt;br /&gt;Riddick was a game with great story and atmosphere, but The Darkness builds  it to a whole new level. In fact, I&#39;d argue that this is more of a hybrid game  than a first person shooter. With the heavy emphasis on narrative, I&#39;d call it  an adventure FPS, and it is a welcome departure from the guns only philosophy of  the FPS genre.  &lt;br /&gt;The Darkness not only makes you feel like a part of the tale, but it helps  you care about it as well with limited free roaming and unlockables which  motivate you to stick with the story to the end.&lt;/div&gt;&lt;/div&gt;</description><link>http://psgamesreviews.blogspot.com/2012/10/the-darkness-ps-game-review.html</link><author>noreply@blogger.com (ahmed)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-4825163453667305785.post-323046216983241820</guid><pubDate>Mon, 01 Oct 2012 07:38:00 +0000</pubDate><atom:updated>2014-07-14T21:11:39.786+05:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Star Wars PS Game Review</category><category domain="http://www.blogger.com/atom/ns#">Star Wars: The Force Unleashed</category><category domain="http://www.blogger.com/atom/ns#">The Force Unleashed Game Review</category><title>Star Wars: The Force Unleashed</title><description>&lt;div dir=&quot;ltr&quot; style=&quot;text-align: left;&quot; trbidi=&quot;on&quot;&gt;&lt;h2 style=&quot;text-align: left;&quot;&gt;&lt;b&gt;Star Wars: The Force Unleashed:&lt;/b&gt;&lt;/h2&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;http://upload.wikimedia.org/wikipedia/en/2/28/The_Force_Unleashed.jpg&quot; imageanchor=&quot;1&quot; style=&quot;clear: right; float: right; margin-bottom: 1em; margin-left: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;http://upload.wikimedia.org/wikipedia/en/2/28/The_Force_Unleashed.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;Today, we&#39;re playing a Star Wars games that utilizes a number of different engines to calculate a variety of different tasks. Yesterday, we were playing a mixture of God awful games like Star Wars: Masters of Teras Kasi and Star Wars: Obi-Wan, or superb games like X-Wing vs. Tie Fighter and Knights of the Old Republic. There once was a time when a lot of Star Wars games just weren&#39;t any good. There were the occasional blips on the radar ages ago, but the majority of Star Wars videogames weren&#39;t received very well; some in fact, have appeared in&amp;nbsp;&quot;Worst Ever&quot; lists, such as Teras Kasi. Off the bat, it&#39;s worthy to mention that Force Unleashed is not a bad game. On the other hand, it&#39;s a rather decent Star Wars title. It boasts some pretty impressive gameplay mechanics that really make you feel like you&#39;re part of the dark side, or that you really are part of the Star Wars universe. Having force powers such as the ability to Force Grip, Force Lightning, Force Dash, and Force Push is what Star Wars games should&#39;ve had&amp;nbsp;long ago. These abilities allow your character, the Apprentice, to feel like a proper and complete fighter. Star Wars fans should know what these abilities do, but in case you need a crash course: the Force Grip is the same telekinetic move that Darth Vader has, allowing the player to grab objects or&amp;nbsp;people. You&#39;ll be able to use the Force Grip to pick up and throw objects, enemies, open doors, and so on. Force Lightning is precisely as it sounds, it allows the player to expel a wave of lightning as an attack. The Force Push allows the player to release a burst of energy as an attack, or as a means of breaking down obstacles. The Force Repulse is a stronger version of the Force Push, as it unleashes a blast of energy from all around the player, and not just forwards. Lastly, the Force Dash is a simple quick burst of speed forwards. When you&#39;re not using your limited Force powers, you&#39;ll largely engage in melee combat with your Light Saber. The Light Saber allows for various combos, which you&#39;ll be able to gain more of as the game continues, and will be your primary means of recourse. Now, the combat is directly involved with the engines running in the game, as the have a direct effect on the action.&amp;nbsp;First, there&#39;s the Digital Molecular Matter system, which makes physical objects in the environment act as they would in real-life, under various conditions. For instance, wood will crack like wood should, and glass will shatter appropriately, as opposed to all of that just being pre-determined.&lt;br /&gt;&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;&lt;a href=&quot;http://www.thegameeffect.com/contentMedia/images/users/Nschneider/2862169712-5c30efef5d-4-13-2012.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; src=&quot;http://www.thegameeffect.com/contentMedia/images/users/Nschneider/2862169712-5c30efef5d-4-13-2012.jpg&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;The Euphoria system by NaturalMotion is what LucasArts calls a &quot;behavioral-simulation engine.&quot; In other words, the characters you interact with will act, move, and even think like human beings. The point is so that they come off feeling as realistic as possible, and adapt their behavior on the fly. All of this is then sealed with Havok&#39;s physics engine. So you&#39;d imagine with all of that flare powering the game, you&#39;d be looking at a Triple-A title, right?Well, when you&#39;ve got the combat abilities down and actually begin to engage, things don&#39;t seem to hold up quite as well as expected. For one, the first immediate problem I noticed is that if you&#39;re using the Force Grip, you can&#39;t move your player. It&#39;d have been nice for LucasArts to at least let you walk slowly, otherwise, you end up a sitting duck for attacks from all around you. Second, melee combat doesn&#39;t feel fluid; going back and forth between Devil May Cry and Force Unleashed makes that much more apparent. You simply never feel like you&#39;re in total control over your character, as the actions feel sloppy, lacking precision and fluidity.Today, we&#39;re playing a Star Wars games that utilizes a number of different engines to calculate a variety of different tasks. Yesterday, we were playing a mixture of God awful games like Star Wars: Masters of Teras Kasi and Star Wars: Obi-Wan, or superb games like X-Wing vs. Tie Fighter and Knights of the Old Republic.&amp;nbsp;&lt;/div&gt;</description><link>http://psgamesreviews.blogspot.com/2012/10/star-wars-force-unleashed.html</link><author>noreply@blogger.com (ahmed)</author><thr:total>0</thr:total></item></channel></rss>